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998357 Posts in 39155 Topics- by 30565 Members - Latest Member: harshat30

April 19, 2014, 01:25:48 AM
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1  Developer / Art / Re: 3D thread on: June 21, 2013, 10:38:29 PM
I figured I'd show something that I'm working on.  There's no texture mapping yet and a few things still need to be fixed on it.

2  Player / General / Re: Money and Value on: February 12, 2011, 12:16:54 PM
A week ago I was in a Canadian Tire store (A hardware, misc shit store), there was a cake mixer for $500 and a portable DVD player for $70.
They both sound overpriced.  This probably says more about that store than about the value of these products.
[edit]This is not my day, I thought you said portable CD player, not portable DVD player.[/edit]
3  Player / General / Re: ScrewAttAck TIGSource Video on: February 12, 2011, 11:23:28 AM
It's old.
Well, I guess I should have looked at the date.  It was in my Google Alerts email today so I assumed it was more recent than that.  Doh!  Durr...?
4  Player / General / Re: ScrewAttAck TIGSource Video on: February 12, 2011, 11:07:35 AM
One thing I was wondering, and I may be paranoid here, is if this might result in a small influx of immature kids joining the forums.  OMG KEWL GAEMS!  THNX SKREWATAK 4 HTE LINK!  Like I said, I may be paranoid.  Crazy
5  Player / General / ScrewAttAck TIGSource Video on: February 12, 2011, 09:22:04 AM
What do you think of this ScrewAttAck video about TIGSource?
http://screwattack.com/videos/IGS-009-An-Intro-to-TIGSource

I'll hold my opinions about it until I hear a few comments from some of the more regular TIGSource members.
6  Player / General / Re: Most Unique Games You Know on: January 05, 2011, 09:25:45 AM
There are games that are unique for their gameplay and games that are unique for their graphical style, sound and thematic.

Kirby's Epic Yarn for instance has a very unique art-style but does nothing really new.. Tim Schafer games (like someone mention, Brutal Legend) usually have a very unique setting and art-style (Psychonauts and Grim Fandango).

So, let me use this thread to ask you guys: which kind of "uniqueness" is more important for you?
To me unique gameplay mechanics and design elements are more interesting.  Anybody can clone the gameplay from another game and give it a different graphics style or have it take place in a different setting.  I'm more interested in the games that have something about them that has never been (or at least rarely been) copied.

I considered having "Rocket Robot on Wheels" in the list, but then wondered if it really was unique or if it was just a really good 3D platforming game.  I decided to leave it off the list.
7  Player / General / Re: Most Unique Games You Know on: January 03, 2011, 10:09:11 PM
bento_smile, a game can be both famous and unique at the same time -- it just needs to be significantly different from most other games.

A few more I thought of:
  • Chibi-Robo
  • Elebits
8  Player / General / Re: Most Unique Games You Know on: January 03, 2011, 08:29:22 AM
Snake, Rattle 'n' Roll was probably the closest thing to a 3D game you could play for the NES.  It would be pretty sweat if someone would make a full 3D sequel.
9  Player / General / Most Unique Games You Know on: January 03, 2011, 01:15:23 AM
It is easy to find lists of good games or popular games, but I would like to know more about unique games.  These are games that are different from most other games in some way.  Please note that these games do not actually have to be any good, just unique.

I'll start (random games that popped into my head):
10  Developer / Creative / Re: Today I created... on: November 29, 2010, 10:54:44 PM
Thanks Ashkin.  I think I like the second one the most.  It's both fun and dangerous looking.  The first, I think, might be a little too bland.

The last one actually kind of gives me the creeps ... which might actually make an interesting style for a game.  Consider a first person adventure with an unsettling character guiding you through a twisted story full of moral paradoxes.
11  Developer / Creative / Re: Today I created... on: November 29, 2010, 10:16:34 PM
Quick art style experiments.

12  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: August 13, 2010, 05:54:37 PM
I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. Smiley

When I was working on Ooze I was going to have the story be about the evil Active Enterprises Corporation promising to award the hero $104,000 to take on this mission that proves to be impossible.  Unfortunately I had to call it quits before I even had a story system implemented.
13  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: July 12, 2010, 12:11:19 PM
Some initial Ooze requests:

* Firstly, could you please add the missing tile patterns invoked by this WIP draft level I made: http://i.imgur.com/UKaeP.png
* Secondly, a new enemy - one that is stationary but fires a projectile horizontally whenever the player enters its field of view.
* Thirdly, this game could do with a larger field of view - I'd like to be able to see about 1.5 times as much terrain in-game.
* Fourthly, variable-height jumps! Hold down the button to jump higher or release early to jump lower.
* Fifthly, auto-fire - hold down C to fire continually at just below the maximum firing rate.
* Sixthly, could you disable the mouse-interfering part of the engine? Since this isn't an FPS it doesn't need to restrict the mouse's movement to within the window.

1. I could build those tiles graphics.  It may take a little time to put them together.  In the mean while some of the current limitations are:  The green ground currently only has vertical lines -- think slime dripping straight down from the surface.  The bubble tiles are a little problematic and can only successfully be placed directly next to other bubbles.  Acid pools currently only have squared off bottoms and must have at least one tile space between the top of the acid and the top of the lip of the pit the acid is in.  Acid must currently be completely surrounded by either brown rock or green rock.  I'm going to try to find ways of making it easier to design levels, such as creating simple tools.
2. The game needs a lot of enemy types added.  I was going to revise the entity code a little, so it may be a few days before I start adding in a lot of other enemies.  Currently I have a mesh for a flying bee enemy based on the Genesis A52 Ooze that needs to be rigged, animated, and coded.  I was also planning on adding an option for spitting blobs, such as in the NES A52.
3. I can easily move the camera out a little.
4. I considered this before and it shouldn't be too difficult to add.
5. I can consider trying to implement auto-firing.
6. I did not want the mouse cursor to be constrained to the window but that's the default behaviour for the input library I'm using.  I'll need to figure out what needs to be done to fix this.  Also the second cursor is an artefact from when I was playing around with a GUI library.  I'm going to try to fix these.
7. One thing I forgot to mention is that the "Enter" key reloads the current level -- which should make it easier to test revisions.
14  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: July 11, 2010, 09:35:09 PM
Cool, L and Podunkian.  Firstly, for the music I was thinking it shouldn't stray too far from the original.  I still have some kinks to work out in getting audio in the game engine, but it shouldn't be too difficult.  As far as "professional grade," I'm sure it's far from it!  I took a few shortcuts that might limit the engines potential a little, but the end results should still be pretty good.

Secondly, a small description of level designing.  If you want to play around with adding levels it's pretty easy.  The game starts at "start_lvl.txt".  Through door entities you can link to other levels by specifying a destination (the file to go to next) and a dest_point (a named point in that file where the player will be placed.)  To add a new level simply create a text file describing it then create a door going to it in an earlier level.

Each line of the level description files handles one aspect of the level.  It follows the format of "type:arguments", where values are a list of variables and their assigned values.  It may seem strange that the arguments are pipe separated, but I did this because it's a character that will never be used in in-game text (such as on signs or during dialog.)  All lines must be all the way to the left.

Following is a description of what can currently be created in the level and what their properties are:
Code:
# comments begin with the # symbol and are ignored
# properties can be listed in any order
# coordinates have 0,0 at lower left hand side of the screen. up and right are positive values, tiles are 1 square unit big

skybox - The background material used for the far distance
    name - name of the sky box background [sky_day, sky_night]

    Example:
        skybox:name=sky_day


fog - Fog affecting the appearance of objects as they go farther back from the camera
    type - how the fog is calculated [linear] (later I might add some other fog types)
    r - red color component for the fog [floating point number, i.e. 0.0]
    g - green color component for the fog [floating point number, i.e. 1.0]
    b - blue color component for the fog [floating point number, i.e. 0.5]
    density - thinkness of the fog [floating point number] (I don't think this is used by linear fog)
    start - the starting distance from camera for applying fog [floating point number]
    end - the ending distance from camera for fog [floating point number]

    Example:
        fog:type=linear|r=0.31|g=0.49|b=0.63|density=0.001|start=2|end=400


ambient - the ambient lighting of the scene
    r - red color component of ambient light [floating point value]
    g - green color component of ambient light [floating point value]
    b - blue color component of ambient light [floating point value]

    Example:
        ambient:r=0.35|g=0.4|b=0.45


light - a light in the scene
    name - the name you want to give the light [string] (may be removed later)
    type - type of light source [directional, point, spot]
    r - red color component of light's diffuse [floating point value]
    g - green color component of light's diffuse [floating point value]
    b - blue color component of light's diffuse [floating point value]
    sr - red color component of light's specularity [floating point value]
    sg - green color component of light's specularity [floating point value]
    gb - blue color component of light's specularity [floating point value]
    x - x position in 3d space (used by point and spot) [floating point number]
    y - y position in 3d space (used by point and spot) [floating point number]
    z - z position in 3d space (used by point and spot) [floating point number]
    dx - x direction of lighting (used by directional and spot) [floating point number]
    dy - y direction of lighting (used by directional and spot) [floating point number]
    dz - z direction of lighting (used by directional and spot) [floating point number]
    shadows - Whether the light casts shadows or not (shadows currently disabled) [1 or 0 for on or off]

    Example:
        light:name=sun|type=directional|r=0.7|g=0.65|b=0.6|sr=0.65|sg=0.65|sb=0.65|x=20|y=80|z=50|dx=-1|dy=-1|dz=-1|shadows=1


tilemap - The tilemap data for describing the terrain
    tiles - a file describing how the graphics and interactions of tiles [tiles.txt]
    map - the tile map data filename [string]

    Example:
        tilemap:tiles=tiles.txt|map=start_map.txt


camera - The starting position for the camera (I might change this to use named points)
    x - x position for camera [floating point number]
    y - y position for camera [floating point number]
    minx - minimum x position the camera can move [floating point number]
    miny - minimum y position the camera can move [floating point number]
    maxx - maximum x position the camera can move [floating point number]
    maxy - maximum y position the camera can move [floating point number]

    Example:
        camera:x=7|y=10|minx=10|miny=8|maxx=118|maxy=56


point - a named point in the level -- currently used by door for where the player should be placed
    name - the name you want to give this point [string]
    x - x value for point [float]
    y - y value for point [float]

    Example:
        point:name=start|x=5|y=10


static - non-interactive static geometry decorations
    name - filename of the mesh to use [bg_hills.mesh and anything else in ./media/mesh]
    x - x position of mesh [float]
    y - y position of mesh [float]
    z - z position of mesh [float]

    Example:
        static:name=terrain_plane.mesh|x=-50|y=0|z=-90

    
entity - an interactive object in the scene
    type - the type of entity that should be placed down [pickle, acid, door, spawner]
    x - x position for the entity [float]
    y - y position for the entity [float]
    vx - x component of velocity vector (may not be used by everything) [float]
    vy - y component of velocity vector (may not be used by everything) [float]
    [arguments] - the arguments depend on the type of entity


entity:type=pickle - the green blob that moves back and forth
    only uses basic entity arguments

    Example:
        entity:type=pickle|x=10|y=10|vx=1.0


entity:type=door - an exit door leading to another level
    destination - the filename for where they player will go [string]
    dest_point - the destination point for where they player should be placed [string]

    Example:
        entity:type=door|destination=night_lvl.txt|dest_point=start|x=124|y=17


entity:type=acid - a single drip of acid that disappears when it hits something
    only uses basic entity arguments

    Example:
        entity:type=acid|x=16|y=10|vx=3.0


entity:type=spawner - creates new entities at regular intervals
    spawn_entity - name of entity to spawn [names of above mentioned entities]
    spawn_freq - frequency of spawning in seconds [float]
    spawn_sync - time before spawning begins (used to time spawning patterns) [float]
    spawn_x - x position of spawning sensor (used so entities are only spawned when player is near) [float]
    spawn_y - y position of spawning sensor (used so entities are only spawned when player is near) [float]
    spawn_w - the half-width of a bounding box used by sensor (distance from player before spawning) [float]
    spawn_h - the half-height of a bounding box used by sensor (distance from player before spawning) [float]
    [arguments] - all arguments are passed to the spawned entity, so set values for the entity here

    Example:
        entity:type=spawner|spawn_entity=acid|spawn_freq=1.0|spawn_sync=0.0|spawn_x=10|spawn_y=20|spawn_w=10|spawn_h=10|x=10|y=20
If you make any levels that you think are pretty good send me a forum message and I'll tell you where you can email the text files.  Also, feel free to tell me any ideas of what could be added.  Thanks.
15  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: July 11, 2010, 07:58:55 PM
Progress on Ooze has been going very, very slowly.  Making a game entirely on one's own is a difficult challenge.  If I could focus on programming, art, and animation with someone else taking over level design, story, and music it would make things a lot easier.  Those are the areas of expertise I am least confident of taking on.

In many ways designing levels isn't too difficult with the engine I have.  Basically it involves drawing the level in a paint program, using a Python script to convert it into tilemap data, then writing a level description text file to use the tilemap, set settings, and populate the area with objects.  It's pretty easy.  I've never really been all too good at making a game feel fun to play and that's largely due to poor level design.

If anyone did want to try to make some levels for this game I can try to provide a Windows build with a small tutorial explaining what I've got.  I would also like this person to help by giving me good suggestions on what features to add to the game's engine -- such as enemy types, etc.

I think if someone did take on these tasks this game can start gaining momentum again and become more likely to actually be completed.  Just tell me if any of you think you might be able to design some cool and fun levels.

Writing and music composition would be good also, but those are not too  urgent yet (since, currently, the game engine only has rudimentary support for music and dialog -- at the moment just initializing and linking the needed libraries.)


Download Win32 Demo Build (21.1 MB) (No guarantees it will run perfectly)

If you're interested in seeing what might be involved in creating a level check start_lvl.txt in the ./media/level folder.  The script to convert images to a tilemap is in ./proj -- requires Python and PIL.  Converter Use: python lvl_converter.py img_lvl.png.  See sample png file for colors.  Some patterns do not have tiles associated with them.  An error image will be produced with these tiles marked in red and they will be invisible in game.  False error pixels will be produced around bubble tiles, just ignore them.  I know this is not the best setup for creating levels, but when I started I thought this project would not take as long as it had so I took some shortcuts.  A proper scripting language would probably be better than the level description text files I'm using, but ... oh well.   Roll Eyes
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