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880580 Posts in 33043 Topics- by 24406 Members - Latest Member: TomParis

May 26, 2013, 06:54:45 PM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)The Snap [Finished]
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mcc
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« Reply #15 on: January 17, 2011, 05:51:23 PM »

I was thinking about your idea more, it seems like the player loops would almost be reminiscent of a snake game (or tron lightcycles), where trails are left behind which can affect the other opponents...except your trails are loops of your actions.  What if the bullets shot by looping players could harm all players, both current and looping? Hand JoystickEpilepticHand Any Key
Oh, they will :D however bullets shot by "past self" players are unlikely to hit anyone because the players will not know how to aim.  Although I guess that depends on how big the hitboxes are. (I showed my writeup to a friend he said that were he to play this, his strategy would likely to be a chokepoint or hallway in the map that people are sure to walk through and then just fire into it for 60 seconds).
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Ness Kain
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« Reply #16 on: January 17, 2011, 06:42:56 PM »

This could be incredible.
If what you have at the end of the competition works, you should definitely keep going with it!
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Ever Toward a Better Yesterday: music; more is on the way, but it must first complete an arduous journey fraught with peril.
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« Reply #17 on: January 17, 2011, 07:46:14 PM »

Speaking of physics game that are more confusing than fun, see greg egan's Quantum Soccer
...wait. This is the Greg Egan who wrote Quarantine?

OMG awesome :O

EDIT: Needs some UI work.

yes Smiley
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eigenbom
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« Reply #18 on: January 17, 2011, 07:51:20 PM »

I think that gameplay mechanic would work well in a simple 2d tile-based environment.
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John Nesky
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« Reply #19 on: January 17, 2011, 08:08:07 PM »

This music video wraps around 60 seconds in.
http://www.youtube.com/watch?v=RjiURQ-aWeg
It does feel like it doesn't have enough guns and violence though.
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mcc
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« Reply #20 on: January 17, 2011, 08:20:26 PM »

This music video wraps around 60 seconds in.
http://www.youtube.com/watch?v=RjiURQ-aWeg
It does feel like it doesn't have enough guns and violence though.
OMG Kylie !!!

Yeah, I've watched this video at least 20 times already since I discovered it a couple years ago. Time to go watch it times 21 through 25.

Incidentally, I think "Love At First Sight" would also provide a fantastic basis for a video game. I imagine two people at opposite ends of a field, they can see each other clearly but when they start trying to move toward each other a maze made out of those flickery walls materializes keeping them apart... doesn't really sound like a Vs. game though.

Didn't someone on this forum make a 2D platformer using the time loop idea at some point? Like, not something like P.G. Winterbottom or Company of Myself, something with a fixed-length loop that kept doubling back on itself. I remember this but it may have just been a Feedback thread for a game that was never finished...
« Last Edit: January 17, 2011, 11:11:24 PM by mcc » Logged

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mcc
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« Reply #21 on: January 17, 2011, 09:56:13 PM »

Day 0

Mac build (r16)
Windows build (r16)



---

Today experimented with 3D physics engines. I was thinking, since someday I really would like to have the option of expanding this into a fully 3D sort of thing, I would implement this with 3D physics and just snap it to a plane. I tried out the Bullet physics engine and it seems actually fantastic, a big improvement over ODE in several ways. I got as far as being able to modify the "CCD" demo to make it 2D/planar. However the more I thought about it the more it seems like trying to learn to work with Bullet would be a big and possibly unbounded time drag, and I don't have a whole lot of time to work with here. Also at some point I decided I don't actually want to use the physics in my physics engine, not for the compo at least, and I only want the physics in there for collision detection. So I'm just going to stick with Chipmunk, which is what Jumpcore (my personal "game engine") uses by default.

Started a new project, and as promised, my end-of-day builds actually are linked above. However, all they do right now is produce a blank screen...
« Last Edit: January 17, 2011, 10:19:51 PM by mcc » Logged

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TobiasW
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« Reply #22 on: January 18, 2011, 04:16:31 AM »

Whaaaaaaaaaaat Durr...?

This game sounds like it will be most delicious chaos! Drop everything else you're doing, I want full commitment to this project!
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mcc
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« Reply #23 on: January 18, 2011, 10:51:48 PM »

Day 1

Mac build (r19)
Windows build (r19)



Status: It draws a black screen with a green square. If you use the WASD keys the green square moves around.
« Last Edit: January 18, 2011, 11:19:39 PM by mcc » Logged

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mcc
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« Reply #24 on: January 18, 2011, 11:26:57 PM »

And FYI as of tonight I am now duplicating the content I post here at my blog thing
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mcc
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« Reply #25 on: January 19, 2011, 07:57:58 PM »

Day 2

Mac build (r21)
Windows build (r21)



Status: Option of 1 or 2 players; in 2 player mode there is a blue and a green player. Each player can now fire bullets (the small squares). Player 1 moves with WASD and fires with IJKL; player 2 moves with FXCV and fires with HBNM.

But there's no collision logic on the bullets yet, so they just bounce around and accumulate in the corners of the screen.





Thoughts:

- I cannot help but think. What if I just stopped here? Like, maybe added damage from bullets and said, okay, here's my 2p arena shooter. How on earth would anyone play this? The WASD/FXCV scheme would require the players to configure themselves in extremely odd ways to reach the keys; Player 2 would basically have to be sitting in Player 1's lap. Perhaps we can think of this as an activity for couples.

- These controls can't stay even if the Twister problem is fixed. Firing diagonally is really difficult with the IJKL aiming.

- Maybe I'll have to rethink my position on physics. The more I start moving toward actually implementing the time/replay mechanic, the more it starts to seem like implementing physics would be really, really easy. (In fact it may be easier to implement full physics than not implement it-- the current build has some really weird behavior due to the fact I'm using Chipmunk for collision detection but then in my first-pass way of doing movement I'm treating it in ways a physics engine does not expect to be treated.) The big problem with physics though is that the world I present-- 1 black screen, 2 autonomous squares, bullets that are destroyed on impact, unmoving walls-- gives very little opportunity for a physics engine to show off its presence. Of course I chose this gameplay idiom specifically because it imposed simple physics and made the mockup easy to finish, but it means if I try to think of "what are cool flourishes a physics engine could add?" I don't have a lot of room to maneuver.

I'm increasingly starting to wonder what this game would be like if instead of a top-down/Combat! sort of thing it were a vs. 2D platformer where the players had free-shooting guns (like in All Of Our Friends Are Dead, or something) and were free to run around and jump and fire at each other. That would give the physics engine a lot of neat stuff to do and might simplify things like how to present the controls. I have doubts I could get this done for the competition deadline though so maybe that will have to be something to consider later.
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mcc
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« Reply #26 on: January 20, 2011, 11:28:40 PM »

Day 3

Mac build (r23)
Windows build (r23)



Status: Same as yesterday but now there is rudimentary gamepad support. Player one is still controlled with WASD+IJKL. Player two is controlled using the dual analog sticks of the first HID gamepad found. In my tests I used a Sony Dual Shock 3 using the tattiebogle driver and it worked; I wouldn't especially expect it to work on anyone else's system until I've added the ability to actually configure controls.

There are buttons in the main menu for setting the controls. They don't work yet.

Doing the geometry wars thing and controlling my little square shooting its little bullets using the dual analog sticks was actually startlingly fun considering the game doesn't actually do anything yet. I'm feeling better about the whole top-down shooter plan than I was yesterday.
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mcc
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« Reply #27 on: January 22, 2011, 02:52:51 AM »

Day 4

Mac build (r36)
Windows build (r36)



Status: Gamepad support is now complete and controls are now configurable. To set the controls for a player, click "Set p#1 Controls" or "Set p#2 Controls" at the main screen and follow the instructions. Controls are not saved when you quit the program yet. I recommend using a gamepad's dual analog sticks to move and fire if you can.

So far I've tested the controller code with: Keyboard; a Sony Dual Shock 3 (on a mac, using the tattieboogie driver); and a vintage "Gravis Gamepad Pro". But I haven't yet tested anything on Windows, and also different brands of gamepads behave very different in SDL so the fact that I know these two gamepads work doesn't say much about whether other gamepads work.

So I'd be extremely curious, if anyone out there has a gamepad, if you could test and see (1) could you configure your controls without incident (2) could you then play the game (…to the extent it can be played right now) and have it work. I am particularly curious whether this code works with the XBox 360 gamepad, and in particular, I'm curious whether the 360 d-pad works. The 360 gamepad does its d-pad in a weird way that requires an entire code path to itself to handle, but I don't have one to test with.

A little amusing thing: I don't impose any rule that different players each have to have their own gamepad, so I realized it was possible to set player 1 to control with the analog sticks on the Dual Shock and set player 2 to control with the d-pad and face buttons on the same controller. Despite my jokes about Twister before, I'm actually sort of considering encouraging people to play this way with two people! I attempted the 2 players, 1 controller thing with my spouse and it was actually weirdly workable and fun in a silly way (the configuration we settled on was player 1 had d-pad to move and right analog to fire, and player 2 had left analog to move and face buttons to fire).

EDIT: I found someone with a 360 gamepad. It works, but the d-pad does nothing. Oh well. Another thing I'm noticing is when you're setting controls it's way too sensitive about when it goes ahead and sets an analog stick axis, so it's really easy to accidentally set your controls "sideways" if you accidentally push up a little and then left a little when you first touch the stick. I'll fix this tomorrow.
« Last Edit: January 22, 2011, 03:13:41 AM by mcc » Logged

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mcc
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« Reply #28 on: January 23, 2011, 02:16:16 AM »

Day 5

Mac build (r39)
Windows build (r39)



Status: Fixed the problems with the controller code I discovered after posting last night. Analog stick setup is less stupid sensitive now and the 360 controller is now fully supported.

I also changed a whole bunch of stuff you can't see.
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Rob Lach
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« Reply #29 on: January 23, 2011, 08:07:22 AM »

ahahah this concept is excellent.
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