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TIGSource ForumsCommunityDevLogsMoonQuest
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Thecoolestnerdguy
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« Reply #1100 on: October 31, 2012, 12:33:07 AM »

@tcng Yeh, I'm sorry, this is not going to be good for older machines. Sad I'll still build a mac version at some stage, but optimising for older machines will have to wait a while.

So, in this case, I got to buy a new pc...  Shrug
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eigenbom
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« Reply #1101 on: October 31, 2012, 02:17:52 PM »

@sol cheers!
@jmc yeh good idea with the platforms, i'll add it to my todo list
@tcng Either that, or just play nethack, it's heaps better than my crappy game!

Update: Fixed an annoying issue where mm was falling straight through the occasional platform. Stoked to be getting <3ms per frame in the physics sim. Stackable blocks now get turned into platforms appropriately (e.g., only the top of the tree is a platform).



As for my current plans:

I'm back to being the solo programmer after a short stint working with Jack. Even though Jack's an awesome programmer I couldn't find the time to actually work with him, which sucks. I realised that the project isn't really at a stage where it can have another programmer, its still a big mess and there are too many unknowns, many of them I'm solving arbitrarily. On the music front, the musician, Gio, has been working on some tracks and they are sounding very sweet. The music system will be subtle, occasionally bringing in short tracks, but primarily the game will just have ambient noise of water, wind, animals, etc.

There's a few more major things to do next week before I finish the physics refactor and then I'll have a new 0.21 build, which will address all the current issues with the physics (such as mm flying through the ground, or landing strangely on sloped ground). I'll probably upload it and would love a couple of people to test it, but from the perspective of the player nothing really would have changed, so it'll be a boring update. Smiley

BUT then I plan on fixing the remaining issues and feedback I got from 0.1 and 0.2, and incoporate that into 0.22. And THEN it's on to 0.3 which will add a whole new bunch of features, items, enemies, health bar, etc.. And 0.4 will be a big release because it'll contain a fully playable (but small) procedurally generated level.

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kleiba
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« Reply #1102 on: October 31, 2012, 05:45:29 PM »

There's a few more major things to do next week before I finish the physics refactor and then I'll have a new 0.21 build, which will address all the current issues with the physics (such as mm flying through the ground, or landing strangely on sloped ground). I'll probably upload it and would love a couple of people to test it, but from the perspective of the player nothing really would have changed, so it'll be a boring update. Smiley

BUT then I plan on fixing the remaining issues and feedback I got from 0.1 and 0.2, and incoporate that into 0.22. And THEN it's on to 0.3 which will add a whole new bunch of features, items, enemies, health bar, etc.. And 0.4 will be a big release because it'll contain a fully playable (but small) procedurally generated level.

Sounds awesome! And ambitious, so good luck with your plan.  Toast Left

Do you think that at some point when you've got a new built ready, you could perhaps upload another video of the current state? Unfortunately, I cannot run your game on my machine, but I'd love to see the box2d progress you've made in action.
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eigenbom
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« Reply #1103 on: October 31, 2012, 08:06:24 PM »

cheers @kleiba, yeh its ambitious for sure! Umm yeh a video won't be very exciting at the moment, the box2d stuff is all under the hood. But I'll definitely do a video when I release 0.3 in hopefully a month or so.

Update: Minor idea update, I think I will allow the player to customise the colour, height, and face of their moonmen. Besides being fun that will help differentiate different players during multiplayer.



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DustyDrake
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« Reply #1104 on: October 31, 2012, 09:14:59 PM »

multiplayer
Shocked
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SolarLune
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« Reply #1105 on: October 31, 2012, 09:42:56 PM »

cheers @kleiba, yeh its ambitious for sure! Umm yeh a video won't be very exciting at the moment, the box2d stuff is all under the hood. But I'll definitely do a video when I release 0.3 in hopefully a month or so.

Update: Minor idea update, I think I will allow the player to customise the colour, height, and face of their moonmen. Besides being fun that will help differentiate different players during multiplayer.




Haha, that red inverted ASCII-looking guy's awesome.

Keep

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kleiba
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« Reply #1106 on: October 31, 2012, 09:47:18 PM »

cheers @kleiba, yeh its ambitious for sure! Umm yeh a video won't be very exciting at the moment, the box2d stuff is all under the hood. But I'll definitely do a video when I release 0.3 in hopefully a month or so.

Sweet! :-D

Haha, that red inverted ASCII-looking guy's awesome.

Agreed - sort of like Moonman meets Rasta meets the alien from Predator :-)
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eigenbom
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« Reply #1107 on: October 31, 2012, 10:39:33 PM »

cheers @kleiba, yeh its ambitious for sure! Umm yeh a video won't be very exciting at the moment, the box2d stuff is all under the hood. But I'll definitely do a video when I release 0.3 in hopefully a month or so.

Update: Minor idea update, I think I will allow the player to customise the colour, height, and face of their moonmen. Besides being fun that will help differentiate different players during multiplayer.




Haha, that red inverted ASCII-looking guy's awesome.

Keep


Lol ... Luv that gif..

@dd yeh sure, why not? Wink

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happymonster
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« Reply #1108 on: November 01, 2012, 12:04:29 AM »

Love the little mini version of moonman! Smiley
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Pixelulsar
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« Reply #1109 on: November 01, 2012, 11:15:22 AM »

Shocked

I like the guy with the huge head, and the guy with no head.
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seancruz
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« Reply #1110 on: November 01, 2012, 02:02:44 PM »

Hey eigenbom,

I really love your animations! they've got real nice flow and smoothness. Just that alone is gonna make your game very appealing, along with the style and gameplay. I can't try it out yet until I build my PC but I'll let you know my thoughts when I do get to test it.
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happymonster
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« Reply #1111 on: November 03, 2012, 02:58:10 PM »

Actually those characters look nice against the black background.. Maybe you need to try a darker / black background with your graphics experiments?
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eigenbom
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« Reply #1112 on: November 04, 2012, 09:15:18 PM »

@hm yeh i think you're right, i'm definitely sick of the current background, which I think is my fourth main background. i used to have a starry backgroung, i think the code is somewhere. i'm really looking forward to doing another visual overhaul, but there's still a few more things todo before then. :D

@pixelulsar yeh i like mr bighead. he might have to be my moonman whenever I play.

@seancruz thx! and thx for stopping by. there's no rush to testing, I've got plenty of feedback atm and bugs to squish! Wink

Update: optimised physics debug drawing, updated physics code to allow add/removal of blocks (it is surprisingly fast to add/remove bodies in box2d), found another box2d optimisation that increased speed by another 200%, and spent too long jumping around enjoying the physics.. the fun thing is watching those 4x4 large blocks get turned into little blocks if you chip off a corner Tongue

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Belimoth
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« Reply #1113 on: November 04, 2012, 10:47:07 PM »

You could just have the blocks which are next to open air have box2d counterparts, yes? This would add a little bit of complexity to things like dynamite.
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eigenbom
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« Reply #1114 on: November 04, 2012, 11:30:44 PM »

All the tiles are already box2d bodies, but I think you mean dynamic bodies right? If I have dynamic I'll probably replace the static blocks with a bunch of particles for a nice breaking effect.
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Belimoth
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« Reply #1115 on: November 05, 2012, 12:06:23 AM »

No, I was attempting to describe a way to cut down on the number of tile bodies being checked against for collision. This is halfway towards a mesh-based solution.



When a block is destroyed you would check to see if adjacent blocks should be added to the simulation.

One drawback of this would be that it's harder to simulate things like minecraft-style dynamite, since an explosion can penetrate to a depth greater than one.
« Last Edit: November 05, 2012, 12:14:44 AM by Belimoth » Logged

eigenbom
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« Reply #1116 on: November 05, 2012, 02:45:59 AM »

O right I see, yeh that would be a good improvement, cheers. I see a couple of problems with it though, as it relies on looking up block neighbours, but I'll have a think about it thx!
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eigenbom
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« Reply #1117 on: November 05, 2012, 07:21:12 PM »

Update: Finished and uploaded build 0.21. Wow that took nearly two months to get from 0.2 to 0.21, but involved a major rewrite of all the physics stuff. Also I had a holiday and did a beta test for my other game in that time, so I suppose its ok.

I uploaded the build but nothing's really changed on the surface, and I've disabled animation. However I am curious as to whether the physics runs fast (F1 to check the profiler) while jumping around and mining etc. You can also press F8 to see the underlying physics shapes if you're interested.

v0.3 should be much more interesting Shrug


CHANGELOG

0.21 06/11/2012
Refactored physics to use Box2D
added glm lib
added variable jump height and jump after fall delay
fixed ascent control
added platforms
Use a smaller fixed timestep with proper accumulator
Renderer interpolated for smoother results
Added basic ladder support in physics (not yet in-game)
Added physics debug drawing (f8)
Smoothed camera a bit
Sped up physics by ~400% with a simple 4x4 tile grouping optimisation
increased platform height, added contact normal check, and decreased foot height
Stackable blocks now act properly, can't have stackable slopes unless upside down
Upside down slopes behave properly now
moved physics sim() to execute phase, added fluid manager toprofiler
basic support in physics for multiple chunks
incremented version number, disabled animation
mm accelerates faster up slopes to give fluidity
extended platform length
platforms only collide if normal has a small x component, which fixes hitting the sides of the platforms
tuned some constants in physics
Made logging more verbose, but still needs to be verboser


Also here's some links from various docs I've read about platforming and physics and box2d and whatever, in case someone's interested.

http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/
http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?print=1
http://forums.tigsource.com/index.php?topic=7431.15
http://forums.tigsource.com/index.php?topic=17253.15
http://gamedev.stackexchange.com/questions/26291/in-a-2d-platform-game-how-to-ensure-the-player-moves-smoothly-over-sloping-grou
http://gamedev.stackexchange.com/questions/2799/good-2d-platformer-physics
http://www.iforce2d.net/b2dtut/constant-speed
http://www.iforce2d.net/b2dtut/jumping
http://www.iforce2d.net/b2dtut/jumpability
http://www.badlogicgames.com/wordpress/?p=2017
http://www.iforce2d.net/b2dtut/collision-anatomy
http://info.sonicretro.org/Sonic_Physics_Guide
http://www.wildbunny.co.uk/blog/2011/12/14/how-to-make-a-2d-platform-game-part-2-collision-detection/
http://games.greggman.com/game/programming_m_c__kids/
http://personal.boristhebrave.com/project/b2buoyancycontroller/demo
« Last Edit: November 05, 2012, 07:42:26 PM by eigenbom » Logged

kleiba
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« Reply #1118 on: November 05, 2012, 08:08:44 PM »

Awesome! Good job getting this release out. Enjoy Cup Day ;-)
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eigenbom
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« Reply #1119 on: November 05, 2012, 08:18:23 PM »

Awesome! Good job getting this release out. Enjoy Cup Day ;-)

Haha, so I bet $25 on a horse called "Green Moon" because of Moonman and then he won the Melbourne Cup so I'm $300 richer.. Hand Money RightWTF
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