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1045202 Posts in 42341 Topics- by 34052 Members - Latest Member: klaus

September 22, 2014, 04:18:41 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit Competitionokkuplektor [finished]
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Author Topic: okkuplektor [finished]  (Read 33151 times)
0rel
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« Reply #20 on: March 12, 2009, 03:38:25 AM »

being glad it works okay in windowed mode. thanks a lot for testing it!

it's my own engine, but i'm also using the 'Bullet Physics' library, like Blender. and, yes, all dynamic objects are boxes at the moment, they should be probaly be replaced with spheres/capsules some time, it's cheaper i think. for static geometry, collisions are based on triangle meshes (at the moment they are equal to the graphics representation)..

too bad it crashes in fullscreen mode. the monitor resolution shouldn't be much of problem, i think. -- may i ask you when it exactly stops? doesn't it switch into fullscreen mode at all, or do you already see some glitches of fullscreen frames?

okkuplektor_engine_test_p4b.zip
i've quickly put another test build up, now with disabled lowres-effect, no vsync, no audio, and a menu button to change the screen mode. one of those things could be the source of the problem maybe.
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« Reply #21 on: March 12, 2009, 05:57:31 AM »

really the visual atmosphere draws me in,
bravo  Kiss
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jph wacheski
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« Reply #22 on: March 13, 2009, 06:52:30 AM »

that ver. works,. with the menu or ALT-Enter.
I just when back and tryed to older one to see when it crashed but this time it works,.  WTF must have been my system,. or something I had run befor this,. conflicts? not sure.  all working now though. 

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« Reply #23 on: March 14, 2009, 02:08:12 AM »

really? that's great to hear. thanks jph.

made a small audio test, yesterday...
okkuplektor_realtime_audio_test_p4d.zip..
(controls: w-a-s-d/arrows, mouse, space bar)

but still no good bigger plan yet...
lazer gameplay's next!
experimenting in that direction now...
new name is something like 'inphlom', probably.
'okkuplektor' is just tha big bad end boss.
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jph wacheski
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« Reply #24 on: March 24, 2009, 10:27:27 AM »

hopeing to see a bit more of this,. so nice  Wink . anything happening? and will there be a game/demo release for sunday?   Beg
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« Reply #25 on: March 25, 2009, 12:49:26 PM »

sorry for for the long break... but some days ago, suddenly, my web space was disabled for some unknown reason, and other things added quite some friction to my inital motivation... luckily, it turned out, that i just didn't pay the bill in time for the webspace, so it isn't a that mysterious thing as thought first. Smiley - anyway.. now, i'm working on the game again. and, ye, it's getting tight, if it really should "get done" till sunday. - some test levels for the laser shooting mechanics are working now in reasonable way, which is fun, but everything is just in "placeholder" state, so, there's a still lot of stuff to get right... real levels / better music/sounds / nicer cockpit/better weapons/enemies...
we'll see Coffee
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jph wacheski
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« Reply #26 on: March 26, 2009, 11:57:41 AM »

ha taht is funny I have had that same experiance,. here I am cursing the danm hackers who took douwn my site,. and infact i had not paid the hosts,. doh!

Just relase a nice demo for us to play with on sunday,. what ever state it is in,. fun is good!   I have the similar situation, I had hoped to be 10 times further along with my entry however too many issues in the dev. and all the rest,. keep taking too much time,. it seems everything really does take much longer than you we initially think! well for me anyway. peace.  Smiley
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« Reply #27 on: April 06, 2009, 01:06:59 PM »

update
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Synnah
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« Reply #28 on: April 06, 2009, 01:57:44 PM »

Oh wow! You've made a thing of singular, abstract beauty! Movement was so smooth and responsive, and put me in mind of Descent (Only much less awkward). I only got as far as the third stage, but I'll definitely be playing this again when I have more time.

Aside from that, the visuals are lovely, and the music is great, too. I had a look at your .txt files that describe them Epileptic. You're so hardcore!
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« Reply #29 on: April 06, 2009, 02:11:17 PM »

This game is amazing.
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Mikademus
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« Reply #30 on: April 06, 2009, 03:26:39 PM »

Very beautiful, works wonderfully here. Great variety of levels, though I could never get past the one with the rotating blades. Very high marks!
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jph wacheski
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« Reply #31 on: April 06, 2009, 05:49:28 PM »

Super cool!   I love the look, some sweet designs, and the sounds/music are great as well,. how do you generate your samples?  Do you have a tool to design them or do you write those defenition .txt files by hand?  I will have to play some more and will give better feedback later,. . thanks for building this!   Smiley
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« Reply #32 on: April 07, 2009, 02:34:47 PM »

Indiegames.com are giving some pretty major coverage to the Cockpit competition at the moment! okkuplektor was their pick for today.

http://www.indiegames.com/blog/2009/04/freeware_game_pick_okkuplektor.html
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« Reply #33 on: April 07, 2009, 02:40:07 PM »

got around to play it in Windows and with a mouse. very awesome! the atmosphere is amazing.

two things:
- sounds didn't seem to be working at places (firing & c. -- the ambients were alright)
- having to start all over again after dying is cruel.


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« Reply #34 on: April 07, 2009, 05:13:24 PM »

0rel! I admit, I haven't been follwoing the Cockpit Compo too closely - First Person 3D games, whilst still in alpha stages tend to mess with my mind/computer a little too much for my tastes. Was waiting for the final copies. But, I kinda had to try this out.

Don't know how you do it, but you always pull off something brilliant and rather unique. Your games certainly have a common "feel" between them. I guess it's the crisp pixels and delicious ambient sound, combined with a good ol' fashioned arcade feel.


Regardless, this is no different! A really slick, fun shooter. I especially liked the digression into the quiet stage without shooting or enemies. I, uh, couldn't figure out how to get to the exit, though. I will later! I must investigate rumours of a boss.

Well done, again! Keep it up!
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Melly
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« Reply #35 on: April 07, 2009, 09:39:53 PM »

As far as atmosphere, visuals and level variety this game is ace. I couldn't get past the most exploration-focused level with the floating spike balls, though.

Most of the sounds didn't work for me. Firing and stuff like that. Usually I'd only hear the music.

Hope you fix this issue and I can play this game properly. Beer!Hand Metal Right
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Xion
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« Reply #36 on: April 07, 2009, 10:20:33 PM »

Charismatic Cockpits, competitor! A simple self sees such stupendous sights in this spectacular ssss...game.

for serious though this is incredible.


edit; also, I am stuck where Melly didn't get past.
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« Reply #37 on: April 07, 2009, 11:05:25 PM »

Aha!  I finally figured out how to finish that level where you're all getting stuck.  In the room with the maze-like stuff on the floor, I recommend you try flying around down there a bit...

Funnily enough, I had found the file that lists the levels and changed it to put the boss level first so I could try it, since I figured that that level was impossible.  Then I continued and found the way out of the level, and made it to the boss again... and died  Durr...?

edit:  Gah, almost forgot to say that the game is awesome.  I really like the visual style, the movement is smooth and it's really fun.
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0rel
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« Reply #38 on: April 08, 2009, 06:38:16 AM »

hey guys, i'm really gald you enjoy it!

thanks for playing.

after doing that long game dev session i had just to sleep for while, though, and relax a bit. that's why i couldn't to reply yet... that game exhausted me quite a bit, not only because it was laborious (but interesting) to make, also because it started to feel rather strange at some point... all was really improvised, nothing was planned out before, besides of the standard mechanics, so it just came out this way... as "incoherent", and odd somehow, as it started, mainly because of the lack of clear initial idea. polishing such an incoherent something wasn't that appealing to do, but it was still worth it, i think now, because it could work as ground for new stuff, later on... finishing things is simply something good!, i realized. that's what i always learn here, this time again. - TIGScompos are just pushing me in the right way... i'm really liking this place here!

after the very unfocused doodlings at the beginning, i started - mainly thanks to Jph's hint at the right moment - to explore gameplay mechanics, and let the other things come in afterwards, which was really key to the whole making. that's where the interesting secrets lie in the first place, it seems. assets, mood and perhaps even story are important, sure, but it's simply not right place to start (in my experience). i don't know why exactly... but working on the gameplay, suddenly gave me kind of a flexible skeleton for many possible games, which can/could be fleshed out with assets then, but it's not a good idea to start with them, because things would be much too fixed that way. among other things (esp. technical stuff), that's the main insight i got while doing this game. - the gameplay, and all its defining elements (like mechanics, movements, enemies, items, other interactive parts of the levels...) should define the the assets, not the other way around...

in the actual game though, there are still lots of points i'm not content with. gameplay, style (incoherence, cold oddness) and also tech wise (physics/sound problems)... but, yea, i'm still happy with it. - it's really an experiment, maybe inspiring for others, also for me, for doing something better out of it. i never made a real 3d game before, so i'm really happy i got something done, which ended up even larger than i first intended.
but i'm aware of the many existing flaws in the actual "game design". that you have only 3 ships doesn't make sense in this kind of game, for example (will be fixed in the final), also there's something wrong with the structure of the majority of levels. you can often simply avoid all the battles there, and still get through to the exit, although they are laid out in a linear fashion.

also, talking about bugs:
yesterday, i encountered annoying problems again with the collision physics. tunneling through solid walls, mainly in the boss room, although i'm using "continuous collision detection". very annoying. 'Bullet Physics' simply didn't stand the test then...

@audio problems:
also to mentioned is that i used 'OpenAL' for the first time, before that i was using 'DirectSound'. doesn't seem to work as good as i expected... either i messed up the API calls somewhere, or the driver/hardware installation is corruped. ...hmm... don't know, really. i can just say, that the background music is stereo, thus 'OpenAL' automatically disables the 3d sound features for those samples... so, it seems to be something with 3d sounds then. hmm. i've uploaded a test build which prints out a log file.
errors with OpenAL should be marked as "ERROR: OpenAL: " <error_message>...
- it would be great if somebody with audio errors could point out where things break...

just start the game with "play.bat", play a level with audio bugs, quit. then, "log.txt" should hopefully tell us more about the problem...

okkuplektor_debug0.zip

i know, that there exist much more solid better solutions, for 3d audio, as well as for physics. 'FMOD' and 'PhysX' would be my favorite candidates here, but they are not really free, and that's not acceptable, i decieded a while ago. still an unresolved issue...
btw, all the content was created with free tools for this game. 100%. 'Blender', 'Gimp', 'VisualStudio Express', and 'MinGW'/'Code::Blocks', for compatibility checks. also, only free libraries used (for jpeg, ogg, png, xml files).

@jph:
for the audio i'm using my own tool, called 'es' (executable sound). i did it some years back, when i was wanting to make some fartsy audio compositions (back in my aborted (and hated) numedia studies, ARGH!..). it's kind of a modular synth, where you can patch up everything you like in a quite open way. it's a bit tricky, still limited compared to similar commercial apps, and very cpu hungry... but it does the job (and can even be used in realtime, like in my other compo games). (that's how it looks like for the explosion sound, for example). - it's even necessary to have something like this in some way, because i never found good free solution to produce audio under windows, comparable to 'Gimp' in the graphics area. still, when doing "normal" music with my tool, it depends on an external midi sequencer, which keeps a pending problem... (any hints would be helpful..). i was using 'seq24' this time, but that one's really awkward to work with. but i had to, because i won't buy any new software, and never want to depend on cracked tools again, never!, especially when it comes to putting something out again. so, probably i'll do my own small midi seq, and publish it for free, when i find the time to do it, and find no better solution. very simple, similar to 'seq24', but slicker and more efficient to make longer tracks...

yeah, that's pretty geeky tech stuff, i know. but i think at some point will be kind of done... choosing the right tools, code a stable engine, and that's it. probably. - just because: i actually enjoy it more to handle the art_part of it... that comes later, i guess. Smiley
« Last Edit: April 08, 2009, 06:48:34 AM by 0rel » Logged
jph wacheski
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« Reply #39 on: April 08, 2009, 07:13:56 AM »

Wow, I would buy that 'explosion sound' patch screen-printed on a tshirt as it looks too cool!  I have also been searching for a decent free (preferably open source) midi sequencer that just does the basics,. as ZGE has midi suport for playback of its internal realtime sound enegin however I have not found anything I like to compose with,. so my games have been suffering form a lack of musics,. its a bit better now that we have arrays,. and we are talking about going to an internal sequencer type system,. . time will tell on that one,. but  am going to check out Seq24 thanks for that too! If you do decide to work on the midi app I would be happy to participate in testing, design, and any other input/help you may like,.
one thing I really dig about your game is the atmosphere, it is consistant and beutiful,. the whole thing works well together.  cheers mate! Beer!
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