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TIGSource ForumsCommunityDevLogs"I don't know yet" - 2D platformer
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Author Topic: "I don't know yet" - 2D platformer  (Read 6163 times)
vittorioromeo
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« Reply #20 on: July 12, 2011, 01:22:29 PM »

Minor additions/changes.



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vittorioromeo
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« Reply #21 on: July 13, 2011, 07:00:10 AM »

More collision fixes, rotation in the editor and some minor changes/additions.



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vittorioromeo
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« Reply #22 on: July 14, 2011, 02:59:22 PM »







http://www.youtube.com/watch?v=Q9uyWqhGQ2o

3 new videos with voice-over.
Major additions to the editor (copy-pasting, snippets, etc).

 Grin
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vittorioromeo
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« Reply #23 on: July 15, 2011, 04:13:33 PM »





12 minutes devlog. Features a lot of new elements and creation/playthrough of a map from scratch!

Enjoy.  Smiley
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vittorioromeo
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« Reply #24 on: July 16, 2011, 03:24:52 PM »





Little puzzle example.
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happymonster
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« Reply #25 on: July 17, 2011, 02:00:10 AM »

The graphic style is really nice!  Coffee
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vittorioromeo
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« Reply #26 on: July 18, 2011, 01:22:23 AM »





Added a "prototype" of companions. You can control them a-la Oddworld.
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vittorioromeo
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« Reply #27 on: July 21, 2011, 01:14:14 PM »

Here is the latest test build : http://dl.dropbox.com/u/3724424/Programming/PlatformerTest3.rar

And a video walkthrough:



Limitations/bugs found so far:
> When an entity is very small collision resolution screws up. Minimum entity size is 6x6 pixels.

This is not supposed to be fun or to be working correctly. Don't expect to download it and find a playable game. If you want to help development, your goal is to test the stability of the collision system and report any bug / unintended behavior.


Quote
This is a very early build and does not represent by any means the final product.
It's supposed to be buggy, unstable, horrible, et cetera.

---

Game controls:

F5 > Swap to editor
ESC > Exit game
R > Reset game
Left > Move left
Right > Move right
Z > Jump
X > Shoot
C > Cycle weapons
1 > Say "hello!"
2 > Say "wait!"
3 > Say "follow me!"
M > Zoom out
N > Zoom in
L > Load level
K > Toggle body visibility

---

Editor controls:

F5 > Swap to game
ESC > Exit editor
R > Reset editor
Left > Pan left
Right > Pan right
Up > Pan up
Down > Pan down
M > Zoom out
N > Zoom in
Left mouse > Place entity
Left shift + Right mouse > Erase entity
Left control + Left mouse > Rotate entity clockwise
Left control + Right mouse > Rotate entity counter-clockwise
Middle mouse > Apply arguments to entity
X > Next entity
Z > Previous entity
1 > Jump to 1XXX entities
2 > Jump to 2XXX entities
3 > Jump to 3XXX entities
9 > Jump to 9XXX entities
S > Save map
L > Load map
K > Apply snippet
Left control + X > Cut
Left control + C > Copy
Left control + V > Paste
C > Copy arguments
P > Paste arguments
Left control + R > Hide rotation tag
Left shift + Left mouse > Select
Right mouse > Cancel selection
P > Pick entity

---

Please report:
> Computer specs
> FPS in an empty level
> FPS in "companions" level
> Collision strange behavior
> Collision bugs
> Good results obtained by messing around with "CellSize" and "Offset" (any FPS gain without strange collision behavior)

Good luck finding bugs and thanks for your help.
« Last Edit: July 22, 2011, 12:31:04 AM by SuperV » Logged

vittorioromeo
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« Reply #28 on: July 21, 2011, 04:35:18 PM »

I've made a pretty cool puzzle involving abusing a companion and stacking some crates on top of some gates to reach high platforms.




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vittorioromeo
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« Reply #29 on: July 22, 2011, 07:12:09 AM »

Here is the (NEW [5]) test build : http://dl.dropbox.com/u/3724424/Programming/PlatformerTest5.rar

Changes:
> Changed spatial hash to a quadtree (huge performance gains should be expected)
> Added a stress test level "stress" (please report FPS here)
> Fixed a bottleneck in the editor
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vittorioromeo
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« Reply #30 on: July 22, 2011, 12:02:59 PM »

I've been trying to implement a spatial partitioning algorithm in my game, but both spatial hashes and quadtrees aren't what I'm looking for.

My level size is not supposed to have a limit. I need a spatial partitioning algorithm that doesn't need a "Level Width" and a "Level Height".

I have many moving physical objects. I need the algorithm to be fast enough to support 500+ objects.

Any alternative?
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vittorioromeo
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« Reply #31 on: July 24, 2011, 03:34:06 PM »

Here is the (NEW [7]) test build : http://dl.dropbox.com/u/3724424/Programming/PlatformerTest7.rar

Changes:
> Changed spatial partitioning again to a spatial hash: it should work correctly and be kinda fast
> Added 3 stress test levels and 2 game mechanic test levels

Please report:
> Computer specs
> FPS in an empty level
> FPS in stress levels
> Collision strange behavior
> Collision bugs

Test Build [7] video walkthrough (with voiceover):




---


Here is the (NEW [8]) test build : http://dl.dropbox.com/u/3724424/Programming/PlatformerTest8.rar

Changes:
> Fixed AirStream incorrect behavior. (entities could get stuck if they collided with both an AirStream and a Wall)
> AirStreams now "snap" entities to the center
> AirStream act as walls if an entity tries to move "against" their direction
> Improved the AirStream and Lift testing level

Please report:
> Computer specs
> FPS in an empty level
> FPS in stress levels
> Collision strange behavior
> Collision bugs
« Last Edit: July 25, 2011, 05:54:22 AM by SuperV » Logged

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