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TIGSource ForumsCommunityDevLogsSpiderling! Old title: Spider and friends
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Author Topic: Spiderling! Old title: Spider and friends  (Read 22338 times)
Mr Dumle
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« on: September 22, 2011, 10:32:37 AM »

Spider and friends






Ever since I played Edmunds Tri-Achnid I wanted to make a game about a spider.
I don't know how it will play yet. I'm hoping that will come as I go.

My goal is to release this game so I'll try not to work on it forever
but I've worked on it on and off for a month now and I've come pretty far.

Stay tune fellow tigers!
_____________________________

Web physics test





_____________________________

It's finished so google it and play it!

« Last Edit: April 03, 2014, 06:03:59 PM by Mr Dumle » Logged

Zack Bell
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« Reply #1 on: September 22, 2011, 11:03:39 AM »

Are all those webs just static art and part of a mockup? Or are these in-game shots and you have amazing physics?  Shocked
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Belimoth
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« Reply #2 on: September 22, 2011, 11:11:56 AM »

Are all those webs just static art and part of a mockup? Or are these in-game shots and you have amazing physics?  Shocked

It is too good to be true.
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Zack Bell
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« Reply #3 on: September 22, 2011, 11:12:26 AM »

Are all those webs just static art and part of a mockup? Or are these in-game shots and you have amazing physics?  Shocked

It is too good to be true.

That's exactly what I was thinking too  Cry

EDIT: If the end product has webs like that and they are affected by physics (can bend, snap, etc), I'd be happy to pay for it.
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Mr Dumle
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« Reply #4 on: September 22, 2011, 11:39:52 PM »

Are all those webs just static art and part of a mockup? Or are these in-game shots and you have amazing physics?  Shocked

That is not a mockup. The game is in flash so the amount of web on the screen is very limited. On my computer I can have about as much web as in the screenshot before it start's lagging.

Quote
If the end product has webs like that and they are affected by physics (can bend, snap, etc), I'd be happy to pay for it.

Good to know!  Grin
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Mr Dumle
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« Reply #5 on: September 23, 2011, 04:54:47 AM »

Now there's video proof! Check first post!
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Destral
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« Reply #6 on: September 23, 2011, 07:14:03 AM »

Wow...  Shocked

WOW!  Kiss

Loving the art, and that web-spitting action is sexy as all heck. Insta-following this  Hand Thumbs Up Left
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Currently working on: Sword Surfer
Zack Bell
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« Reply #7 on: September 23, 2011, 07:17:58 AM »

Now there's video proof! Check first post!

HOLY SHIT.  Kiss

YES.

When can I buy?


Do you think you could do a tutorial or explain how you accomplished that? Super impressive.
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Theophilus
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« Reply #8 on: September 23, 2011, 07:20:01 AM »

OOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOO
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Theon
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« Reply #9 on: September 23, 2011, 07:31:18 AM »

Love it.
Please make a metroidvania with some original web-throwing mechanics! Kiss
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FK in the Coffee
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« Reply #10 on: September 23, 2011, 05:52:25 PM »

Just curious, what physics engine did you use for the rope?  Because it's gorgeous.
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Jared C
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« Reply #11 on: September 23, 2011, 05:56:52 PM »

This looks amazing. Kiss Keepin' my eye on this.
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CK
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« Reply #12 on: September 23, 2011, 05:59:29 PM »

This terrifies me.  I don't ever want to see it again.
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Mr Dumle
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« Reply #13 on: September 24, 2011, 02:12:45 AM »

This terrifies me.  I don't ever want to see it again.

Haha, nice.

I don't know of any physics engines that does ropes naturally and since I'm not a programmer I've done the simplest solution I could think of; a series of small joints in box2d.

The creation of the rope/web was easy once I got my head around as3 but I'm having large problems with the deletion of web. It's terribly slow. Maybe box2d has not been optimized for rapid removal of bodies and joints but I'm hoping it's me who's a bad coder. If anyone has insight or experience on this, please share it.

Thanks for the support everyone! Beer!
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Zack Bell
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« Reply #14 on: September 24, 2011, 06:46:30 AM »

This terrifies me.  I don't ever want to see it again.

Haha, nice.

I don't know of any physics engines that does ropes naturally and since I'm not a programmer I've done the simplest solution I could think of; a series of small joints in box2d.

The creation of the rope/web was easy once I got my head around as3 but I'm having large problems with the deletion of web. It's terribly slow. Maybe box2d has not been optimized for rapid removal of bodies and joints but I'm hoping it's me who's a bad coder. If anyone has insight or experience on this, please share it.

Thanks for the support everyone! Beer!

Interesting, I have never worked with box 2D, but that is super impressive. Would you be comfortable messaging me with a code snippet or something? I haven't seen what type of code goes into something like (but you say it's fairly simple).
 Coffee
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Mr Dumle
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« Reply #15 on: September 24, 2011, 07:11:21 AM »

pm sent
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BlueSweatshirt
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« Reply #16 on: September 24, 2011, 09:20:45 PM »

I think the web should be a bit less weighty.... I mean, think of the way an actual cobweb moves in the air. Mess with it, I say!  Smiley


Still looks awesome though. I'm in love with the concept of this game already.
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Sakar
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« Reply #17 on: September 24, 2011, 10:36:22 PM »

 Hand Money Left Crazy Hand Money Right

TAKE MY MONEY
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eclectocrat
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« Reply #18 on: September 24, 2011, 10:46:57 PM »

 Blink I am watching you.
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I make Mysterious Castle, a Tactics-Roguelike
Mr Dumle
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« Reply #19 on: September 27, 2011, 03:42:23 AM »

I've added more structure to how the engine handles webs so now I can delete webs without a 2 second freeze!
I'm currently working on keeping old deleted webs as images so you get the aesthetics of a whole level filled with web but with little impact on performance. I'm not sure this will work but I think it will.

I also added fireflies. They only took about 4 min but they really gave life to the cave. (Not that it shows in this screenshot.)
« Last Edit: September 27, 2011, 04:28:33 AM by Mr Dumle » Logged

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