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TIGSource ForumsCommunityDevLogsThe Flying Thing (with early alpha test version)
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TheSpaceMan
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« on: February 15, 2012, 03:37:25 AM »

Started a new project, it's essentialy open source and the code is aweful. But thats a none issue, it's all about parts coming together, rather then how they come together.

The gameplay of the game is not set, but I envision it to involve some gathering of building elements, and enemies coming in from the top of the screen bombing the surface.

The area will not be limited to the boring small little room we see now, it's because I started it off as a platformer experiment. But since I don't plan to many features a head it was easy to reform into a helicopterish flying game.

If you want the subversion download path just send me a PM.
If you really really want to take part, and not run away screaming after you see the source, do the same.

Here is a small youtube movie.



« Last Edit: March 08, 2012, 05:06:02 AM by TheSpaceMan » Logged

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TheSpaceMan
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« Reply #1 on: February 16, 2012, 11:14:47 AM »

Small changes done to get closer to the feeling i want to represent. Later i am going to work with the fact that it looks to perfect.

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« Reply #2 on: February 17, 2012, 12:54:20 PM »

Made a small update to the project, making the camera follow the player and some rendering changes.

Enjoy.





So far i carry no illusion of closing in on a final gameplay or feature list.
I implement one thing at the time to work with the current code, and we will see where it end up.
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TheSpaceMan
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« Reply #3 on: February 18, 2012, 03:15:12 AM »

Added simple block manipulation.



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TheSpaceMan
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« Reply #4 on: February 21, 2012, 05:28:21 AM »

Concept Art!
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TheSpaceMan
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« Reply #5 on: February 21, 2012, 06:58:07 AM »

And implementation.





You will notice that the H sign is missing, thats because there will be more types of landings zones, for diffrent object types and effects. The H one is specificly for modifing The Flying Thing.
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TheSpaceMan
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« Reply #6 on: February 22, 2012, 06:26:46 AM »

And almost final 0.9 implementation.
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r0ber7
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« Reply #7 on: February 22, 2012, 01:16:58 PM »

Reminds me of Space Taxi. Curious to see how this will grow. Smiley
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« Reply #8 on: February 25, 2012, 09:39:25 AM »

Got an idea yesterday and started working on some kind of liquid system.
I have never done this before, and for being the very first alpha look of the system.

It looks ok i would think.





The water tiles are 8 times as long as they are high so it looks a bit strange.

The strange color on the right side is experiments with different liquids, will require more resarch.
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TheSpaceMan
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« Reply #9 on: February 25, 2012, 03:42:49 PM »

Added some color blending.



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SolarLune
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« Reply #10 on: February 25, 2012, 06:20:10 PM »

Wow, that's interesting. Nice color blending between liquids. So, there are different types of liquid?
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TheSpaceMan
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« Reply #11 on: February 26, 2012, 12:45:37 AM »

There will be some predecided types of materials in block that you can refine
as well as different liquids. Liquids themselves are a bit special. Any color with a "total value X" may mix with any other color with the same total value X.

So RGB 1,0,0 will mix with RGB 0,0,1
but RGB 1,0,0.1 will not mix with RGB 1,0,0 The total value is also used to determine between the colors that don't mix if one liquid sinks or float in another liquid.
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Franklin's Ghost
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« Reply #12 on: February 26, 2012, 03:24:32 AM »

Really like those liquid visuals. Looks really interesting the way it all works and the way you've handled blending.
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TheSpaceMan
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« Reply #13 on: February 27, 2012, 01:07:25 AM »

Thank you, sadly I broke it quite a bit in the latest build, when trying to order up the liquids some more, but I will get back to making it great.
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« Reply #14 on: February 27, 2012, 09:00:38 PM »

No fancy movie/screenshot, but I moved the liquid to a dataoriented aproach and can say now that it behaves a lot faster/better. The exception being a collisionbug that I am investigating now.
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« Reply #15 on: February 29, 2012, 08:56:17 AM »

Sorry people, the liquids are put on hold for the moment.

Since this project is all about trying new features, liquids at the moment, takes to much cpu for good behavior on the scale I want.

So for the moment, Liquids are frozen "haha". While I move on implementing other needed features. Feel sad if you want, I do, but at the moment the game is not ment to be a liquid simulator, and I can't let that take up all my time.

So on to other features, like Flying Thing customization and building construction.
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« Reply #16 on: February 29, 2012, 11:01:04 AM »

Due to popular demand, the liquids will be implemented anyway, but they will be reduced in quanity for speeds sake.
Probably it will be reduced down to water, acid and oil.
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« Reply #17 on: March 02, 2012, 01:18:15 PM »

Found a good really fast example that I am going to try, the example I looked at only handled 1 liquid instead of 3. But should be easily changed.
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« Reply #18 on: March 05, 2012, 02:27:12 PM »

Latest liquid implemenation, this one is more stable, and runs better in large enviornments. This will have to do for now, multi/mixing liquids had to be sacrificed for performance at the moment, BUT this entire simulation can in theory be moved to a pixelshader, something i will look into in the future, this would increase the speed a bazillion times and make it plausible to implement at least multiliquids.





I am still trying to decide if I am going to go with my originial building world manipulation idea or do some kind of search and rescue deal where you have to find stranded people before they drown.

ps. If you don't have a faint heart.

The first precompiled version is out for grabs.
http://dl.dropbox.com/u/7965736/TFT0.01a.rar
The exe is in the bin folder. This might crash and burn, it might not. But if it would crash please send me a PM with as much info as you can muster.
« Last Edit: March 05, 2012, 02:49:26 PM by TheSpaceMan » Logged

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« Reply #19 on: March 05, 2012, 11:32:39 PM »

For those that would complaing about the water not behaving watery enough.

It's not water any more, from here on end, it will be known as TheBlueStuff(tm) or TBS for short. TBS will be important for many things in the world, and it's also very lethal to the inhabitants cellulose based body structure.
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