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April 19, 2024, 07:17:04 AM

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TIGSource ForumsCommunityDevLogsBuilding an iOs 3D Engine in C++ and a Game!
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Author Topic: Building an iOs 3D Engine in C++ and a Game!  (Read 40883 times)
venumspyder
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« Reply #140 on: June 28, 2019, 10:07:58 PM »

Anvil power up to be implemented in my endless runner.

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venumspyder
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« Reply #141 on: July 04, 2019, 10:47:40 PM »

Anvil magnet power up is up and running in the game.



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venumspyder
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« Reply #142 on: July 08, 2019, 08:19:48 PM »

I'll be adding the jump pad power up to the game next.

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venumspyder
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« Reply #143 on: August 03, 2019, 01:04:55 AM »

Jump pad power up 3D mesh model as well as in game implementation.



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nenad
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« Reply #144 on: August 03, 2019, 11:41:01 AM »

Really coming together nicely. I love endless runners and love stuff made with custom c++ engines.
How much content is planned for the final version (levels, characters...etc)?

Keep it up! Beer!
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venumspyder
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« Reply #145 on: August 03, 2019, 08:15:53 PM »

> Really coming together nicely. I love endless runners and love stuff made with custom c++ engines.
> How much content is planned for the final version (levels, characters...etc)?

> Keep it up! Beer!


Thanks! For the initial release only one level will be released which is composed of 12-15 individual level chunks. Game updates will of course provide newer levels.

For playable characters there are about 13 in total, but for initial release I will scale that down and release the other ones as game updates.

For trains there are 3-4 varieties and also mine carts of different lengths.

2 enemy types (skeleton warriors and knights) that you face during your run.

1 Overlord which appears when you make a mistake and captures you if you make another error.

12-15 power ups (but again I will scale this down and release others as updates)

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venumspyder
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« Reply #146 on: August 16, 2019, 08:39:25 PM »

I have added some more responsive skate animations to the game.



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venumspyder
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« Reply #147 on: October 20, 2019, 02:46:44 AM »

A new video showing progressive player speed ups up and running in my game.



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venumspyder
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« Reply #148 on: December 11, 2019, 12:08:47 AM »

Screen shots of attract mode animation running in the game. Video coming soon.

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venumspyder
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« Reply #149 on: December 19, 2019, 02:47:18 AM »

I now have attract mode animations running in my game engine!



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venumspyder
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« Reply #150 on: February 01, 2020, 07:12:11 PM »

Main game play user interface is up and running in the game. Video coming soon!

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Ashedragon
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« Reply #151 on: February 02, 2020, 02:36:35 PM »

Just wanted to say that, even though I don't reply much, I do still read all of your updates and posts! I'm super stoked for how far it's come since I started following. Amazing stuff.
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venumspyder
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« Reply #152 on: February 02, 2020, 04:47:51 PM »

Thanks! I'll keep posting as things progress in the game!
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venumspyder
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« Reply #153 on: February 05, 2020, 02:17:20 AM »

Here is a video of the in game UI with font rendering running in the game.



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venumspyder
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« Reply #154 on: February 10, 2020, 12:07:53 AM »

Hour glass power up running in the game.



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venumspyder
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« Reply #155 on: February 27, 2020, 10:32:47 PM »

In game continue user interface up and running in the game.

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venumspyder
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« Reply #156 on: March 23, 2020, 09:33:12 PM »

Main game user interface icons.

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venumspyder
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« Reply #157 on: March 26, 2020, 08:53:58 PM »

Game paused screen UI. Video coming soon.

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venumspyder
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« Reply #158 on: March 27, 2020, 12:38:25 PM »

Video of some UI progress in the game.



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venumspyder
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« Reply #159 on: March 30, 2020, 09:46:27 AM »

Main attract menu is complete!

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