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Platform Racing clone game dev - Printable Version +- Jiggmin's Village (https://jiggmin2.com/forums) +-- Forum: Turing Machines (https://jiggmin2.com/forums/forumdisplay.php?fid=19) +--- Forum: Coding and Development (https://jiggmin2.com/forums/forumdisplay.php?fid=20) +--- Thread: Platform Racing clone game dev (/showthread.php?tid=3643) |
RE: Platform Racing clone game dev - Northadox - 1st October 2021 ![]() Cool update for you: https://files.catbox.moe/90rtyd.mp4 There's (some) items that (partially) work! I gave them some little placeholder icons (an art pass will be done later trust me breh) The most functional of which being Teleport. You can now softlock yourself for the first time (as seen above)!! Yay!!! Lightning and Laser Gun are not functional, if you can see them there! Sorry! I also got rid of my annoying cursor! Sorry about that! Additionally, Crumble and Mine Blocks now work closer to how they should ![]() RE: Platform Racing clone game dev - Rei - 4th October 2021 I wish i wasnt so ADD when it comes to focusing on projects. Game dev looks fun. RE: Platform Racing clone game dev - Northadox - 5th October 2021 (5th October 2021, 6:06 AM)Delphinoid Wrote: This looks really cool! Do you have it on GitHub? I've been working on something (kind of) similar for a while, so I'd be super interested to see what your stuff looks like so far. I don't have a public Git repository up yet; I'd like to be a little further along first. I do eventually plan on releasing it as free/libre software as I said but it needs a bit more time in the oven. There are a few things at the moment which are pretty inefficient that I'd like to iron out first, and some of my coding habits might be pretty cringe (5th October 2021, 6:06 AM)Delphinoid Wrote: don't believe the lies, C++ is a garbage language uh, based? RE: Platform Racing clone game dev - Rei - 5th October 2021 I used to shit on C++ too but i mean. If used right its fine.. I wrote an entire UI lib and front end OS for the switch in CPP.. would've been needlessly time consuming to do in C. And this is from someone that does most shit in C. lol. Just think, at least its not pyshit :p RE: Platform Racing clone game dev - Northadox - 22nd October 2021 Hello, sorry for the lack of updates. I was busy with Other Things™ and there hasn't been much progress.... However, here's something cool: a public git repository, just for Delphinoid! https://github.com/Mythradox/free-racing Sorry if you CRINGE at my bizarre ways of formatting 99% of lines to be less than 80 characters long, my bizarre header file habits, my absurdly inefficient code and the like. Feel free to fix it if you're so great. On the priority list is finishing all the PR2 blocks and polishing player movement with original art and animations. Then I'll finally move to the GUI. Following that I'lll see if I can do level I/O so you play levels more easily without them being hardcoded in. Then multiplayer and server. Then maybe add some more blocks and features. And polish polish polish. RE: Platform Racing clone game dev - Rei - 24th October 2021 Im just happy there are other people out there besides me that still writes makefiles. RE: Platform Racing clone game dev - Camer the Dragon - 25th October 2021 are you gonna make the blocks SVG too? since in the original they go rly pixel-y when u zoom in but character does not RE: Platform Racing clone game dev - Northadox - 26th October 2021 (25th October 2021, 11:23 PM)Camer the Dragon Wrote: are you gonna make the blocks SVG too? This game's artwork will be raster, not vector; you'd essentially have to rewrite a whole graphics engine that can read in .svg files/vector graphics ala Flash, which I don't intend on doing. RE: Platform Racing clone game dev - Northadox - 26th October 2021 (26th October 2021, 10:01 PM)Delphinoid Wrote: This is awesome, thank you for putting it on GitHub! I like how it's clearly outlined how to compile it and set it up, that's something I never end up bothering with. I do have a couple of comments on some technical(-ish) problems that can be easily fixed btw, although you're probably already well aware of these. Thanks for the response! The two issues you mention are pretty much the one and the same, and the solution is just as you mentioned of having a proper timestep. This is mostly a learning experiement first and I'm too much of a BAKA to immediately know how to add it. Shouldn't be too complicated, hopefully. I've not really gotten my hands dirty with raw OpenGL so I can't say how it compares, but SDL is simple to interface with, has great documentation, is relatively popular, is portable and Works on My Machine™ so I'm rolling with it. The biggest problem I would say the actual game code has now is how it handles "active" blocks (that is, the blocks visible on screen/update in accordance with the player or the blocks' own behavior). The rest...should be acceptable, hopefully. Outside the context of game code, there's probably something that can be done with tidying up the #includes, but proper header file organization to me is a wasp nest I'm too afraid to even poke with a stick. And whatever you do, don't look in G_COMMON.h unless you want to be spoiled on gameplay features I intend on addding!!!!!!1111 I know Donkey Kong 64 did something like the gaffe you mentioned in issue #1. That's your random trivia for today. Oh, and if GitHub ain't your thang, I've also put up my own handy Gitea instance, just in case you're a fellow M*crosoft hater: https://git.doxsite.xyz/Mythradox/free-racing RE: Platform Racing clone game dev - Northadox - 5th November 2021 UPDATE YES I am still working on this, I chiefly wanted to Make Things Work™ before I went about discussing things. Here's another video of the racer racing through a level I crafted showing the game's features. It took a needless amount of time but things Now Work™. Though there are some minor issues. I'll resolve 'em later. Since last time:
I want to add a proper timestep as Delphinoid and I have conversed about, that's next. Then polish. Yes. RE: Platform Racing clone game dev - Northadox - 6th November 2021 Very important feature RE: Platform Racing clone game dev - ThePizzaEater1000 - 7th November 2021 Will there be a way for level makers to turn off the mouselook thing on their level? RE: Platform Racing clone game dev - Northadox - 8th November 2021 (7th November 2021, 10:45 PM)ThePizzaEater1000 Wrote: Will there be a way for level makers to turn off the mouselook thing on their level? I suppose it could be both a player aand level option, though if you're doing something like one of those quiz levels where you shouldn't be able to see the correct path for the question you could just acknowledge the fact that players can mouse look and build the level around it RE: Platform Racing clone game dev - Camer the Dragon - 8th November 2021 Tbh for quizzes now (at least in PR2, whether this has it I don't know) you could just use teleport blocks and put the answers quite far so no need for mega long arrow trails RE: Platform Racing clone game dev - Northadox - 8th November 2021 (8th November 2021, 2:22 PM)Camer the Dragon Wrote: Tbh for quizzes now (at least in PR2, whether this has it I don't know) you could just use teleport blocks and put the answers quite far there you go, thinking outside the box teleport blocks are on the agenda with this but I'd need to add some sort of "block settings" thing first for their color RE: Platform Racing clone game dev - ThePizzaEater1000 - 12th November 2021 (8th November 2021, 2:22 PM)Camer the Dragon Wrote: Tbh for quizzes now (at least in PR2, whether this has it I don't know) you could just use teleport blocks and put the answers quite farGenerally in PR3 we just cover the bottom of the answer thing for the quiz with depth 1.01 art so you can't see if there is the good stuff or the bad stuff. Speaking of art, what do you intend to do for that? RE: Platform Racing clone game dev - Northadox - 13th November 2021 (12th November 2021, 8:40 PM)ThePizzaEater1000 Wrote: Generally in PR3 we just cover the bottom of the answer thing for the quiz with depth 1.01 art so you can't see if there is the good stuff or the bad stuff. Rather than programming a whole drawing system what I intend to do is that you'll be able to export your level's blocks as a bitmap image and then using your art program of your choice you can just draw over that, and then you'll be able to specify the depth of each layer through some file or something. RE: Platform Racing clone game dev - Northadox - 28th November 2021 wow! Zooming in/out and added some particles. Of course, you've got your standard brick/crumble block debris and the particles that come out of ya with Speed Burst, but I also added a nice new personal touch - there are now particles that indicate when 1) you're accelerating (blue lines like the slipstream mechanic in Mario Kart), 2) you've reached full speed (the little spark, akin to the one in Super Mario 3D World when you've hit max dash speed), and 3) you're still at full speed (dust). I hope these are good additions that will add some much-needed visual flair, though I can tune them a bit if they're too intrusive. RE: Platform Racing clone game dev - Northadox - 4th December 2021 Today I added some preliminary level editing functionality. Capture the Overseer, anyone? Additionally, before this, I also fixed the timestep (ish) so it no longer uses SDL_Delay, now using a more proper tick-based system. It's probably not ideal as it is now but it's certainly better. I also refactored the code a whole bunch. Does anyone know a good way of handling I/O of like big tile-based levels? A custom format or maybe using something like JSON or XML? I mean it's probably pretty easy but it's just a matter of the best way of going about it. I was going to ape PR2's level file style but upon fetching a level file I have no clue what all of the numbers exactly mean. ![]() RE: Platform Racing clone game dev - Magyar - 6th December 2021 Very cool! I'm sure you'll release this game before the actual PR4 comes out!! |