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Author Topic: Platform Exploration Project > Demo H  (Read 6972 times)

Outcast Orange

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Platform Exploration Project > Demo H
« on: June 25, 2010, 02:59:37 pm »

I've expressed interest in this sort of thing before, and most of my favorite games involve some sort of 2D exploration.
This will be heavily inspired by An Untitled Story, Zelda, Yume Nikki,
 and other games where getting to new places, solving puzzles,
 and having a mixture of the right abilities drives progress..
----------------------------------------------

Goals:
 - Basic Object Construction
 - Object Movement
 - Composite Objects
 - Collision Detection
 - Gravity
 - Basic Jumping
 - Sprite Overlays
 - Screen Objects
 - Player Character
Milestone A
 - Screen Transitions
 - Bouncy Physics
 - Collision handling
 - Moving Platforms
 - Basic NPCs

Bugs:
 *Tons




Platform Explorer Demo H

I'll release some concept art when this gets further along.
« Last Edit: July 18, 2010, 02:51:44 am by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Platform Explorer Project
« Reply #1 on: June 25, 2010, 03:00:24 pm »

It looks simple right now, but I'm proud of it.

Those shapes are made of specified points, and can move around as a whole.

Any shape within proximity of another shape will be red.
Any shape making a line collision with another shape will be green.

I need to fine-tune the green detection, since there are a few problems with it.
« Last Edit: June 25, 2010, 03:02:09 pm by Outcast Orange »
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Org

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Re: Platform Explorer Project
« Reply #2 on: June 25, 2010, 03:01:01 pm »

This is a Post.
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Lap

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Re: Platform Explorer Project
« Reply #3 on: June 25, 2010, 03:17:10 pm »

2d physics in SDL has been done quite a few times already. You could save yourself a lot of time reinventing the wheel if you use something like Love (http://love2d.org) or AGen (http://www.2dengine.com/page.php?p=screens), which already include Box2d physics library included.





Those two use Lua, but there are tons of frameworks that use Box2d and you can find one for almost any language.
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Outcast Orange

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Re: Platform Explorer Project
« Reply #4 on: June 25, 2010, 03:32:42 pm »

Do they handle convex polygons?

I am in favor of using a library for physics and such,
 since that is a headache to program,
 and I'll never get them as close to realistic as these other guys.

I have polygon collision working now.
It's slightly inaccurate, but works 90%+ of the time.

It seems like a waste of time, so I'll look into some libraries now.
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Lap

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Re: Platform Explorer Project
« Reply #5 on: June 25, 2010, 03:54:05 pm »

Box2d does support convex polygons. Go check it out http://www.box2d.org/features.html
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Outcast Orange

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Re: Platform Explorer Project
« Reply #6 on: June 25, 2010, 06:40:14 pm »

I was running a few of the games  I like, paying specific attention to the physics.

In a few of those games, the physics were completely absent, or very simple.
The main few mechanics were straightforward, and everything else was handled as a special case.

I'm thinking that I can also do something like that.
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Org

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Re: Platform Explorer Project
« Reply #7 on: June 25, 2010, 06:59:53 pm »

What kind of game?
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Outcast Orange

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Re: Platform Explorer Project
« Reply #8 on: June 25, 2010, 07:02:14 pm »

What kind of game?

Did you read the top paragraph of the first post?

EDIT:

So I've worked in composite objects, made up of multiple shapes.
That allows me to make concave object configurations.

I've nearly got the collision detection finished,
 at which point I will probably continue writing home-brew physics.
« Last Edit: June 25, 2010, 07:05:01 pm by Outcast Orange »
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Re: Platform Explorer Project
« Reply #9 on: June 25, 2010, 07:04:30 pm »

Mario, your princess is in another castle?
Except this one requires the Boots of Double Jump, found in the Goomba temple, where you need the Grappling Hook?
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Outcast Orange

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Re: Platform Explorer Project
« Reply #10 on: June 25, 2010, 07:06:35 pm »

Something like that.

I will be sure to pump in tons of personality.
You will see that in the sprite art I post later.
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Outcast Orange

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Re: Platform Explorer Project
« Reply #11 on: June 26, 2010, 07:16:50 pm »

Now that objects are made of multiple shapes, I'm getting collision tests working again.
There have been a few bugs, but everything is working out well.

EDIT:

It has been two distraction riddled days, and I've finally got proximity detection working again.
Once I have the polygon collisions working (I miss that feeling) this thing will take off again.

Once I have something that moves around like I want it to,
 I'll post some concept art and probably a demo.
« Last Edit: June 28, 2010, 07:54:33 pm by Outcast Orange »
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Outcast Orange

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Re: Platform Exploration Project
« Reply #12 on: June 28, 2010, 10:47:44 pm »

Woo!

I finally have the basic collision detection working with composite objects.
Once the physics are doing things I want them to, I'll throw on some sprite art and pop out a demo.
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Outcast Orange

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Re: Platform Exploration Project
« Reply #13 on: June 30, 2010, 02:23:49 am »

There were a ton of issues with my polygon collisions,
 and after finally getting the code working has intended,
 design flaws remain.

I'm going to simply stick with rectangular collision,
 and make up each object out of a number of rectangles.

Basically, all this time has been wasted so that I could realize how futile things were.

Once the rectangles are acting right I'll slap on some sprites.
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Siquo

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Re: Platform Exploration Project > Futility
« Reply #14 on: June 30, 2010, 02:59:37 am »

Following, because of shared interest.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
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