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« on: May 06, 2007, 04:05:58 PM » |
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 Thesius XIII - Forest Blast Tech
I started this yesterday. So far it's represents about two hours work. The demo is created largely from (95%) cut-pasted tidbits from the PB example pack. The art work is stock PB artwork. The Tree.jpg ( Blink) and the ship is from the Trillion art pack ( Pincho Paxton) that was given to us like two years ago. ( I must put that together at some point, although i guess this is it  ) The example demonstrates the basic frame work of a horizontal shooter. The player is flying past a forest which is being flooded by water. (ie Ballistic Blaster Style) Looks a bit like an old psygnosis game which I still can't recall the name of. Looking at the picture, it's probably difficult to see just what is going on in the shot. Basically it's 3 layers. Scrolling backdrop, 250 rotating sprites and two screen sized post processing effects to create for the flooding effect (Variable Alpha & sine wave - Creative - not  ). The demo is locked at 45 fps btw - it runs quite nicely.. Written in PB1.62. Get Source Code Here Watch Watch Thesius XIII Tech Demo Video on youtube
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PB_ForrestBlast_V000.jpg (139.08 KB, 800x600 - viewed 870 times.)
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« Reply #1 on: May 06, 2007, 04:13:02 PM » |
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It's a bit hard to see, but the blend and ripple get heavier towards the bottom of the image, sort simulating depth. If you look closely the water line is running through the player. I'm not exactly going to put a great deal of effort into this, just a proof of concept. 
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PB_ForrestBlast_V000b.jpg (24.48 KB, 800x600 - viewed 721 times.)
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« Reply #2 on: May 12, 2007, 04:48:19 PM » |
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Update V001 Here's another hour or so of messing about. The main changes are that buildings in the foreground. These are on the near plane, so the figther flies in and around them. The idea is that the tech is sort of simulating an underwater city environment. The water line is bobbing up and down with sine wave displacement. Don't ask me what the forest backdrop represents now. It's just whatever media I had sitting around thrown together.  The buildings from the Trillion art pack also. Some of the builds are transparent, some are solid. The player sort of flies between them. The score and the health meter are drawn direct to the screen, but I probably should post process them also. Also need something to show the top of the water more clearly. Anyway, here's a few pictures of the current running demo.
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PB_ForestBlast_V001.jpg (36.16 KB, 800x600 - viewed 714 times.)
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« Reply #3 on: May 12, 2007, 04:50:09 PM » |
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Pic #2
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PB_ForestBlast_V002.jpg (43.11 KB, 800x600 - viewed 667 times.)
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« Reply #4 on: May 12, 2007, 05:51:07 PM » |
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Sounds interesting. 
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I came. I saw. I played some Nintendo.
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« Reply #5 on: May 12, 2007, 11:38:16 PM » |
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Pic #3
This one has 150 sprites, some explosion animations + full screen cross fade running in & out. Basically the drawing process is done, although i'm going to change how the buildings work. Temped to make a little dropping tool to layout some level, but I really can't afford the time. I'm not intending on spending a much time on this, it's just showing that with a little bit of thought you can make some interesting stuff. Even in PB1.62.
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PB_ForestBlast_V003.jpg (75.03 KB, 800x600 - viewed 687 times.)
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« Reply #6 on: May 13, 2007, 04:11:43 AM » |
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Will you be posting the code to this, so that others can "borrow" your routines to enhance their games with a bit of effect candy?
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« Reply #7 on: May 13, 2007, 04:49:21 PM » |
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I'll post the code at some point. But there's nothing that is being done here that you don't already have in your example pack!
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« Reply #8 on: May 15, 2007, 08:41:28 PM » |
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Update V002
Previous shots of this were a more a proof of concept than game demo, ie. while it moved you couldn't actually play. Today my aim is to get a basic game running. So far we have player controls / simple weapons / particles. Next comes a alien frame work. I'm not really writing much, more grabbing bits of AXIS framework and customizing it to suit.
While traditionally these type of games have used a very snappy digital control mechanism via the keyboard, or digi joystick/joypad. This time around I wanted to try something different (for me at least). So I've been experimenting with mouse control. While it's hard to tell how it'll feel when playing, i'm pretty happy with the result on it's own.
Some more shots.
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« Reply #9 on: May 15, 2007, 08:43:30 PM » |
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pic #5
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PB_ForestBlast_V005.jpg (38.56 KB, 800x600 - viewed 663 times.)
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« Reply #10 on: May 15, 2007, 11:21:57 PM » |
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Update V002b In this shot you can see the make ship alien controller + alien bullet controller running. It's a bit hard to make out due to virtually everything being alpha'd in the scene.. for no other reason than cause I can  . Also, the tech now has full pixel perfect (rotated/scaled) collision between player and aliens & alien bullets, and course between player bullets to aliens.
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« Reply #11 on: May 24, 2007, 11:45:53 AM » |
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Update V004
Finally getting back to this demo. Current tasks are building an environment manager & level loading frame work. I can't say a lot of thought is going into it, but the idea is to have a open set of document that the level designer could customize to build new levels.
Bellow you can see another fairly samey looking couple of shots but this time there's a basic version of the environment manager running. The manager stores the passive scenery objects in the world. It's job is to show what objects that are in view at whatever position the player is within world. It also handles perspective projection of the objects, so the scene is a little more accurate depth wise.
I've fine tuned the player a bit more, mainly how it acts when you collide with alien objects. So now it kinda feels like there's real impact them you hit something and vice versa. Also, since scenery objects can be in front of the player, the engine will alpha's foreground objects out, so you can still what's going on behind them. Which is what the shot's bellow are trying to show.
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« Reply #12 on: May 24, 2007, 11:46:44 AM » |
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pic 8 - You can see the player/aliens behind alpha'd out full screen buildings
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« Reply #13 on: May 24, 2007, 02:21:18 PM » |
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I presume this is all happening without any/too much slowdown?  Excellent stuff 
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« Reply #14 on: May 24, 2007, 09:19:18 PM » |
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In these types of extreme cases the physical rate will obviously vary. We're pushing at least 4->5 meg of pre & post processed pixel data to produce one frame here. Which is just overkill, but fun  If you look closely you'll notice there's 5 buildings lined up all each alpha blended over each other. I.e the extreme case. While you can see and play fine while full screen stuff is front of you, it's rather disorientating to do so.
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