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Sirens Of Titan


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#1 Syphilis

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Posted 30 October 2009 - 02:41 AM

Made with gm 7.0 pro.
Doesn't change resolution, does not start in full screen mode.
It's a zip file...

Download at Will host...
http://willhostforfo...hp?fileid=92060


This is a w.i.p. featuring the physics engine and vertex based level design mechanism (or something equally as pretentious). Eventually this game should become an exploration-puzzle-platformer with some simple sort of story line.

Please tell me if you find the "feel" of the controls to be too weird. It seem a little slippery, but that is because the game is supposed to take place in an ice cavern.


The normal ground is supposed to be similar to snow and the brighter ground is supposed to be similar to ice.
Also, let me know if you find the sprite rotation annoying as sometimes it can be shaky due to rapid terrain angle change.




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I NEED YOUR HELP:

I made a few different rooms earlier that were tiled with a background that looks like this...
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But I'm trying to come up with a way of avoiding having to tile a big room such as the one in the w.i.p.
I've managed to come up with an algorithm for automatically providing graphics for the cave walls, but if anyone knows of an efficient algorithm of doing the same for either the background of the inside of the cave or the "solid ground" behind the cave walls, please feel free to share!
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#2 Koning Stoma

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Posted 30 October 2009 - 02:56 AM

It does feel a bit slippery but that makes it feel like you're on ice. It looks nice too.
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#3 barrya3

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Posted 30 October 2009 - 02:42 PM

Any relationship to the book of the same title? Brilliant novel by a brilliant writer.
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#4 sub

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Posted 05 November 2009 - 05:57 PM

downloading 1.2 meg? (is this source code???) most gm7 files seem to be around 2 meg or more.. ah well, i'll find out in 10 minutes..

been looking forward to trying this, syph :)
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#5 Brother156

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Posted 05 November 2009 - 09:44 PM

I haven't tried this yet but what do you mean by "But I'm trying to come up with a way of avoiding having to tile a big room such as the one in the w.i.p."
If you mean that you used tiles fo the background but you want to just have the background tiled without you having to tile it yourself then just make a background in that room and assign the background you want to it.

#6 Syphilis

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Posted 06 November 2009 - 07:00 AM

@barrya3 -
YES! Fantastic book for sure. The plot of the game will be reminiscent of the relationship between Rumfoord and Malachi (or Unk if you wish) while Malachi is stranded in the ice caverns of Mercury. It be a similar premise ( ship lands in ice caverns instead of original destination, all made clear to be Rumfoord's doing) and it should follow through with the mysterious atmosphere as well as the 'hints' that Rumfoord leaves in the cavern walls.
...no boaz though.
...harmoniums however, are a definite yes.
As for the overall message of the book, I don't think I can convey such deep messages through a short platform game such as this. We'll see...

@sub -
It's a zipped exe as I'm sure you've already figured out. :)

@Brother146 -
So usually cave platformers have tiles for the inside walls of the cave and then use a background for the space within the ground. I'm going to have pretty large areas in the cave and it could take up to half an hour (maybe) to get one area done. I'm just so lazy. I'd rather figure out code to do it for me, but I haven't looked into that part yet. Again, if anyone would like to share ideas of how to accomplish this, please do!

Soon, I'm going to put the entire cave together complete with doors, elevators, bridge puzzles, etc. and then post it. I might be looking for help with the graphics later so if you are interested, feel free to let me know.
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#7 sub

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Posted 06 November 2009 - 09:25 AM

what kind of background(s) are you aiming for?

will the whole background be [essentially] the same tile just covering the room [making the background] ?
or are there detailed areas [eg: a frozen waterfall in distance]

a very basic method would be to assign a 50x50 background and tick the tile horizontal and tile vertical boxes.

another method is to use the room creation code to run 2 looped arrays to 'tile' the background. you would have to set the room to persistent [or it will do the tiling method each time the room is accessed if i remember right] ..however, a persistent room will save itself / load itself when you exit/enter [if u know what i mean] ..so once entering the room and [for example] breaking a box it will stay broken.

if u need to make 'custom' background areas in your room, try putting an object in the location and make it 'scatter' tiles where needed [or place them] then have it destroy itself.

[edit]
ice needs tweaking :)
maybe less player slope angle? (50% less)
or have it based off current player speed :)

can't wait to seymour :P

ps: what's "BOAZ" in the book?

Edited by sub, 06 November 2009 - 04:13 PM.

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#8 Syphilis

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Posted 06 November 2009 - 07:56 PM

will the whole background be [essentially] the same tile just covering the room [making the background] ?
or are there detailed areas [eg: a frozen waterfall in distance]

Not quite sure yet... I would love to add detail when I'm done with everything else, but the detail probably won't interfere with the background tiling jawn.

another method is to use the room creation code to run 2 looped arrays to 'tile'


if u need to make 'custom' background areas in your room, try putting an object in the location and make it 'scatter' tiles where needed [or place them] then have it destroy itself.

These two methods combined just might do the trick...

ice needs tweaking :)

How so? If you mean it needs to be more slippery then I have already fixed it for the update :)

maybe less player slope angle? (50% less)
or have it based off current player speed :P

Okay, let me get this straight before I try this out. You mean that if the player is moving quickly, his angle compared to the ground should be near perpendicular, but the slower the player moves the more upright he stands? That seems like a pretty good idea if that is what you mean!

ps: what's "BOAZ" in the book?

Boaz is Malachi's (the main character) "friend." Boaz used to control him, forcing him to kill one of his good friends, but they co-exist in the ice caves for years (I think...?).
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#9 sub

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Posted 06 November 2009 - 11:05 PM

cool.
less slippery you sadist :) erm.. i mean when you hit the ice you can't really increase your speed [etc] untill you leave the ice.. hmm i suppose that's exactly what would happen.. it just doesn't come across graphically, maybe just make the sprite kind of stumble or walk precariously [or something] ..arms flailing maybe?

yeh the quicker he's running, the more slope.. probably what you had, but when he's just 'walking' don't apply such a dramatic slope?

boaz.. kinda makes sense in a way.. boaz and jachin.. hehehehe
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