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matt0

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I presume its the SpecEngine.exe? I get this error:

"The application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem"

Is this the .net framework requirement you mentioned?

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ok.. it's out for you to test!

http://www.spacerobe.com/vamecum/exFusion.rar

Its a little racer game.. Source follows because this is the rar I delivered for my graphics programming course.. Use the source if you want license, just let me know (I doub't its of any use). And if you feel the need to be very nice, inspect the source and give me hints and tips or pats on back :(

the bundled exe need .net 2.0 framework because I havn't quite poked around enough in visual studio 8 to know where the magical switch which removes that dependancy is.

i'm getting an error saying the exe isnt configured correctly... dunno if i have .net on my machine, will look tomorrow, i gotta get some sleep...

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I just had a VERY bizarre experience with that game. It opened up but instead of doing anything it showed a highly distorted picture of where I last was in WoW before I logged off...

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i'm getting an error saying the exe isnt configured correctly... dunno if i have .net on my machine, will look tomorrow, i gotta get some sleep...

http://www.microsoft.com/downloads/details...&displaylang=en

There is the .net 2.0 package.

Nice and Fzero-ey. It looks like you're not transforming your lights in line with the view, although maybe thats a style choice? What level was this graphics programming course, undergraduate? Are you on a games degree?

Ok, the lights are cheating. its not light, its just cheap spherical environment map.

If you modify the code and rebuild you can play out with render-states and throw in some propper lighting or even do it with shaders. This was second year of bachelor in game programming (basicly CS with some extra bias towards programming and games).

I just had a VERY bizarre experience with that game. It opened up but instead of doing anything it showed a highly distorted picture of where I last was in WoW before I logged off...

Hahahahahah. oh. :lol:

That must be an error with render to texture.

It is supposed to setup render to texture targets so it can render stuff like glow-map etc.

It failed like that on a machine at school that had an intel gfx- adapter.

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I liked it. :P

The ships cool, the way its rotates as you turn is nice. Looks swanky aswell. Well done chap!

I studied how turning worked in f-zero gx and I duplicated it. just run f-zero gx and turn still on the spot and you'll see :P imitation is the best form of flattery or something. hehe

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Hey,

I don't know if this is a work in progress or not, as I am no longer working on it, but i made a little 2d Game & Tools demo over a couple of months, which you can look at here:

http://www.phasersonkill.com/view_project.asp?p=7

new-1.jpg

And you can download some videos from the links below, though they are quite big (10-15MB). The music in the videos is by XOC. But the final version has music by my friend Francis who is a lurker on here, or so i am led to believe. He also did all the original art for me too (though I didn't give him much time so we ended up mixing his art with the Mario placeholders i was using) and he was a big help in general. I did all the code, which was done using C and OpenGL :unsure:

The final version differs slightly from the video in that rather than having Arrow keys as the second control option the player can use just the mouse to guide the little guy around.

Videos (they are in 30 second clips as i am too lazy to get a Fraps license, and you'll need the XVID codec):

http://www.phasersonkill.com/dl/2dgame/2dgame1.avi

http://www.phasersonkill.com/dl/2dgame/2dgame2.avi

http://www.phasersonkill.com/dl/2dgame/2dgame3.avi

http://www.phasersonkill.com/dl/2dgame/2dgame4.avi

http://www.phasersonkill.com/dl/2dgame/2dgame5.avi

http://www.phasersonkill.com/dl/2dgame/2dgame6.avi

http://www.phasersonkill.com/dl/2dgame/2dgame7.avi

http://www.phasersonkill.com/dl/2dgame/2dgame8.avi

http://www.phasersonkill.com/dl/2dgame/2dgame9.avi

http://www.phasersonkill.com/dl/2dgame/2dgame-inverted.avi

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looks nice, the japanese is a bit unnecessary though methinks...

does the control change when you are upside down?

i'm curious - holding >>> to move right is all well and good, but if you kept going, what happens when RIGHT becomes DOWN , or even LEFT?

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looks nice, the japanese is a bit unnecessary though methinks...

does the control change when you are upside down?

i'm curious - holding >>> to move right is all well and good, but if you kept going, what happens when RIGHT becomes DOWN , or even LEFT?

The Japanese is because i live in Japan and i was showing it to people here ;)

Ctrl makes you go in the direction you are facing and, Shift makes you change that direction, so when left beomes right it doesn't matter. The arrow keys were put in because you can change the camera to allign to the curve and some people preferred traditional controls with that method (if you download the last video you can see this) but that has been taken out now and replaced with mouse control.

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The Japanese is because i live in Japan and i was showing it to people here ;)

Ctrl makes you go in the direction you are facing and, Shift makes you change that direction, so when left beomes right it doesn't matter. The arrow keys were put in because you can change the camera to allign to the curve and some people preferred traditional controls with that method (if you download the last video you can see this) but that has been taken out now and replaced with mouse control.

fair enough on both counts..

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No demo?

Um...I am really uneasy about releasing half finished stuff. And this is perhaps not even half finished. All the basics are in there, but there isn't alot of content and there are some issues I would like to iron out given the time (not bugs per say, but i was rather rushed in coding it). I actually don't think this stands up as a good game in it's current form but I think it has given me some good ideas for the next version which should be quite different (it also depends on how much time Francis and I have to spare)

I should add about the game, that what you see in the backdrop is the next level. In both versions as you go around the loop/circle towards 360 degrees you end up at the next level automatically (instead of ending up back where you started) So it is kind of seamless. The renderer also supports flat tiling for going into rooms and so on :D

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I should add about the game, that what you see in the backdrop is the next level. In both versions as you go around the loop/circle towards 360 degrees you end up at the next level automatically (instead of ending up back where you started) So it is kind of seamless.

Haha! Excellent!

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Haha! Excellent!

Thanks but I can't even take credit for those two things. My original ideas was to have the levels loop back on themselves, and for it to be more like a puzzle platformer (maybe like Wario Land) where there would be a series of puzzles on the circle that you needed to solve get to the next one. They could be something special because of the looping feature.

Anyway My Girlfriend said it would be cool if as you went round the circle, you eventually ended up on the next level, I tried it and it turned out to be a pretty good idea. And Francis suggested putting the next level in the backdrop as it gave a slight spiral like effect, and this also turned out to be good idea too. :D

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Thanks but I can't even take credit for those two things. My original ideas was to have the levels loop back on themselves, and for it to be more like a puzzle platformer (maybe like Wario Land) where there would be a series of puzzles on the circle that you needed to solve get to the next one. They could be something special because of the looping feature.

Anyway My Girlfriend said it would be cool if as you went round the circle, you eventually ended up on the next level, I tried it and it turned out to be a pretty good idea. And Francis suggested putting the next level in the backdrop as it gave a slight spiral like effect, and this also turned out to be good idea too. <_<

:)

Sounds really cool.

This kind of stuff would be ace to have on the consoles online distribution.

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Is the download still working, I can seem to get it, at the bottom next to download it says 'unavailable'

There is no download for this one yet. Just videos and pictures. The coding is on hold for the moment, work and everything else means I am super busy these days. I have a new idea, that will use some of what i learned from this. If i have time I'll finish the demo and put it up.

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shen3.gif

Spread it around the globe and watch the speculative threads appear: OMG WTF NEW ART STYLE!!?>

Me, I'm fiddling with my random shoot 'em up thing - I added a synchronised death aspect (the variable at the top-right) which enables enemies to die in time with the music. Provided they're getting shot of course. It's only a prototype thing (hence why it looks so awful), and as with all my stuff I don't know whether to give it some polish or leave it in limbo.

http://www22.brinkster.com/edgering/sonic_illusion.htm

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Spread it around the globe and watch the speculative threads appear: OMG WTF NEW ART STYLE!!?>

Me, I'm fiddling with my random shoot 'em up thing - I added a synchronised death aspect (the variable at the top-right) which enables enemies to die in time with the music. Provided they're getting shot of course. It's only a prototype thing (hence why it looks so awful), and as with all my stuff I don't know whether to give it some polish or leave it in limbo.

http://www22.brinkster.com/edgering/sonic_illusion.htm

my eyes exploded.

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At the moment it's straight autofire (like Llamasoft's GR++.) I haven't really thought of the control, art or sound aspects yet; I've just always wanted to try and do something that, even very loosely, involves audio/gameplay interplay, and I figured I could do that with the "on/off" variable that toggles at various moments in the soundtrack. Very basic and cheaty but hey, it works. I then threw in a lot of the theory used in old shooters (the random positions the enemy comes from, the collision with bullets) and stuck it online. Complete shit, but I might try and refine it with less placeholdery visuals, a longer music piece, and things to actually avoid. :blink:

Though I might leave the autofire in there. :unsure:

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