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Re: Small Update [Re: Harry Potter] #394566
02/14/12 15:26
02/14/12 15:26
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Originally Posted By: Superku
The Superku character from 2006 was even a popstar.

Can't express how glad I am you abandoned that approach...


Always learn from history, to be sure you make the same mistakes again...
Cape Physics (Video) [Re: Uhrwerk] #394868
02/17/12 04:55
02/17/12 04:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
The Superku character from 2006 was even a popstar.

Haha I had already forgotten about this clip, thanks. wink


Update:
I've written a basic simulation for cape physics, almost everything is calculated inside the vertex shader (2.0). I only use ent_animate to bring the cape into a basic starting situation, pan-rotations of the player/ Superku are taken into account (compare second screenshot).




The most difficult part was to implement a smooth transition between a cape that simply hangs down, e.g. when Superku holds on to a ledge, and a cape that touches the ground (see the end of the video).

Video: http://youtu.be/0qps3cxqWEQ


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Cape Physics (Video) [Re: Superku] #394870
02/17/12 07:46
02/17/12 07:46
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Harry Potter  Offline
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Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Cool. laugh

Re: Cape Physics (Video) [Re: Harry Potter] #394874
02/17/12 09:26
02/17/12 09:26
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
@Superku :
You are becoming some top one indie developper !
Amazing, this cape will bring on lot of pleasure to the eye of the player laugh

That's little details like that, that brings a lot to games ! (Metroid 1 on gamecube with little touches on the visor
helmet of the player and all other stuff)

How many levels do you plan ? do you have planned diversified ones ?
If you need some fast ideas, i can give some to you like for example :
Desert with some gameplay mechanism using the sand for physic or simple puzzle like filling something with sand to make the weight trigger some mechanism.
Or some levels requiring water endurance life bar, where you should replainish some bottle to survive.
Or why not some level using,

Bring it on to Steam , and i'll have no choice than buy it !

Last edited by ratchet; 02/17/12 09:27.
litte Update [Re: ratchet] #398435
04/02/12 02:22
04/02/12 02:22
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks! There are 50 levels (of course not yet done, but planned) and after the first 5 levels I try to give almost every level a different (gameplay) element or different focus so it won't get boring too soon.


This is just a minor update to tell that the development is still going on. I've mostly worked on the code and finally fixed 3 old very annoying movement bugs. I've had a lot of trouble with the implementation of the cape physics (and the new player model) into the game but it works now pretty good.
I've rewritten the animation system that now automatically detects the movement state and blends between the most important states - previously, as the movement code mostly is a state machine, animation was a little difficult to handle and esp. to blend. At first I've tried to use ent_blend(frame) but I had to notice that vertex blending obviously only works with integer frame numbers, so it wasn't smooth at all. (That's why I had to animate the transitions manually.)
I've always wondered how I could make a crouch animation because Superku's body/ design is so inflexible, and I finally had the idea to let Superku slide on his side instead when you press crouch, that works quite nicely.
exile is doing a great work with the composition of the score, he listens nicely to critique and I can only recommend his work!


(not much new here, except for the new model in action)

Btw., just for fun, the statistics of my playtesting (accumulated since my last reset):
Quote:
time on ground: 32524.9s
time in air: 12494.5s
time as kuball: 1061.2s
time running on wall: 731.1s
time sliding: 1998.2s
time hanging: 4926.7s
time swimming: 61.0s

number of jumps: 9797
number of strafejumps: 455
number of backflips: 2558
number of wallruns: 89
number of superruns: 1223

number of deaths: 1116
life expectation: 49.1s

level 1: started/ finished: 40/ 1, best time: 58.858s
level 2: started/ finished: 3/ 0, best time: 999999.000s
level 3: started/ finished: 5/ 0, best time: 999999.000s
level 4: started/ finished: 3/ 0, best time: 999999.000s
level 5: started/ finished: 3/ 0, best time: 999999.000s
level 6: started/ finished: 9/ 3, best time: 47.313s
level 7: started/ finished: 14/ 1, best time: 59.766s
level 8: started/ finished: 7/ 2, best time: 104.579s
level 9: started/ finished: 10/ 3, best time: 46.894s
level 10: started/ finished: 10/ 0, best time: 999999.000s
level 11: started/ finished: 17/ 0, best time: 999999.000s
level 12: started/ finished: 11/ 0, best time: 999999.000s
level 13: started/ finished: 18/ 4, best time: 55.438s
level 14: started/ finished: 17/ 3, best time: 117.222s
level 15: started/ finished: 24/ 0, best time: 999999.000s
level 16: started/ finished: 27/ 3, best time: 67.930s
level 17: started/ finished: 24/ 1, best time: 81.524s
level 18: started/ finished: 56/ 4, best time: 65.655s
level 19: started/ finished: 26/ 0, best time: 999999.000s
level 20: started/ finished: 247/ 6, best time: 11.671s
level 21: started/ finished: 269/ 0, best time: 999999.000s
level 22: started/ finished: 45/ 0, best time: 999999.000s
level 23: started/ finished: 310/ 0, best time: 999999.000s
level 24: started/ finished: 796/ 2, best time: 61.149s
level 25: started/ finished: 311/ 0, best time: 999999.000s

(level 10 and 20 are the only levels that cannot be finished for now, even though some best times say 999999)


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Cape Physics (Video) [Re: Superku] #398439
04/02/12 07:40
04/02/12 07:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
Perhaps you'll make some start rating system (gold, silver, bronze) depending on how many time the player put to finish the game ?
(I hope you'll put a new video)

Re: Cape Physics (Video) [Re: ratchet] #399024
04/10/12 11:54
04/10/12 11:54
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
Perhaps you'll make some start rating system (gold, silver, bronze) depending on how many time the player put to finish the game ?

Yes, that is already implemented, but thanks for the suggestion.
There will be a new video when I've completed a few more levels, probably at the end of this month.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Small Update [Re: Superku] #399031
04/10/12 13:09
04/10/12 13:09
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Originally Posted By: Superku



wow, ten years, congratulations on your record!

Re: Small Update [Re: txesmi] #399189
04/11/12 21:51
04/11/12 21:51
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
10 years laugh
I know it's not the time to make the game Superku, but you could
use it as an advice for programmers !
Take your time , don't rush, don't dream too much to finish in two months your game wink

Re: Small Update [Re: ratchet] #399265
04/13/12 10:28
04/13/12 10:28
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
I´´The interestong thing:
From 2002 to 2012 the cow starts smiling more and more grin


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

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