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 Rinth Island
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ri_2.jpg

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Rinth Island is the sequel to a series of games I've made over the years based on a similar game model. The character is a blue ball with eyes that can't jump, but somehow is able to climb ladders. It's an adventure/puzzle game, where the goal is to progress through each stage by manipulating objects like crates, barrels, bombs, and switchable platforms.

This is the 6th in this particular series of games I've done, the very first of which I did as a youngster using Klik & Play in the early 90s. The series' games were originally named 'Mazeball,' but there are already two games out there called Mazeball so I recently changed it to avoid confusion.

Rinth Island was programmed in C++ and uses OpenGL to render the 3D scenery. I used Milkshape3D for the modeling.

This is a two-world demo of the game:

RinthIsland.zip (8.5 MB)

The controls (including the ALL-IMPORTANT 'X' KEY) are in the "Info" menu.


This is an excellent game.

Add a bunch of levels, some polish (menu screens, configurable options, ending, etc.), and you could have a real nice commercial game on your hands. I'd even consider making a publically available Level Editor packaged with it!

-Gauvir_Mucca


I second everything Gauvir just said. Your game is fantastic and you should definitely keep working on it.


That looks very nice! I've always liked these types of games, so I'll be trying this one out shortly.

Since I've never made any of these styles of games, how long and hard is it to make levels for them? I'm always baffled by how their makers can think up these really-challenging levels.

I'm a little curios as to why half of the pictures have a different Windows look than the other two.(the first two have a gray to black gradient at the top, the other two have gray to red)


wow, now that was a fun break i've got. this is a great game. keep up the good work. i hope to see more stages.




If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia

davepermen.net


Great game.

Add in some menu screens, level select, configuration options, controls screens etc. and the game will feel more complete.

The levels are great, but perhaps you could also add in some kind of gravitational physics? E.G If you go up a ladder really fast then instead of stopping at the top of the ladder you kind of jump off of the top of it.

The levels are great, well thought out and the textures/models look really nice too.

Good job, keep it up.




Rather enjoyable game, although I would've liked to be able to turn off the annoying music and the loading times seem strangely long.


Thank you very much for all the supportive comments. I plan to keep working on it, polish it up, and homefully release it someday.

~ A level editor would be SORT OF easy to do. I already made a level editor, but it has a bunch of "user must know to do this / not to do this" issues. I suppose that would be a little project to do afterward.

~ The levels are a puzzle in themselves to make (have to make sure there aren't multiple ways to solve it while also making sure it IS solvable). Just a basic idea, prototype, and lots of testing to refine each puzzle. A lot of it is glorified key/door theory, so it's not as bad as it could be.

~ I will be retrofitting these levels with some additional graphics as well as adding little special effects (I want Rinth to "roll" up the ladders instead of just slide, etc).

~ The screens have two title bars because two I did at home and two I did at work. :)

~ The loading times are long because the levels are in XML. I'm sorry you thought the music was annoying! I know the first theme is a short loop, but I was particularly proud of the cave theme.


Absolutely awesome.

Two improvements would make it a successful professional puzzle game:

1. Professionalism. It needs a menu, a built-in help guide, etc.

2. Better sound. Consider buying a professional sound library with some better gameplay sounds and a few ambient noises.

Other than that, it was really cool!! Good luck!

[Edited by - evanofsky on October 17, 2005 11:32:42 AM]

a3p.sf.net | et1337.wordpress.com


I get and error apon opening the exe. "Error Loading Jpg."

NewbiesNetwork.com A place where newbies strive. :)


Quote:
Original post by JepMasterAce
I get and error apon opening the exe. "Error Loading Jpg."


Did you make sure to extract the entire contents of the zip file to a directory on your hard drive? You must make sure that "gamedata" is completely intact and in the game's directory tree. There's no installer yet so you have to do this manually. The exe cannot be run directly out of the zip file. I hope that fixes it!

@evanofsky: thanks for the good advice and encouragement


I'm absolutely sure I extracted all the contents from the zip file. That's very strange. Well I guess next time :)

NewbiesNetwork.com A place where newbies strive. :)


Good job, really very fun and graphically pleasing.

Couple of things. I have some black line artifacts, or so it appears compared to the screenshot above. Nvidia 6600GT. I had similar problems with the lava rock.

Image hosted by TinyPic.com
Image hosted by TinyPic.com

Also, when I look at the Info>Controls or Info>About the game runs at super speed for about the same amount of time I spent in one of those menus.

Hope that helps, and good luck!


I had the same issue as Boder. (nvidia FX 5200 here)

However, I was having a good time and didn't even realize that the lines were there until I saw his post and looked a second time. Fun game. :)


Neat game..
For some reason I get like 2 fps when I run the game in 16-bit color (my normal desktop depth), while everything is smooth in 32-bit mode (on a Geforce4 4600TI).


My engine had its roots years ago in the Nehe tutorials, so I'll investigate that regarding the lack of antialiasing and the 16-bit color problem. Perhaps someone's tackled those issues already or knows what's up (My girlfriend's computer also doesn't antialias this game).

The super-speed after a window popping up is my fault, and it's easy to fix. Thanks for pointing it out!


Great work. I enjoyed both levels. I liked the music; the looping thing didn't bother me because it is so subdued. I find any glitches, errors, etc.


Here is the lava rock... Lava Rock

That might give you clues, although i don't think a solution was given


Ran great and had a ton of fun! Can't wait to see the final version!

GeForce 6600 GT
2 GHz Processor
1 Gig Ram

Great work!
Matt

__________________________________
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That was fun :) very did the concept come from ? it reminds me of old school gaming but i dont know if you were inspired by a game in particular ?



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Quote:
Original post by sinx
That was fun :) very did the concept come from ? it reminds me of old school gaming but i dont know if you were inspired by a game in particular ?


The first concept for the game was when I was a youngster about 9 years old, and it was inspired by the games The Adventures of Lolo for the NES and Tower Toppler for the C64 (also known as Nebulus).


fun game. great way to spend an hour :-D make more levels!


Fun game :) It doesn't scroll smoothly, but fun game nontheless.


Great game, you could quite easily sell this online. It does need more polish however and better sound.

You should contact me about the sound and i may be able to help you out.

Echophile Studios - Audio solutions for games and multimedia


Some errors in there, but otherwise a very cool game

Function glShadeModel is being called before context creation
Call to glShadeModel made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glClearDepth is being called before context creation
Call to glClearDepth made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glDepthFunc is being called before context creation
Call to glDepthFunc made outside of context/init
Function glCullFace is being called before context creation
Call to glCullFace made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glLightfv is being called before context creation
Call to glLightfv made outside of context/init
Function glLightfv is being called before context creation
Call to glLightfv made outside of context/init
Function glLightfv is being called before context creation
Call to glLightfv made outside of context/init
Function glLightfv is being called before context creation
Call to glLightfv made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init
Function glBindTexture is being called before context creation
Call to glBindTexture made outside of context/init
Function glPixelStorei is being called before context creation
Call to glPixelStorei made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexEnvf is being called before context creation
Call to glTexEnvf made outside of context/init
Function glTexImage2D is being called before context creation
Call to glTexImage2D made outside of context/init
FunctionParser::Parse - Unable to open file G:\Program Files\GLIntercept0_42\GLFunctions\gliIncludes.h
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
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GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
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GL ERROR - Function glTexParameteri generated error 0x0500
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GL ERROR - Function glTexParameteri generated error 0x0500
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GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GL ERROR - Function glTexParameteri generated error 0x0500
GLDriver - Shutdown - Current OpenGL context 0x20000?
GLDriver - Shutdown - Outstanding OpenGL context 0x20000 ?
ImageManager::Destructor - OpenGL id 1 is still active. (Image Memory leak?)
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