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Virion

Member Since 28 Sep 2007
Offline Last Active Jul 25 2014 02:15 AM
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Topics I've Started

[iPad] Waa Cha!

16 May 2012 - 09:38 PM

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Hi guys. I am Virion, the programmer from Big Bunker Studio, a 2-person indie game development team. Today I am here to introduce to you our team's first published project - Waa Cha!

Story trailer:
http://www.youtube.com/watch?v=9EskuJZysPM

Gameplay trailer:
http://www.youtube.com/watch?v=zhbtpC3E5xU

Waa Cha! is a mini casual game based on Chinese kung fu theme with adorable art style. The gameplay is pretty simple, player has to swipe a finger on the screen, either to the left or right to hit away in-coming objects to stay alive as well as obtaining score.

However, there are some items that should not be hit away but to be consumed, such as first aid kit which revives HP, or the magic scroll which enables super combo power. Although the gameplay mechanism is pretty simple, but it will test your instinct as to which item to kick or not to be kicked, especially when the items are flying toward your character at an increasingly faster speed. Also note that in the current version we have 100 different items to be discovered and to be filled into the item database!

Waa Cha! currently has 3 different game modes:
1. Survival Mode - No time limit. Stay alive for as long as you can.
2. Arcade Mode - No HP value. Get as much score as you can in 2 minutes.
3. Insane Mode - Inverse control. All items are explosives-only.

We have planned for the 4th game mode which is multiplayer mode. We will be adding this extra mode in the coming updates.

Screenshots:

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Currently the game only runs on iPad, but we are planning to make it universal in future updates.

For more information, please visit our blog: http://blog.bigbunkerstudio.com

Thank you for your time. Have a pleasant day! Posted Image

[WIP] Waa Cha!

21 October 2011 - 11:23 PM

Hey guys! First time here. My friend and I are doing a mobile game called "Waa Cha!". It is basically a simple object-kicking game using finger gestures. We plan to release it on both iOS and android.

Development Blog: http://blog.bigbunkerstudio.com/

>>>WATCH TRAILER<<<

We are still on the early stage of development, here are some WIP screenshots:

[3 November 2011]

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[24 October 2011]

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[23 October 2011]

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[22 October 2011]

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The objects you see here are belong to the easy level so it looks kinda normal. I will add in some other special objects soon. Beside objects, we also plan to put in characters for you to kick!! Do tell me who you hate I'll let you kick his/her a** in the game. :lol:

More coming, stay tuned!

fixed: SDL sprite animation

02 October 2007 - 06:13 PM

Hi, I am making a 2D game and am using SDL for the graphic side. I want to make my sprite animate, so I created a class for it. I want it to animate from let's say frame 1 to frame 4, but it stopped at frame 2. My code is as follow:
class sprite
{
	SDL_Rect spriteInfo[255];
	SDL_Rect clipInfo[255];

	SDL_Surface* spriteImage;
	SDL_Surface* realSprite;

public:
	SDL_Surface* loadSprite(const char* spriteFile,int alphaR,int alphaG,int alphaB)
	{
		spriteImage = SDL_LoadBMP(spriteFile);
		realSprite = SDL_DisplayFormat(spriteImage);

		Uint32 colorkey = SDL_MapRGB(realSprite->format,alphaR,alphaG,alphaB);
		SDL_SetColorKey(realSprite,SDL_RLEACCEL | SDL_SRCCOLORKEY,colorkey);

		SDL_FreeSurface(spriteImage);
		return realSprite;
	}

	void setFrame(int frameNumber,int x,int y,int width,int height)
	{
		clipInfo[frameNumber].x = x;
		clipInfo[frameNumber].y = y;
		clipInfo[frameNumber].w = width;
		clipInfo[frameNumber].h = height;
	}

	void displayFrame(int frameNumber,int posX,int posY)
	{
		spriteInfo[frameNumber].x = posX;
		spriteInfo[frameNumber].y = posY;
		SDL_BlitSurface(realSprite,&clipInfo[frameNumber],screen,&spriteInfo[frameNumber]);
	}

	void playAnimation(int posX,int posY,int startFrame,int endFrame,int actionTime)
	{
		int currentFrame;
		currentFrame = startFrame;
		Uint32 timeStart = 0;
		int lastTick = 0;
		timeStart = SDL_GetTicks();

		if ((timeStart - lastTick) > actionTime)
		{
			currentFrame ++;
			lastTick = timeStart;
		}

		spriteInfo[currentFrame].x = posX;
		spriteInfo[currentFrame].y = posY;
		SDL_BlitSurface(realSprite,&clipInfo[currentFrame],screen,&spriteInfo[currentFrame]);
	}
};
I think probably I've did a mistake in playAnimation function, but I don't know how to make it work properly. Please help me, thanks. [Edited by - Virion on October 3, 2007 9:13:31 PM]

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