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Member Since 28 Dec 2009
Offline Last Active May 18 2013 01:51 AM

Topics I've Started

Hack'n'Slash Platformer Playable Prototype -- Feedback Wanted!

29 April 2013 - 10:59 PM

Hi everyone,


I've been working on a prototype for an as-of-yet untitled hack-and-slash platformer. Although my background is in programming, I've been using GameMaker for its quick iteration ability.


So far, I've only got a few example levels put together. I've been focusing on getting really solid core combat mechanics, which consist primarily of attacking, dodging, and blocking enemy attacks. I'm looking for some feedback on the core mechanics -- movement, attacks, etc., but really any feedback or ideas are appreciated, harsh commentary included, and even welcomed. I'm trying to decide where to move next with this prototype and really take it to the next step, pushing forward the parts that work and moving past the ones that don't.


Keep in mind this is a very early stage prototype, not a full playable game -- meant to be more of a solid, working demo of core combat mechanics and general ideas. I certainly have ideas about how I want to further develop this game, but I'd prefer not to mention those here because I'm afraid they might "pollute" responses I get. I want fresh commentary since I've been tunnel visioning this thing for long enough to start losing perspective! So with that said, here are some visuals, an older video of gameplay (apologize for poor quality), and a download link to the current playable build:


Some placeholder vector art I'm using to get an idea of the style I'm going for:

The player reflecting a fireball back at a ranged enemy with a well-timed attack:


An older video showing one of the playable levels included in the prototype. Keep in mind the playable version below has changed quite a bit since this video was taken:



New video!! (do 1080p if possible, otherwise it looks pretty crap):
And a bonus video of WIZARD MODE:


https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe (Windows only, standalone executable)



  • WAD to move and jump
  • ENTER to attack
  • E to block
  • F to toggle fullscreen
  • ESC to pause
  • F5 to restart from main menu


Other things to keep in mind:

  • Starts up straight into playable game, no "menu"
  • Jump on enemy heads to stun them briefly
  • Blocking an enemy attack with 'E' with precise timing will also stun an enemy
  • Longpress jump for a full jump, tap to hop
  • Projectiles from ranged enemies can either be simply blocked with 'E' or reflected back with a well-timed attack

Projection Matrix or Modelview?

06 February 2010 - 04:36 AM

Hey, I'm pretty new to OpenGL still, and I have a (probably) simple question... I'm trying to achieve an "isometric-like" perspective view, i.e., 45 degree rotate on the y and then somewhere from 30-45 degree angle to the horizontal, etc. However, from doing a bit of research I've found that this effect can be achieved in different ways. I could either setup the projection matrix to lock into this perspective, or I could do something like gluPerspective on the projection and then just transform to the proper place on the modelview, taking care not to call loadIdentity unless I push the matrix first. Most of the examples I've found online seem to prefer the modelview transform. Is there any reason for this? Is there any tangible difference between the two techniques, or are they just slightly different ways of doing the same thing? Sorry if the question is simple, but I did indeed use my google-fu and couldn't find any direct answer. So, thanks!

Isometric Tiling and Isometric VS Dimetric

12 January 2010 - 06:56 AM

Hey, I've started working on my first game using isometric in 2D, and after doing some research and testing I have a few questions. ---------- (1) When tiling textures, would it be better to draw the textures as a square and then map them to the proper isometric quad, letting the game engine do the isometric transformation? Or would it be better to draw the textures already in isometric and then just map them onto a square with transparency for the edges? The benefit of square textures that are mapped to isometric quads seems to be ease of art creation (no angles, easy to make seamless for tiling) and no need to for lots of transparency (which might decrease performance?) to create the isometric perspective. On the other hand, mapping square textures to isometric quads means that antialiasing is virtually required to make things to look decent. If I instead draw the textures in isometric perspective and just map them to squares, I can use transparency antialiasing in my art creation tools, thus reducing the need for in-game antialiasing, and possibly increasing performance. (NOTE: this really only concerns repetitive/tileable textures, for more complex objects such as players/props, I know that there isn't really a choice) ---------- (2) Okay, next question: is there any benefit to using "true" Isometric (the intersection of all three axes is 120°) versus "fake" isometric (dimetric -- 116.565°, 116.565°, 126.87°)? I know that dimetric allows for a nice 2:1 x:y ratio, which makes antialiasing less important, but if I do choose to create perspective with my engine rather than my art creation tools, I'll have to use antialiasing anyhow (accustomed to modern games, even 2:1 looks jagged and ugly). I ask because I haven't been able to find any "benefits" to using 120°,120°,120° perspective other than the fact that it's "true" isometric. Does anyone have any experience with it? Does it create a cleaner final product? ---------- Anyhow, thanks for your help. Any advice or pros/cons would be appreciated.

2D Texture Rendering Methods/Questions

28 December 2009 - 03:25 PM

Hey everyone, I'm new to OpenGL, so to get a handle on things I'm planning on making a very small-scale isometric game. I've spent a good deal of time reading books, articles/tutorials, testing out various 2d texturing techniques, and I have a few questions. Basically, I'd like to get some opinions on the best methods for creating smooth-edged textures for tiling and sprites, etc., in a 2d isometric environment with OpenGL. I've tried creating my textures in Photoshop as PNGs with anti-aliasing and just loading them with blending enabled as RGBA, and that works fairly well. I've also tried creating high-res textures and then scaling them down with mipmap filtering, but that "blurs" the entire texture and seems to reduce overall quality, so I don't really like it. As I understand it, FSAA isn't really useful for a 2d isometric thing unless I want to trace out the edges of all my irregular-shaped artwork with OpenGL lines/points, and that seems too tedious to be viable (though correct me if I'm wrong here; I am new to OpenGL). These are the only options I've really come across. Are there other, better ways to filter textures for smoothness in OpenGL that would work with what I'm trying to do? Or should I just stick with using antialiased shapes in my editing program and loading my art with blending and an alpha channel? Thanks for your help, I hope I've made what I'm asking clear :)