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Member Since 03 Dec 2001
Offline Last Active Jul 23 2016 04:03 PM

Posts I've Made

In Topic: Super Sportmatchen by Kaj Forell VGB

23 July 2016 - 05:21 AM

Hey all! It's been a long time since the last update, for various reasons. One of the reasons is that we've tried to develop multiple sports at the same time, essentially prototyping five sports simultaneously. Therefore there hasn't been a lot of interesting stuff to show, until now!
We've recently finished up one of the prototypes, namely a sport named Capy Throw. The basic idea is that you'll need to rotate your character as fast as possible by rotating the dpad/analog stick, and then time your release with the rotation to throw your capybara in a straight line, to throw it as far as possible! It's also possible to deploy a hang glider with the press of a button and depending on when it is deployed you will either get more wind resistance or a bit of extra hang time, so timing is very important!
Here is a quick gif that shows the gameplay loop in Capy Throw:
There's also a news post about it here:
Take care! 

In Topic: Exmple of games with no tutorial (help please!)

13 July 2016 - 08:28 AM

I'd like to mention Braid and The Witness too! I don't have all the links at the moment but there are some youtube videos with Jon Blow where he discusses his view on these kinds of things. This one for example might be a bit interesting: 

In Topic: Rope Racers - online multiplayer racing game! (by Small Giant Games)

23 March 2016 - 02:37 AM

Great work, this game looks like a lot of fun! I can definitely see myself playing this on a friday evening with some friends (and beers)! Does it come with ad-hoc wifi play?


My only gripe is with the fonts (specifically the "Xth" place text and the text for the distance to other players (i.e arrow with "28 m"). The font feels like a debug font and the general placement of it feels off (especially for the Xth place text). I'd suggest to move the Xth place for the local player up in the main hud at the top center of the screen or replace it with gold/silver/bronze medals for those positions maybe. 

In Topic: Cross-platform API design

10 March 2016 - 07:08 AM

Yeah, definitely going with sprite sheets! There will be some data for the available animations in the sprite sheet and the per-frame info will contain the row/column index of the subrect. So essentially in my world a Sprite is a usually a sprite sheet containing an array of available animations where each animation contains an array of available frames.

In Topic: Cross-platform API design

09 March 2016 - 06:43 AM

Hey nfries88, thanks for your reply! First of all, yeah I'm currently basing my Windows/Mac/Linux version on SDL2, which is great. I should spend some time with browsing their source to get more ideas on how to handle different platforms, that's a great idea!


My initial idea with the sprite code being different between platforms would only be for the parts you mention, as in the loading and drawing code (etc). My initial idea was that I would create an array of generic Sprite objects with a pointer to some platform data and the platform data could contain OS/renderer specific info (texture ids, file handles, SDL_Surface* etc). But it feels a bit weird to do it that way and it also feels insufficient in terms of the code having to jump between the generic sprite info and the platform info.


My current plan is to, as before, let the generic code just work with the generic Sprite struct. The platform would though instead make a PlatformSprite struct which contains a Sprite struct and whatever platform data is needed. When the generic game layer asks for a Sprite object, it would be initialized as a PlatformSprite and then given a pointer to the Sprite part of it. The generic game layer is pretty much only done in Lua anyway and Sprites are passed around as light userdata (pointers). So that seems like a pretty good match.