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Hey everyone!

Wow, not having internet sucks ass. Many people say that not having the forums as a distraction are a good thing, resulting in greater productivity... those people are wrong. On more than one occasion, I walked away from my computer, because I got tired of coding, and had nothing to occupy my mind with while I took a break, so I just left, and didn't come back for hours. Anyways, I did get some stuff done, and you can read about it below....

Crumblers
These are the newest entity type that I've coded up, and they are pretty sweet IMO. Crumblers are large tall objects that, when destroyed, can... well, crumble. For example, the radio tower in the screen below is a crumbler.



The crumblers are split up into segments, for example, the radio tower above is composed of 3 different segment types, BASE, MIDDLE, and TOP. Because the crumblers are segmented, when they fall, they can be split into multiple pieces, which can then have physics affect them, resulting in a cool falling effect, as seen below:

The start of the fall
In this screen, you can see the dust cloud formed at the base of the crumbler, but what you can't see is the crumbler beginning to settle on itself.


The tumbling begins
In this screen you can see that the components are beginning to split apart, and "tumble" as they fall to the ground.


The aftermath
The crumbler has been reduced to rubble.


The cool screen I accidently got
While I was taking the screens for this sequence, a SAM missile that had been fired at me hit the tower just as I was pressing the print screen button, resulting in this satisfying screenshot.


NOTE: The same texture is being used in both the before crumbling and after crumbling parts, there is support for changing the texture to a damaged one after the falling begins, but I don't have a damaged sprite right now, so the components still look like new after they've fallen, sorry

Burst Flak
I realized today that the particle bursts I made would look really good as old school flak bursts, so I got to coding, and now when a flak fires a burst round, it explodes into a puff of black smoke that hurts the player if it is near it when it bursts. Unfortunately, it's really hard to get a good screenshot of it in action, but I tried, and here's my best shot:



Yeah, not too impressive in still form, but it looks pretty good in motion, looks like another video is in store[grin]

Anyways, thats all I have time to write about, tune in tomorrow and I'll try and fill you guys in on what else I've been working on these past 3 days. Peace Out!

P.S. I leave for a couple of days, and everyone changes their avatars, now I have to actually read the names of who writes my favorite journals, not just remember their pics[grin]
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OMG that crumbling sounds like mathmania....
And the flakpuffs are a little small I think, maybe you should make them bigger.

Anyway very good work [smile].

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Awesome. Is the player capable of flying past/through the radio tower without destroying it (ie. background-ish), or is it essentially a really tall breaking wall? I think it would be neat if it only collided with bullets/missles, rather than blocking all sprites (if that's the case).

Nice stuff!

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Hey Sapo, outstanding programming/implementation of that effect! Looks like it all came together well. Mark did a kick ass job designing it. Kudos to both!

You're new terrain looks really nice. Great work! You both need to get on the IRC @ irc.AfterNET.org -> Channel #indiegames ;o)

Take Care,
-Dave

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Quote:
Whoa, that crumbling tower looks way cool!


Thanks, you should have seen some of my earlier prototypes running, it wasn't very pretty[grin]

Quote:
I have to agree with ArchWizard, that looks really freaking cool.


Thank you kindly!

Quote:
OMG that crumbling sounds like mathmania....
And the flakpuffs are a little small I think, maybe you should make them bigger.

Anyway very good work .


While it took a while to get right, the math actually wasn't that bad, here's all the math going on in the crumblers:


if(active)
{
currentanim->Update(ms);


xpos += vx*ms;
ypos += vy*ms;
vx+= gy*ms;

gy -= 0.0001*ms;

if(vy < -2)
vy = -2;

if(vy < -0.5)
angle += angleinertia*ms;


}



I know that the variables don't make sense to all you guys, but as you can see, the simulation is realtively straight forward.

As for the flak bursts, they are actually bigger than that, but it was a pain in the ass to get a good looking screen because they are over so quickly, but you'll be able to see them in my next video.

Quote:
I use the journals thread instead.

That's cool, I didn't even know you could do that!

Quote:
Awesome. Is the player capable of flying past/through the radio tower without destroying it (ie. background-ish), or is it essentially a really tall breaking wall? I think it would be neat if it only collided with bullets/missles, rather than blocking all sprites (if that's the case).

Nice stuff!


The engine is capable of excluding collision between objects that are not registered for collision with each other, but I'm not sure how we're going to make the collision work. We know we're going to have weapons collide with it, but as for planes, I'm not sure.

Quote:
Hey Sapo, outstanding programming/implementation of that effect! Looks like it all came together well. Mark did a kick ass job designing it. Kudos to both!

You're new terrain looks really nice. Great work! You both need to get on the IRC @ irc.AfterNET.org -> Channel #indiegames ;o)

Take Care,
-Dave


Thanks, I have to hand it to him, that was a damn good idea! I'll try and get on IRC sometime[grin]

Thanks for all the nice comments everyone!

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