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I've decided to add a current-status downloadable zip of Udo to the top of my journal, if you cast your eyes up a couple of inches. I'm going to try hard to keep the "last updated date" updated.

I may remove it once progress starts to accelerate since I'd like there to be a few suprises when I release it, although I think very few of the people who download from the showcase read my journal.

In response to the deluge (2) requests for variable height jumps, Udo now supports this feature. Tap space to hop, or hold it to jump higher up to a certain maximum.

It works okay, but I think when I come to add springboards it may cause problems. Must have springboards though. Should be able to hack around the problem with a JustJumpedOnASpringBoard flag.

I've also started a level editor using Win32 API in VS. Always a bit of a nightmare but I learned a lot last time so should be better than the previous map editor. It worked okay, but it was the worst structured program I've ever written, pretty much.

[EDIT]

I've just finished adding in water to the level:



It's animated and alphablends over the map very nicely so you really need to download the demo at the top of the journal to get the full effect. I think it's cool.

Also now, if you are standing on top of a block you can also walk in front of and jump up through, like the grass, and press down, you drop through instead of ducking. This has been disabled for the lowest line of blocks on the level since that was just plain silly.

Means the levels are quite flexible in design now, although it does mean you can't duck on a lot of the platforms.

I'll put it to the vote - do you think that "duck" should be a different key so you can still duck on the mid-layer platforms?
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Well the demo ran fine, but there wasn't any sound. Maybe you haven't implement sound yet, but I expected it with the "sound on/off" option there.

Some suggestions, the water looks kind of weird bouncing around like that, I think it would look better just scrolling horizontally. Also rather than adding a seperate button for ducking you could do what the old console games would do, down is for duck and double tapping down is to change platforms.

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Original post by Scet
Well the demo ran fine, but there wasn't any sound. Maybe you haven't implement sound yet, but I expected it with the "sound on/off" option there.

Some suggestions, the water looks kind of weird bouncing around like that, I think it would look better just scrolling horizontally. Also rather than adding a seperate button for ducking you could do what the old console games would do, down is for duck and double tapping down is to change platforms.


Sound isn't implemented yet. The sound on/off option was just to test out the menu system. Probably should have explained that.

I'll give the water idea a try and see what it looks like. You may be right. I like the idea about the double tap for changing platforms, although it could be a bit of a pain to implement.

Thanks for the suggestions.

[EDIT] Both implemented. The double-tap duck thing works pretty well, although I have a slight concern that you could go to just duck twice in quick succession and accidentally fall of a platform to your death, but I'll leave it for now. The water certainly does look a lot better now.

Cheers.

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Awesomeness as usual. I have one suggestion, in case you aren't already planning to, it would be nice to have an animation that plays on the little fella when he's jumping. The jumping works really well, it looks like you sorted out the physics problems you were having.

<edit> BTW, Having a link at the top of your journal is a great idea. Much appreciated.

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Original post by jjd
Awesomeness as usual. I have one suggestion, in case you aren't already planning to, it would be nice to have an animation that plays on the little fella when he's jumping. The jumping works really well, it looks like you sorted out the physics problems you were having.


I'll certainly think about it, but it is the kind of thing that is quite easy to bolt on later with my animation system so there's lots of higher priority pixel work to be done first to be honest.

Quote:
Original post by jjd
BTW, Having a link at the top of your journal is a great idea. Much appreciated.


Glad you think so. I figure the more people download the in-process demos, the more proper criticism (like yours and Scet's excellent suggestions in this thread) I get and the better the end result.

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Again, very nice work. Jumping works out great, as does jumping down from a platform. However, if you are concerned about double-tapping the crouch key, I do have another suggestion: jumping while crouching (pressing the jump button while crouching). They did this in the Commander Keen series and it worked. It worked really good :-). It's pretty intuitive too: jumping... down.

Lovely water :-). IN FACT, if I'm not mistaking, you could make refracting water using (fixed function pipeline) EMBM that DirectX provides (it doesn't make use of shader technology on older cards, and it's really easy to setup). But that's just a suggestion. If you would like to do it someday, leave that until you've got a solid game ;-). Here are some basic steps:

1) render the game to a render-target, like you do now, just don't render the water;
2) render the render-target to the screen;
3a) setup EMBM using that render-target as an environment map, and use a scrolling grainy texture as a bump map; you could use the current water texture as a diffuse texture;
3b) render the water.

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Original post by Todo
Again, very nice work. Jumping works out great, as does jumping down from a platform. However, if you are concerned about double-tapping the crouch key, I do have another suggestion: jumping while crouching (pressing the jump button while crouching). They did this in the Commander Keen series and it worked. It worked really good :-). It's pretty intuitive too: jumping... down.

Lovely water :-). IN FACT, if I'm not mistaking, you could make refracting water using (fixed function pipeline) EMBM that DirectX provides (it doesn't make use of shader technology on older cards, and it's really easy to setup). But that's just a suggestion. If you would like to do it someday, leave that until you've got a solid game ;-). Here are some basic steps:

1) render the game to a render-target, like you do now, just don't render the water;
2) render the render-target to the screen;
3a) setup EMBM using that render-target as an environment map, and use a scrolling grainy texture as a bump map; you could use the current water texture as a diffuse texture;
3b) render the water.


Thanks for the suggestions. I'll give the jump down idea a try since you'd be less likely to do that by mistake.

[EDIT - Implemented that. Works pretty well. Ta.]

That water idea is a bit beyond me, to be honest. I'm not too hot on 3D rendering - what you see in Udo is pretty much the full extent of my abilities at the moment.

Thanks again for the input.

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