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zer0wolf

GameDev.net Community Challenge!

320 posts in this topic

And Chinese Takeaway (sorry...Takeout) just ordered, don't have time to stop and cook!
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I'll also be documenting things in my gdnet journal. See my first post for my game "[url="http://www.gamedev.net/blog/1134/entry-2249989-gdnet-community-challenge-ewe-cant-touch-this/"]Ewe Can't Touch This[/url]"
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Forgot to ask, what's the resolution on the Android Phone?
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Are you referring to any phone in particular? It varies wildly between phones. I have an HTC Desire, which is WVGA- 800x480
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I have an HTC Incredible, which has an 800x480 resolution as well. Not sure what phones the other reviewers have?

It is awesome to see the progress you guys are making on your journals!
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awesome, I have a Nexus One which is 800x480 so it looks like my entry will be an android game, should also confirm you all have AIR for Android installed?
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I do, yeah. Hopefully I'm not the only judge with an Android phone! We need more judges ...
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Okay I lied I need a break from coding so I am going to post something before the end. I was making killer progress earlier in the day, got through 3/4 of phase 1 of my game with just collision detection and AI remaining...than I wasted 4 hours trying to generate the bounding boxes etc...use pixel perfect detection and what not and after all of that manually started writing the damn things haha. Needless to say, a huge waste of time. Here is a crappy screen of the start of my game...beware, MAJOR programmer art. I also think I may have bitten off more than I can chew but we will see.
[URL=http://imageshack.us/photo/my-images/193/screenshot1dkc.png/][IMG]http://img193.imageshack.us/img193/9396/screenshot1dkc.png[/IMG][/URL]

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If I can get it done in time it is going to be a sort of cops and robbers game. Strategy puzzler.

**EDIT** And I Just realized the title on the window is wrong haha that was from another game I have that I stole the FPS counter from. The actual name is "Rob, The Dumb Ass Robber".
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Here's Tunnel Jumper!
[img]http://i.imgur.com/zFjBB.png[/img]

This is a TERRIBLE game! :P
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I had to call it quits last night at 2am. The theme was anounced at 6pm my time and I'd been at work since 8am so needed some sleep, but back on for a full day now.

I've attached my first screenshot - same one from the DevBlog in case you haven't siddled over there to read it.

Basically you play as a bubble that you can move around. And you have collect items, and bonuses, to complete the level(s). But you have avoid certain obstacles and enemies. If you touch any of them..you burst and die. And as an added twist, I've added wind to complicate things.

[img]http://www.andy-esser.co.uk/Bubblez_1.jpg[/img]
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man, i need to turbo charge my keyboard :P
im not as far as i haped to be <_<
but the posted stuff [b]looks good[/b] :cool: keep up the good work
looks like there could be interesting games that could have a longer future then just this challenge
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New screenshot of my work today: I've got some enemy spawns working (Bee's and Leave's), need to work on Bonus spawns, and then the all important Collision detection. Even without the CD I'm finding it fun and challenging to avoid everything that's on the screen...which has made me think I might include a difficulty setting if I have the time.

[img]http://www.andy-esser.co.uk/Bubblez_2.jpg[/img]
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[quote name='AndyEsser' timestamp='1305365485' post='4810610']
I had to call it quits last night at 2am. The theme was anounced at 6pm my time and I'd been at work since 8am so needed some sleep, but back on for a full day now.

I've attached my first screenshot - same one from the DevBlog in case you haven't siddled over there to read it.

Basically you play as a bubble that you can move around. And you have collect items, and bonuses, to complete the level(s). But you have avoid certain obstacles and enemies. If you touch any of them..you burst and die. And as an added twist, I've added wind to complicate things.
[/quote]

It looks good so far, my game is actually is pretty similar to yours in that it features a bubble avoiding getting touched by anything, but we do differ in art style and I plan on taking my gameplay in a slightly different direction, so I don't think our completed games will be very similar. I didn't do a whole lot of work yesterday, but this is what I currently have.

[img]http://joedev.net/wordpress/wp-content/uploads/2011/05/image.png[/img]
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I'm working on a game where you're a rock star and you have to run away from throngs of screaming girls (They will take whatever they can for a souvenir!)

Anyways, here's a screenshot of my earliest prototype:

[img]http://i70.photobucket.com/albums/i112/slayemin/Part-1.png[/img]

The red circles represent girls. They're chasing the player (green circle) with some rudimentary chase AI and collision detection to prevent overlapping.
The player has a trail of stars behind him/her. (Demo of particle engine)
The green region is an arbitrarily drawn polygon shape to test collision detection.
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Looks good.

I remember the days when girl's used to chase me and throw their thongs at me....

Wait, I'm 23...shit that must've been a movie I watched :(
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[img]http://uploads.gamedev5.net/gallery/album_192/gallery_89462_192_1431479.png[/img]

The hammer is the player, and he's trying to destroy the crystal. It's a top down scroller, where (eventually) enemies and obstacles will be defending the helpless fleeing crystal.
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capn_midnight, burn the laundry!

How bad is everyone's code?

My TJLevel class, which loads levels, generates tiles and renders the world, also handles collision and input using an unnecessarily complex callback system. It takes about 12 virtual function calls to resolve a key press. Oh yeah, did I mention it's just one huge header file?

[code]

/* add key bindings */
KeyBinding* press_up = new KeyBinding( buildCommand(this,&TJLevel::commandAngleUpKeyUp),
buildCommand(this,&TJLevel::commandAngleUpKeyDown) );
press_up->attachTo(this);
SceneManager::instance->addKeyBinding(SDLK_UP,press_up);

KeyBinding* press_down = new KeyBinding( buildCommand(this,&TJLevel::commandAngleDownKeyUp),
buildCommand(this,&TJLevel::commandAngleDownKeyDown) );
press_down->attachTo(this);
SceneManager::instance->addKeyBinding(SDLK_DOWN,press_down);

/* ... */


MAKE_MESSAGEABLE(commandAngleUpKeyUp);
void commandAngleUpKeyUp()
{
up_pressed = false;
}

MAKE_MESSAGEABLE(commandAngleUpKeyDown);
void commandAngleUpKeyDown()
{
up_pressed = true;
}

MAKE_MESSAGEABLE(commandAngleDownKeyUp);
void commandAngleDownKeyUp()
{
down_pressed = false;
}

MAKE_MESSAGEABLE(commandAngleDownKeyDown);
void commandAngleDownKeyDown()
{
down_pressed = true;
}[/code]
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[quote name='kiwibonga' timestamp='1305402254' post='4810818']
capn_midnight, burn the laundry!

How bad is everyone's code?

My TJLevel class, which loads levels, generates tiles and renders the world, also handles collision and input using an unnecessarily complex callback system. It takes about 12 virtual function calls to resolve a key press. Oh yeah, did I mention it's just one huge header file?

[code]

/* add key bindings */
KeyBinding* press_up = new KeyBinding( buildCommand(this,&TJLevel::commandAngleUpKeyUp),
buildCommand(this,&TJLevel::commandAngleUpKeyDown) );
press_up->attachTo(this);
SceneManager::instance->addKeyBinding(SDLK_UP,press_up);

KeyBinding* press_down = new KeyBinding( buildCommand(this,&TJLevel::commandAngleDownKeyUp),
buildCommand(this,&TJLevel::commandAngleDownKeyDown) );
press_down->attachTo(this);
SceneManager::instance->addKeyBinding(SDLK_DOWN,press_down);

/* ... */


MAKE_MESSAGEABLE(commandAngleUpKeyUp);
void commandAngleUpKeyUp()
{
up_pressed = false;
}

MAKE_MESSAGEABLE(commandAngleUpKeyDown);
void commandAngleUpKeyDown()
{
up_pressed = true;
}

MAKE_MESSAGEABLE(commandAngleDownKeyUp);
void commandAngleDownKeyUp()
{
down_pressed = false;
}

MAKE_MESSAGEABLE(commandAngleDownKeyDown);
void commandAngleDownKeyDown()
{
down_pressed = true;
}[/code]

[/quote]


Hey :o, why did you copy me ?, i did that first :D:lol::cool:
did too, did too, did too
good fun so far.
ive just got my animated sprite class to handle rotation.
but my collision detection so far is just a simple distace check.
now to work out how to get some AI(i'll accept someones elses reject AI at the moment, or is there a second hand AI depot around here ^_^:P:ph34r:) and to get rotation and some type of weapon working.
heres what i got so far, so move the round red thing and the cross heir is the mouse(will do something with that if i can) and the level is to be at least a small part random generated:
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[quote name='kiwibonga' timestamp='1305402254' post='4810818']
How bad is everyone's code?[/quote]
Bad. It's about as bad as the code I normally coded three years ago before I matured more as a programmer (when I read Code Complete).
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