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kiwibonga

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About kiwibonga

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  1. kiwibonga

    What you got to do to get a job, dammnit?

    Have you looked into private funding? It's what I'm doing now... Contacting everyone I know to find someone who can inject a measly $5k into my project. I feel like a panhandler! But there are many success stories out there... I'm sure your videos of Squishy would be enough to convince potential investors; no doubt about it.
  2. kiwibonga

    DevLog #3 - Weekend in sign of troubles

    I think the reason your vector pointer didn't work properly is because &sectors actually gives you the address to the first element in sectors rather than a pointer to the vector itself. You should use a reference instead, or perhaps that "std::vector<T>::pointer" that I've never seen used before
  3. kiwibonga

    My Gamedev.net Community Challenge Entry: TunnelJumper

    Thanks, I liked yours too -- pretty addictive! I'm hard at work on a new version... Lots and lots of bug fixes to implement
  4. kiwibonga

    Review of "Tunnel Jumper" by kiwibonga

    Damn it. I tried to fix it but it did it again.
  5. kiwibonga

    Review of "Tunnel Jumper" by kiwibonga

    [quote name='kiwibonga' timestamp='1305778926'] Haha, thanks! <div><br></div><div>The reason the bug with the restarts happens is because I initially had a life counter. For as long as you had lives left, you'd respawn at the last red platform, but if you had no more, you would start back at the beginning of the level... With the difficulty of some jumps, this effectively made the game impossible (try finishing level 2 or 3 without dying more than 3 times!).</div><div><br></div><div>I saw the deadline approaching, so I decided to make red platforms replenish your life allowance, which basically meant you had infinite lives and never got sent back to the start. The life-depleting code is still there, though, so if you enter a loop (if you respawn above a black pixel that keeps killing you), you get respawned at the start position! You can even enter an infinite loop (hyper-loud, and causes enough debris to choke the framerate) if you respawn in a place where you touch both a black and a red pixel in the same frame...</div><div><br></div><div>I also found out that my whole collision code was surrounded by an if block that only runs if the player's speed is less than 16 units/frame, for some reason. There's no else clause, it just jumps over it if your speed is too high. And naturally, the out-of-level-bounds check is inside that block too! So if you manage to go fast enough (with bouncer blocks), the player disappears off screen and the game just remains stuck there!</div><div><br></div><div>I'm glad you noticed the song... When I tell people it's supposed to be inspired from the melodies in MC Hammer's song, they tell me I'm tone deaf </div><div><br></div><div>I've been frantically trying to improve/debug the game since I recovered, and I'd really like to take it much further... Sadly, I have the whole Pestering Squad thing and I'm supposed to follow through on another (slightly larger) project first, so I might not get to it right away... </div><div><br></div><div>I'd like to see a "post-mortem" about your entry (did you already write one that I missed?), because I think it really stood out in this competition. I thought the amount of content you managed to pull out was very impressive, and the gameplay required complex thought and fast reflexes.</div><div><br></div><div>If I had to critique, I would say you created a nice "atmosphere" -- personally, I was very driven to find out if we would be told how the hammer and crystal managed to write stuff on the floor, since they have no arms or eyes and are guided only by destiny!</div><div><br></div><div>I thought the music was professional quality, but maybe a bit too "sober" for the fantasy atmosphere.</div><div><br></div><div>I already saw someone mention this; the instructions at the beginning fade out of sight a bit too quickly.</div><div><br></div><div>And of course, there's level 3 and the flying saucers out of nowhere... </div><div><br></div><div>Overall, it was very enjoyable (moreso after I found out about the "attack" command!) and a very interesting interpretation of the theme. On a totally arbitrary scale, I would rate it a 9/10. Take it or leave it![/quote] </div><div><br></div><div>Sorry about the HTML garbage... Can't edit posts!</div>
  6. kiwibonga

    Review of "Tunnel Jumper" by kiwibonga

    Haha, thanks! <div><br></div><div>The reason the bug with the restarts happens is because I initially had a life counter. For as long as you had lives left, you'd respawn at the last red platform, but if you had no more, you would start back at the beginning of the level... With the difficulty of some jumps, this effectively made the game impossible (try finishing level 2 or 3 without dying more than 3 times!).</div><div><br></div><div>I saw the deadline approaching, so I decided to make red platforms replenish your life allowance, which basically meant you had infinite lives and never got sent back to the start. The life-depleting code is still there, though, so if you enter a loop (if you respawn above a black pixel that keeps killing you), you get respawned at the start position! You can even enter an infinite loop (hyper-loud, and causes enough debris to choke the framerate) if you respawn in a place where you touch both a black and a red pixel in the same frame...</div><div><br></div><div><div>I also found out that my whole collision code was surrounded by an if block that only runs if the player's speed is less than 16 units/frame, for some reason. There's no else clause, it just jumps over it if your speed is too high. And naturally, the out-of-level-bounds check is inside that block too! So if you manage to go fast enough (with bouncer blocks), the player disappears off screen and the game just remains stuck there!</div></div><div><br></div><div>I'm glad you noticed the song... When I tell people it's supposed to be inspired from the melodies in MC Hammer's song, they tell me I'm tone deaf </div><div><br></div><div>I've been frantically trying to improve/debug the game since I recovered, and I'd really like to take it much further... Sadly, I have the whole Pestering Squad thing and I'm supposed to follow through on another (slightly larger) project first, so I might not get to it right away... </div><div><br></div><div>I'd like to see a "post-mortem" about your entry (did you already write one that I missed?), because I think it really stood out in this competition. I thought the amount of content you managed to pull out was very impressive, and the gameplay required complex thought and fast reflexes.</div><div><br></div><div>If I had to critique, I would say you created a nice "atmosphere" -- personally, I was very driven to find out if we would be told how the hammer and crystal managed to write stuff on the floor, since they have no arms or eyes and are guided only by destiny!</div><div><br></div><div>I thought the music was professional quality, but maybe a bit too "sober" for the fantasy atmosphere.</div><div><br></div><div>I already saw someone mention this; the instructions at the beginning fade out of sight a bit too quickly.</div><div><br></div><div>And of course, there's level 3 and the flying saucers out of nowhere... </div><div><br></div><div>Overall, it was very enjoyable (moreso after I found out about the "attack" command!) and a very interesting interpretation of the theme. On a totally arbitrary scale, I would rate it a 9/10. Take it or leave it!</div>
  7. kiwibonga

    Different space simulator

    I dream of making a space exploration game one day... I can't believe there's still not a definitive successor to Starflight after so many years! Any game that allows you to control a spaceship is awesome.
  8. kiwibonga

    Done. Finished. Completed.

    The same thing happened to me! I kept designing my levels with platforms that were initially out of reach for the player, so I had to go back a million times to edit... I gradually went from 20, to 10, to 5, to just 3 levels as time was depleting... I can't wait to work on it more
  9. kiwibonga

    Done!

    Congratulations! Flying sheep is very underrated!
  10. kiwibonga

    Done. Finished. Completed.

    Congratulations, worthy opponent! This was fun to play, but I keep dying at Level 3... I suck!
  11. A little "postmortem" on my GDnet Community Challenge entry. You can download the entry here: Download (Windows EXE - 5.05 MB) The only requirement to run the game is to have the MS Visual C++ 2010 Runtime DLLs. There is a known bug when attempting to run the game from a standard user account in Win7/Vista -- if the game crashes on startup, try running it as an administrator. (EDIT: On machines with the issue, setting the compatibility setting to "Windows 95" in the file properties of the .exe can fix the problem. I haven't identified the bug yet, but I found a way to reproduce it in a virtual machine, so I should be able to work it out eventually. Note that you may have to close the program from task manager if you run it this way... Not very convenient, I know, but I suppose it's better than nothing!) We had three days (72 hours) to create a game more-or-less from scratch. I used version 3 of my "EDBJ framework" as a base, it's the 2D/audio/input/GUI framework I've been working on lately. This latest iteration, EDBJ3, was actually a partial recode of the framework I used to prototype my classic Blackjack game. It lacked functionality such as gamestate management and scripted actions (as you can see in the game, even the title screen is a level), but it added OpenGL support, replaced all homemade GUI code with CEGUI wrappers (unused in the game) and SDL_mixer for sound. In the rush to get the game out, I quickly hacked together some missing functionality: - Music (MOD files; easy thanks to SDL_mixer) - Trig and math functions - Arbitrary keyboard bindings and input "passthroughs" - Collision / "Physics" I lost about 8 hours over 2 days to a silly issue involving header files and compilation settings... A real nightmare! It's a competition though... Gotta suck it up! Besides, I only put in about 30 hours into the project in total, when 72 were available, minus sleep Here's a little description: Your player is a little guy driving a small, round, red spaceship. To move, you have to choose an angle (by pressing UP/DOWN or clicking with the mouse to set a direction) and can charge up a jump by holding down space. The goal of the game is to get to the end of each level (the purple platform) by jumping from safe spot to safe spot, correctly estimating the angle and power needed each time, without touching any walls. Levels are actually PNG files that you can create with any image editing software. Some pixel colors have special meanings: RED (#FF0000) : "Safe spot" -- if you touch it, you'll respawn there next time you die GREEN (#00FF00) : Player starting position (1 pixel) BLUE (#0000FF) : Bouncer (horizontal) - doubles your vertical speed BLUE (#0000C0) : Bouncer (vertical) - doubles your horizontal speed BLACK (#000000) : Obstacle (die on touch) PURPLE (#FF00FF) : Goal! (touch to win level) All other colors are ignored - the player can pass through them. Valid levels are PNG files with a width and height that are multiples of 256, with at least one green (#00FF00) pixel for the starting position. You can substitute any of the provided level PNG files for your own as long as they respect these conditions. The game begins with a tutorial level, which also doubles as a title screen, and only has 3 levels: Title screen Star level Colored dots and black grass level Vertical level Sadly, I ran out of time to create the ending I wanted, which was going to feature a crappy animation of MC Hammer dancing, so the closing screen just says "YOU WIN" in white on a black background The game is functional, but the levels could use some editing; they were for the most part created and playtested in the 4 hours that preceded the deadline, so some parts are unnecessarily hard, and there's not as many levels as I would have hoped. Since this is a "guesstimating game," it's not good that making some jumps (especially with bouncing involved) requires up to 20, 30 tries, each time changing the angle or power by a pixel until you somehow manage to make the jump. This is the kind of stuff that makes people punch their computer, or stop playing a game out of utter frustration. Possible improvements could include: - Adding a title screen and proper ending - High scores? Saving? Online leaderboards? User-submitted-level-browser? - Make scrolling more obvious (with arrows when you move the mouse near the edge of the screen); possibly add a scrolling function when you right click the background - Minimap and/or pointer that shows the location of the player if he's off-screen - Overall graphic/sound/level improvements - Additional block types: Booster, slowdown, "sticky walls," etc. - Add license / copyright info, remove dependencies on included-but-unused third-party libraries I will most likely take a fresh look at the project later on this week and post a "cleaned up" version. I'll wait until judging for the contest is over...
  12. kiwibonga

    The Pestering Squad - Demo produced

    Last week, I announced the creation of the Pestering Squad. Here's what's up after 2 weeks. The first thing I did was create a top-secret, password protected website, which I dubbed PesterPanel. It's a really simple interface where I post news for the pesterers to read, along with polls or questions for them to answer. When actively developing, I try to update the "P-Squad" daily. Although only 23 of the original 72 pesterers ticked the "receive e-mail updates" checkbox, 55 answered the first poll. In the poll, I asked my newfound faithful followers which project I should work on first. The choices were: - Hardkore Blackjack (HB), the fast-paced arcade puzzle casino game I was working on before I began losing focus. - Chemical Mayhem (CM), a lemmings-like puzzle game inspired from my cellular automaton experiments and high school chemistry. - Super Penny Thrower (SPT), a physics game where you cause accidents and crush pedestrians by chucking pennies off the top of a tall building. The poll was "blind" in the sense that it was impossible to see the results before you cast your vote. I took care to add a "TLDR" answer, which is selected by default, to make sure answers were carefully considered. A comment box was also provided, but not shared with the other pesterers. HB won in the end, with over 38% of the vote, 31% for SPT and 29% for CM. Some complained that I hadn't given enough info about CM and SPT, while others said they would have voted for CM or SPT if HB didn't already have some assets and code finished. It's too bad I didn't think things through -- I did notice that the way I presented the projects was very uneven. When we vote on the next project, I'll try to offer an equal amount of details about all the projects I have to propose. And so Hardkore Blackjack it is. Hopefully, the P-Squad will continue to follow my progress! This week was an exercise for me. I set out to create a little demo application, mainly to see if things run on the beta testers' machines. I implemented some changes into my "EDBJ" framework; I phased out all my GUI code and all my SDL graphics code and replaced it with OpenGL. + CEGUI. I think this change will come in very handy to procedurally animate cards and add some visual appeal to the game. Yesterday, I uploaded the first Pesterer-exclusive download, "Ballin Demo." The demo is basically a 640x480 window with a picture of an alarmed "rage face" in the center and a small dialog box at the top left. One button is labeled "Ball!" and the other is labeled "Boom!" If you press "Ball!," a ball appears out of thin air and starts bouncing around the screen. You can keep adding thousands of balls this way -- I've only tried up to 10,000. If you press "Boom!," all the balls start blowing up at random intervals. Since the mixer is very basic and all the sounds are identical, they add up to generate monster noise. I got good performance on both of my systems; around 100 FPS with 10,000 balls bouncing around on my desktop (>2000 FPS with reasonable balls), and around 400 FPS on my netbook (10% single core CPU usage @ 60 FPS). That leaves plenty of processing strength for the meatier stuff. All this talk about balls has made me tired... Which is pretty bad, because I'm supposed to upload a new Week 2 page for my pesterers to tell me about their totally ballin' experience and eventual hardware issues, and tomorrow's theoretically Week 3! Once the demo runs for everyone (who has reasonable hardware), I'll resume work on Hardkore Blackjack. Hopefully, week 3 will be sufficient for me to finish up the Classic Blackjack play mode, which is already 90% finished (the last 10% are actually the other 90%, though). Until next time...
  13. kiwibonga

    New genius MMORPG idea

    szecs, [url="http://www.funny-games.biz/piss-drunk.html"]I'm sorry[/url]! I suppose you could clone and replace the beer with Richter scales... Otherwise, if you want a new idea, I got pretty good inspiration walking home the other day: a first-person game where you have to avoid cracks in the sidewalk by aiming your feet at areas that are "clean" with WASD (left foot) and UHJK (right foot). The final boss is a gigantic rain puddle!
  14. kiwibonga

    Still standing

    Don't give up!
  15. kiwibonga

    The Pestering Squad!

    I have a strange feeling I'm being followed... Interesting results on the first poll -- I presented my 3 ongoing/planned projects and asked the pesterers which one I should focus on first. We had a clear majority yesterday, but as we approach 40 responses today, seems like we're getting close to a tie!
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