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About supermaximo93

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  1. supermaximo93

    Qt Creator

    Qt Creator is great I develop in Ubuntu Linux mostly, and I was using Eclipse before, but it was quite sluggish. When I checked out Qt Creator I was really impressed with how much faster and more lightweight it was compared to Eclipse (Eclipse takes up 700-1000MB of RAM, while Qt Creator takes only 20-40MB, for me at least. I had to make sure I didn't run Eclipse while I was running a VM otherwise my PC would grind to a halt!). The code completion is also much better. The debugger isn't as fully featured as Eclipse's one. There also aren't as many options to mess around with but I prefer the simplicity to be honest. Thumbs up for Qt Creator from me
  2. supermaximo93

    Station 6 + Box2D physics

    Welcome back! In this week's post I'll be talking about the Box2D physics engine, why I've used it and how I've used it. I'm not going to go into the specifics of how to set it up and use it, though. This isn't a tutorial. For that I recommend you check out the Box2D manual. So the game is about rewiring things. You run up to an object, pick up a cable, run up to something else, plug in the cable, and then hopefully something exciting will happen. One small but important feature is that the cable you pick up should snake behind you over the floor and on top of obstacles as you carry it around. It's something that will (hopefully) give the wiring-while-platforming experience a little bit more substance. Initially, I used this algorithm to model the wires. It seemed to work quite well, until I got to the 'snake on top of obstacles' bit, and started to scratch my head as to how it could be achieved. Then I thought "I know! I'll be lazy and use a physics engine to take care of it for me!" Soon afterward, but before I actually got started with including a physics engine, I played the game LIMBO. It's a fantastic game by the way, I highly recommend it. The realistic physics it has really enhances the puzzles and I think it made the game much more enjoyable than it would have been if it hadn't used some sort of physics engine. It inspired me to try and implement physics in not just the wires, but in the entire world as well. It uses Box2D. I read about Box2D a little bit and it seemed quite good, so I decided to go ahead with it. I had to think about how on earth I was going to overhaul the entire engine to make it work with Box2D. It seemed like a bit of a mammoth task initially. But wait! I thought of the perfect solution. Why don't I use my existing component based entity system? I could make a specific physics component that, when attached to an entity, would simulate physics on it using Box2D. And that's exactly what I did. The component system made implementing Box2D extremely easy. Here's the (slightly reduced) class declaration for my physics component: class Physics : public Component { static std::vector instances; static b2World * world_; // The Box2D physics world that simulates physics entityComponentTypeEnum type() { return PHYSICS; } b2Body * body; // The physics body that is simulated in Box2D public: // Constructor for polygon shaped physics bodies Physics(iVec2 position, unsigned vertexCount, iVec2 * vertices, b2BodyType bodyType = b2_dynamicBody, float density = 1.0f, float friction = 0.0f); // Constructor that generates a rectangle shape physics body based on the sprite passed to it Physics(iVec2 position, SuperMaximo::Sprite * sprite, b2BodyType bodyType = b2_dynamicBody, float density = 1.0f, float friction = 0.0f); // Constructor that generates a circular physics body Physics(iVec2 position, float radius, b2BodyType bodyType = b2_dynamicBody, float density = 1.0f, float friction = 0.0f); ~Physics(); // Updates the Box2D physics world, and then moves all of the relevant entities accordingly static void update(); // Functions for dealing with Box2D initialisation and finalisation static void init(); static void free(); static b2World & world(); // In case other classes need to access the physics world // Game measurements and coordinates need to be converted to ones that work well with Box2D (SI units, i.e. metres, kilograms, etc.) static float toWorldScale(float number); static float toBox2dScale(float number); // And other scale conversion functions for different types... }; I'll be adding more constructors and functions for more complex systems as and when I need them, for instance if I need to attach two physics components together with a joint. For the floors, I simply needed to change my Flash level exporter so that it exports the four corners of each floor block, which is then loaded into the game so that floor polygons can be created and put into the Box2D world. It works perfectly with various floor shapes, not just rectangles, but I still need to work out a good method of drawing out these shapes in Flash to be exported. I've also rigged up the player to use physics. Player movement definitely isn't perfect at the moment, but it's getting there. As for the wires, I've made it so that they are made up of many small physics bodies joined together. It works brilliantly! They're basically the same as the chain example in the Box2D Testbed program. Here's a video of said program (not by me). Skip to 4:15: [media][/media] That's all for this week, thank you for reading! We'd really like to hear your comments, so please feel free to use the comment box below or send me a message. See you next week!
  3. supermaximo93

    Team Station 6 enters Ludum Dare

    [quote name='dejaime' timestamp='1324743988'] Looks really charming! Are there any gameplay videos? [/quote] Uploaded one now [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [url="http://www.youtube.com/watch?v=pWYwj2JWp9I"]http://www.youtube.com/watch?v=pWYwj2JWp9I[/url]
  4. [color=#7D7D7B]Hi again![/color] [color=#7D7D7B]Sorry I didn't post last Friday, I was busy preparing for Ludum Dare, and I didn't have any Station 6 updates to post anyway. This post will be about my experiences during Ludum Dare last weekend.[/color] [color=#7D7D7B]For anyone who doesn't know what Ludum Dare is, it is a competition whereby contestants have to create a game based on a theme, from scratch, by themselves, in just 48 hours. Any tools and programming languages are allowed to be used, but all content needs to be created within the 48 hour timeslot. The source code needs to be submitted with the entry. After 48 hours, the three week judging stage commences, where the competitors rate each other's games on various categories such as Innovation, Fun, Graphics, Audio, etc. At the end of the judging period all the games are ranked for each category so everyone can see which games came top in which category. There are no prizes given out; your prize is your game.[/color] [color=#7D7D7B]There's also a 72 hour competition that runs along side, called the Jam. This is a more relaxed version, as it allows you to work in teams, use existing assets, and keep your game closed source. Ben and I entered this competition.[/color] [color=#7D7D7B]Usually people show their intent to enter by posting an "I'm in!" post on the Ludum Dare blog... We went a step further: [/color] [color=#7D7D7B]The theme for this Ludum Dare was 'Alone'. We quickly came to the decision that the game would be about some kind of forest creature (which we nicknamed 'Mike') that wanted to be alone, but the Evil Dr Cuddles wants to get him so that he can give Mike love and attention. As you can see, Mike doesn't like that at all: [/color] [color=#7D7D7B]The actual gameplay was supposed to be a cross between Canabalt and VVVVVV. Mike would flip gravity to jump over gaps in the floor and ceiling to run from Evil Dr Cuddles as long as possible. Mike would run through various themed worlds, each with their own boss at the end. We decided there would be four worlds, Evil Dr Cuddles' Lab, the city, the forest, and the sky. The boss for each would be a UFO that shot rockets at you, a bus that tried to run you over, a robot worm that tried to eat you, and a flying pirate ship that shoots at you, respectively. To make the game I was using ActionScript 3 with the Flixel library.[/color] [color=#7D7D7B]The first two and a half days went way too quickly, and I coded way too slowly. Ben got loads of art done, which is brilliant, but I wasn't able to get into the 'zone'. Also, my code was just a mess. It wasn't really going well for me. Maybe it was my unfamiliarity with Flixel that slowed me down. Maybe it was some wrong early decisions about how to code what.[/color] [color=#7D7D7B]I had gravity flipping, random level generation, hoops you could jump through that increased a score multiplier, and the first boss, among other bits and pieces. But I was still a long way off from completion, and when I hit a problem that caused a half-second stutter every few seconds due to a fundamental flaw in my level generation and dynamic extension system (I used tilemaps when I, well, shouldn't have), I couldn't take it any more. I threw away the whole thing and started from scratch. I wasn't going to use the overly complicated random level generation system I'd concocted and decided simply that obstacles would randomly appear that you had to jump over.[/color] [color=#7D7D7B]Now with a mind clear of the old rubbish that I'd been writing over the past two and a half days, I was able to get to work properly. Things went quite smoothly and everything was straight forward this time. I uploaded my entry just 20 seconds before the deadline. There were only two bosses (the UFO and the pirate ship, but they were almost identical) and the game was very unpolished, but I was happy with what I was able to do within the extremely short time frame.[/color] [color=#7D7D7B]We ended up calling the game 'Gravity Cat ...Thing'. Here's some screen shots: [/color] [color=#7D7D7B][/color] [color=#7D7D7B][/color] [color=#7D7D7B][/color] [color=#7D7D7B]You can play Gravity Cat Thing here. Beware, it's a difficult game. I didn't have time to tune the difficulty, I'm afraid. I'll be making an enhanced version soon when I have time, which will fulfil the original vision of the game. If you have any suggestions (other than 'make it easier'... I know ) please let me know![/color] [color=#7D7D7B]I was thinking of maybe changing it up so that instead of a continuous arcade game style marathon, it's split up into little levels that each require a small burst of dexterity with maybe a sprinkling of puzzle solving. I'd really like to hear your thoughts on this.[/color] [color=#7D7D7B]And that's all I have to say! We'd really like to hear your thoughts, so please leave a comment or send me a message.[/color]
  5. Anyone want to be gifted the Orange Box on Steam? I just randomly received the gift and don't need it
  6. My word, the spider in LIMBO is scary!
  7. Let's rate some games then... #LD48
  8. Random level generation working #LD48
  9. It's coming along a lot slower than I'd like (I haven't been able to get into the 'zone'), but it's starting to feel like a game now #LD48
  10. Go away Evil Dr Cuddles! Mike just wants to be alone! #LD48 http://t.co/3N68TjyO
  11. The baddie in my game is called Evil Dr Cuddles #LD48
  12. Humble Indie Bundle! Yeah! Wait... does this mean Super Meat Boy is now on Linux?! Woot!
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