GLBasic forum

Main forum => Announcements => Topic started by: siatek on 2012-May-25

Title: platformer
Post by: siatek on 2012-May-25
Hi guys ...
I'd like to share with you my first steps in glbasic ...
I'm not a programmer but I work in the game industry as a 3d artist ...
This prototype was the game after work, where I learned glbasic ... it took me about 3 weeks ...
Currently the game is still platfomer but another kind
Splits really a lot of code and frame what you show, but it is three months older
I hope you enjoy what I have achieved, I am very happy because it really gives me a lot of fun ...

Keep your fingers crossed, the current game schedule should appear on the IOS in February 2013

ps The particle system of MrTAToad have just been added ... thx and cheers

All Sprites have been borrowed from the lost of vikings and mario all rights belong to respective creators

https://www.dropbox.com/s/f5yng1sdmfi8wj3/old.ZIP
Title: Re: platformer
Post by: siatek on 2012-May-25
I forgot to add, with no problem works on galaxy s2 at 60 fps ...
I am really amazed at how easy it to do multiplatform game in glbasic

You can switch between different devices resolution pressing F1 to F5 (its testing mode)
Title: Re: platformer
Post by: MrTAToad on 2012-May-25
Lovely looking game there - Fill it in the missing graphics and it should be rather popular.

Glad you like the particle editor!
Title: Re: platformer
Post by: mentalthink on 2012-May-26
Ey!!!, very Nice , Graphics... continue whit this game.. it´s very good... remenber me to 8 bits... but more nicely....

Very good Job!!!
Title: Re: platformer
Post by: Ian Price on 2012-May-26
Those graphics were ripped from a variety of games, including -

(http://www.armchairempire.com/images/Reviews/gameboy-advance-gba/lost-vikings/lost-vikings-1.jpg)
Lost Vikings

One (or more) Super Mario Bros. game.

And the birds ring a bell too, but can't recall what from right now. I'm sure it's a retro remake though.

Nice platform engine though :)
Title: Re: platformer
Post by: siatek on 2012-May-26
"All Sprites have been borrowed from the lost of vikings and mario all rights belong to respective creators ..." like id said .... This is the prototype of the graphics found in google

But thank you for recharging my batteries for further action ...
That I'm glad you enjoy this ...

I promise that when I finish makes all the open source
Title: Re: platformer
Post by: Ian Price on 2012-May-26
Missed that bit - eager to get to the download and give it a try! Sorry.
Title: Re: platformer
Post by: spicypixel on 2012-May-26
If you're making it open source you could always use these http://www.spicypixel.net/2008/01/10/gfxlib-fuzed-a-free-developer-graphic-library/ not had chance to look at it yet so I don't know if they're appropriate or relevant.
Title: Re: platformer
Post by: erico on 2012-May-26
Everything moves quite smoothly!
I found an invisible object further on the ground on the right side.
But I understand this is just testing.

And for testing it goes beyond great!
It´s always nice to see what people can do on GLB on few hours of work! :good:
Title: Re: platformer
Post by: Darmakwolf on 2012-May-26
Not a bad start! I like the scrolling background. There's just a few things to work on as far as physics go. Some platforms do not stop the "fall" animation even when standing on them. Falling directly into water against a wall does not kill the player (and does not allow them to move!) you can jump after falling off a platform in mid-air. It's also possible to run straight into a wall and get stuck there... happened twice. Just fix those up and the white edges (smoothshading false? maybe use a different sprite cutter?) and you're golden :)
Title: Re: platformer
Post by: erico on 2012-May-26
I get the white block edges here too.
The smoothshading false can do the trick, but I wonder as it seems people with other gfx board don´t get it?
Title: Re: platformer
Post by: Wampus on 2012-May-27
Looking excellent so far. What kind of game concepts are you thinking of for the Beta? (or is that secret?)
Title: Re: platformer
Post by: siatek on 2012-May-29
Hi guys ...

I want to thank you for your feedback ...

@ spicypixel - really amazing graphics, I like it very much. However, the open source version will be available approximately 6 months (or more) after final release ... I would like to help beginners like me, but I would like to earn some money too... anyway i will think about open source version when I finished ... but it's really beautiful pixel graphics ... i like it !

@ Erico - thanks ... such collisions can be broken because then they had to be adjusted manually, now it is automatic, and I think that this error no longer appears to ... about the edges ... It happens when I use the STRETCHANIM with a negative scale ... I discovered that the fault of the alpha channel, but may have any other ideas?

@ Darmakwolf - thanks for your comments, I will try to work on it yet, but they can also be bugs that version (anyway I'll check it again very carefully)

@ Wampus - there is not a secret ... honestly not thought about it yet ..
Title: Re: platformer
Post by: siatek on 2012-May-29
sorry for my english :) ist mostly google translate :)
Title: Re: platformer
Post by: Ian Price on 2012-May-29
Google Translate does a pretty good job - no need to apologize for anything. :)

Now get the game done, we're all itching to see what this will lead to!   =D
Title: Re: platformer
Post by: spicypixel on 2012-May-30
Quote from: siatek on 2012-May-29
@ spicypixel - really amazing graphics, I like it very much. However, the open source version will be available approximately 6 months (or more) after final release ... I would like to help beginners like me, but I would like to earn some money too... anyway i will think about open source version when I finished ... but it's really beautiful pixel graphics ... i like it !

I only mentioned open source as it was mentioned earlier in the thread (I think lol) but these graphics I created can be used commercially too ;) Bloobles by Big Fish Games uses some of these tiles and character but not all, so feel free to use them for your commercial gain ;) Just a credit thanks is all that is required buddy and good luck! ;)
Title: Re: platformer
Post by: erico on 2012-May-31
Quote from: siatek on 2012-May-29
@ Erico - thanks ... such collisions can be broken because then they had to be adjusted manually, now it is automatic, and I think that this error no longer appears to ... about the edges ... It happens when I use the STRETCHANIM with a negative scale ... I discovered that the fault of the alpha channel, but may have any other ideas?

Did you try smoothshading false?
Title: Re: platformer
Post by: Darmakwolf on 2012-May-31
I know exactly what your problem is - I deal with it all the tile. Here's what it is:

your sprite is drawn at point x,y. the image fills out to the right and down from the corner, like this -  (X) represents the point at which you told GLB to draw the image.

(X)________
|                  |
|    image     |
|                  |
|_________|

Now... when you draw with stretchanim with a negative value, we get this:

________(X)
|                  |
|    egami     |
|                  |
|_________|

Notice the origin of the image is on the right side. Your collision detection "thinks" the image box is exactly one box to the right of where you see the image drawn.

The fix: when the character is facing the flipped direction, use a bounding box that is exactly one sprite width shifted over. Things should be fine from then on :)
Title: Re: platformer
Post by: siatek on 2012-Jun-02
@ spicypixel - I create the game with a friend who is a very good graphic artist, known in Polish gamedev and I'll use his graphics, I hope in both versions, but certainly I'll mention you in the special thanks and I will give a link to your website when I finish this game ... you're doing a really good job ... really really

@ Erico - no, but I will try soon :) (5 to 10 minutes), but I think that's a good shot ...

@ Darmakwolf - I think this bug has long since disappeared ... Thanks for the advice ... just think it's a mistake because I already drew the same collision, they do it now that the program code ...

cheersssssssssssssssssss
Title: Re: platformer
Post by: BdR on 2012-Jun-04
Looks pretty cool :good: If you created this in couple of weeks, that's pretty impressive. Sounds like you've really got this planned, iOS game ready in february 2013 (you're in for the long haul).

Btw it's funny to see other devs using placeholder graphics (from several games, ugly re-colorize etc.) I do the same thing when I start a project. :D
Title: Re: platformer
Post by: siatek on 2012-Jul-10
Hi guys im added a box2d physics
Im put many (maybe not so many) of tweking parameters to *.ini files
Im added support to 840x480, 960x640 and 1024x768
Virtual gamepad is done buttons, soundselector ect ect are done
Now we are start to creating first concept arts ...
Wish us a luck :)

Game was tested on Galaxy S2 (60 FPS), Goclever a103 tab (60FPS) and htc desire (40-50 FPS) ...

GLBASIC is really wonderfull :)

cheers
Title: Re: platformer
Post by: bigsofty on 2012-Jul-11
Sounds like you making real progress now, keep it up!  :good:
Title: Re: platformer
Post by: siatek on 2012-Aug-05
hi guys again :)

So im buy and iPad and some old mac mini ... we are starting with production and bug fixing ...
i hope that we are finished it becouse i have some bad feeling about my zeal :)

regards
Title: Re: platformer
Post by: siatek on 2012-Aug-05
New screenshot :)

[attachment deleted by admin]
Title: Re: platformer
Post by: Ian Price on 2012-Aug-05
Very tasty! :)
Title: Re: platformer
Post by: erico on 2012-Aug-05
Great visuals there, love the style.
Title: Re: platformer
Post by: bigsofty on 2012-Aug-05
Looks great!  :good: