June 25, 2018, 03:01:22 AM

Author Topic: Code a game competition - Jan 30th - Apr 10th 2018 - £500 worth of prizes \o/  (Read 8710 times)

Offline Steve Elliott

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Some interesting games here.  Great stuff  :D
Windows 10, 64-bit, 8Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)

Offline Qube

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@Qube>>nice. :)
I like the fake volumetric lighting using alpha.

I have worked so much on 3d games that i would use 3d textures flat meshes to create a similar 2d game (with flat meshes having a different zorder so that some are drawn one on top of the other)

But i am curious, are these textured flat meshes ?

Thanks :) - Its all just plain images, no textures.

When I did such a "light circle" I created only the circle with the fade out - so the texture/image was quadratic - then I rendered the "outside" via 4 rectangles/quads. Maybe it added some draw calls but used less vram. Else you would need a texture which is nearly 2 times appWidth and 2 times appHeight - as you need to be able to move the circle across the whole screen.
On a tile based game (only tiles are "lighted") you could of course keep it as "circle + fadeout + 2*tileWidth" - and then just skip rendering all the tiles further away from the light center than "0.5(circle + fadeOut) + tileWidth". Handling of light sources would be a bit more difficult then. So img+4*drawRect() seems the way to go - for me.

How did you tackle that? ... harr, time for a worklog to stay ontopic here.
Lol, no time for a worklog :P - As I'm using a virtual res of 640x400 then it's just one image at 320x200 zoomed in. There was no visual benefit at all using larger image. Also as it's such a small image there would probably be a loss if I split it up and made more draw calls.
Until the next time...

Offline Steve Elliott

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You can't go wrong with a mix of Alien Breed and Cannon Fodder.

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Offline Steve Elliott

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But everybody else thinking...

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Offline Qube

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Wait until you see the carnage of these puppies ;D

Until the next time...

Offline STEVIE G

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Wait until you see the carnage of these puppies ;D



Those are the very chaps I was talking about  :P  Will they be making an appearance Qube?

I think they were only in the special edition of the movie.

Offline Qube

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Those are the very chaps I was talking about  :P  Will they be making an appearance Qube?

I think they were only in the special edition of the movie.
Oh yes! in one level you have to split your team up in order to get the guns working before a mass hoard of aliens breaks through a barrier. If the sentry guns are not active then game over man, game over! :P
Until the next time...

Offline Steve Elliott

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F*cking love the Alien films.

You secure that shit Hudson!!  Always has me in stitches haha...Secure?!  Not shut it private.  Secure?  Shit?  Hahaha.
Windows 10, 64-bit, 8Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)

Offline RemiD

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How about the film "Descent". Set in caverns with monsters...
thanks for the movie suggestion, i did not know about this one, quite good (credible fiction)

Offline Qube

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I'll just leave this here :P

Until the next time...

Offline iWasAdam

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I've now got preliminary movement and colliding tiles.
Need to make more tiles and extend the checking routines to accommodate.
Collisions are more or less predictable - which is good.
One thing that now becomes evident is the polish aspect. It will need loads of stuff to make it enjoyable to play and players to get a nice sense of reward for playing it - more animation and glittery stuff?

Offline 3DzForMe

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I've cleared of the dining table to make room to possibly flesh out some initial ideas.  :o

Still got a bit to go on my entry....

I love the ambulance thats moving GTA2D style - some great submissions. The 3D populus style inferno is also looking good.
happy coding ;)

Offline iWasAdam

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First real shot of the game:


You can see the wooden play board and some tiles being played, plus the direction arrows.
basic play is:
pick a direction - the base tile falls into place and the board tiles move (if possible) in the direction shown.
2 base tiles = the start of building
If another base tile hits this, then a small fire is started, then a big one, then an inferno, and finally the tile blows up - removing it from the board!
The building process moves up a level if tiles of the same kind (fire or no fire) hit each other.

It's sort of 2048 with flames!

So it's basically a strategy, puzzle game...

Offline Derron

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Hope you finish it this time ... still waiting for the "flag"-game you started 1-2 years ago.


bye
Ron

Offline 3DzForMe

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tremurz:

happy coding ;)