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Work in Progress / Bomb Roller 2

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UFO
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Posted: 21st Jul 2006 15:46
Quote: "Camera Shake?!? Can't wait! Oh and can you spice up the wall and floor tiles to be a little more... real? They look kind of... unfinished to me. Yes, I know it's a WIP but I just wanted to let ya know. The Boxes for walls were nice in Bomb Roller 1, maybe a futuristic version of the tiles in Bomb Roller 1 can be in Bomb Roller 2! Just a thoght Maybe some chrome Layer Styles in Photoshop (If you have it, that is.)"

I like them, but I will try making them shinier and glossier with GIMP sometime. Thanks for the suggestion

Bigadd - Thank you!

I am thinking about how I am going to add a score to the game. I want to have an online highscore table to increase the fun. A time-limit scoring system type thing wouldn't work because of the way the game is going to play. Coins might work, though. Does anyone have any suggestions for this? It would be greatly appreciated. Thanks

Izzy545
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Posted: 21st Jul 2006 18:46
Coins plus overall time? I mean if you die it slows you down quite a bit right, so they'll lose lots of time if they die.

UFO
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Posted: 21st Jul 2006 19:46
That sounds good! I'll try that

But all this isn't going to happen until after the first demo. Just getting some ideas before hand

BiggAdd
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Posted: 25th Jul 2006 02:41
oooo could u add swinging stuff.... and sliding boxes. etc etc.

Izzy has a good idea... about the time thing.... (Btw izzy did u finished that whack a mole game yet?)

how about bonuses? like gems and all that nonsense... to add to your score?

Sixty Squares
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Posted: 25th Jul 2006 03:07
Yeah he finished Whack A Mole. I played it it was fun! Anyway, BiggAdd has a cool idea you could try it! I have a theory on how to do the sliding boxes if you need it.

UFO
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Posted: 25th Jul 2006 03:31
Quote: "how about bonuses? like gems and all that nonsense... to add to your score?"

Yes, I am planning on having coins later on. I also want to add clocks that subtract from your time

Quote: "oooo could u add swinging stuff.... and sliding boxes. etc etc. "

I'm not sure how that will work out. It might make it ridiculously hard.

Sorry about the extremely slow progress. I keep slacking off . And I have a long cross country camp 5 days long starting the day after tomorrow . I'll try to release the demo tomorrow, particles, or no particles

UFO
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Posted: 25th Jul 2006 17:43
Ok, the basic particle system is added. Here is a screenshot:



I'm gonna add some smoke too if I have time. Then I'll release the demo

zzz
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Posted: 25th Jul 2006 18:56
Oooh looks like blood, creepy...

UFO
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Posted: 25th Jul 2006 19:51 Edited at: 25th Jul 2006 19:51
I noticed a bug with the randomizer for the explosion particles, so it forms rings of particles which are kind of visible in the last shot. But that's fixed now and I added the smoke. In an hour or so I will post the demo. Yay!

This is the first time I have ever programmed 3D particles (there were some very simple ones in LA3) so I am proud of it Here's a screenshot:



Edit: zzz, your prank program is hilarious

UFO
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Posted: 25th Jul 2006 20:42 Edited at: 25th Jul 2006 20:43
DEMO 1!! YAY!!

Help (Please read first!!!) This is what's in the readme file.


DOWNLOAD(880kb )

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The Nerd
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Posted: 25th Jul 2006 21:26
Just tried the demo. So far I think it looks like this could be a big improvement from bomb roller 1 You sure got the loading time improved!

But... Yes there is a but

First off, I think it ran a bit slow. It ran at a constant 21FPS here.
Also, I really think that the camera height is way too low. I thought it was pretty hard to see when jumps would appear. Especially that place were the bomb reaches the highest point in the level.

UFO
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Posted: 25th Jul 2006 21:44
Its suppost to be running at 30 fps (because its locked there), so you're not far off, but I wonder why its not running faster. I'll test this on some other computers when I get the chance.

And yes, I know about the camera. ITs not coded all the way yet. For now use the w and s key to change the height.

Glad you liked it

The Nerd
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Posted: 25th Jul 2006 22:08
Quote: "Its suppost to be running at 30 fps (because its locked there), so you're not far off, but I wonder why its not running faster. I'll test this on some other computers when I get the chance."


Well... I don't think it's my pc... I got 1GB Ram, Athlon 64 X2 4400+ and a Radeon x1800 R X 256MB GDDR3 ram.

So I really don't know what should cause the slowdown.

Quote: "And yes, I know about the camera. ITs not coded all the way yet. For now use the w and s key to change the height."


Ah, sorry about that. Should have read the readme

zzz
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Posted: 26th Jul 2006 00:09 Edited at: 26th Jul 2006 00:10
Nice, great loading time and cool explosions!

Here´s the "bad" stuff:
First, the fps. It ran at 21 fps for me too and here´s my specs:
3,4 ghz processor. 1gb RAM. Nvidia geforce 6800 ultra.
The low fps gave me a headache because the tiles flickered and it felt like the bomb was rolling backwards some times.

Second, you probably know this already. You have to add a camera collision. I raised the camera and went through a tunnel and the camera just moved through the blocks on the top of the tunnel.

Third, at the end of the level the br-logo appeared and I got an error message.

Much improvements since BR1, keep it up!

Sixty Squares
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Posted: 26th Jul 2006 00:50
Cool demo! I LOVE the explosion! Just I don't like the fog very much, maybe you could just give the camera lots of range. Oh, and it needs some lights in my opinion, maybe lights could replace the fog? (However I think everything that I look at without lights needs lights lol)
But the smoke amazed me...How did you make it? I was always pretty bad at smoke. It'd be a bonus if you could post some smoke code

But GREAT JOB! I can't wait to see it finished!

UFO
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Posted: 26th Jul 2006 15:12 Edited at: 26th Jul 2006 15:13
About the fps, I am pretty sure its because its somehow locked at 21 instead of 30. I will look into this. Thanks.

Quote: "Second, you probably know this already. You have to add a camera collision. I raised the camera and went through a tunnel and the camera just moved through the blocks on the top of the tunnel."

Yep, I am going to work on this later.

Quote: "
Third, at the end of the level the br-logo appeared and I got an error message. "

Yeah, but you were not suppost to make it to the end. The rest is unfinished, so I didn't bother coding it to end or anything. And the logo was suppost to be hidden after the menu, but I guess I forgot.

Quote: "Just I don't like the fog very much, maybe you could just give the camera lots of range. Oh, and it needs some lights in my opinion, maybe lights could replace the fog? (However I think everything that I look at without lights needs lights lol)[/quote
Without the fog, you would be seeing walls and tiles appearing out of midair. I cannot make the fog distance farther or you will see this. I will probably add an option about how far away new tiles are created. "


About the lights, thats not a bad idea. I will remember to add some.

Quote: "But the smoke amazed me...How did you make it? I was always pretty bad at smoke. It'd be a bonus if you could post some smoke code "

Sure, why not? It was really simple...

To load the smoke particles:


Smoke functions:




The smoke functions were called like this:



The red particles were about the same but harder to code and much messier .


Thanks for all the feedback!!!

UFO
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Posted: 26th Jul 2006 15:18
Just as a test, would you mind running this version with the sync rate as fast as your computer lets you? I would like to see how fast it can run for others. Thanks.

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The Nerd
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Posted: 26th Jul 2006 15:28
The highest I can reach here is 62FPS.

Also, what is the map editor doing in that download?

UFO
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Posted: 26th Jul 2006 15:32
um. Whoops . Its not mine though. I'm going to pause this once I finish the engine of the game to make my own map editor to make the levels for this easier.

BiggAdd
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Posted: 26th Jul 2006 17:09
Hey.... its looking realy realy cool so far.

One thing i notice. On the left hand side of the level, the bit where you can jump up onto the boxes, there are bouncy tiles missing next to these boxes (Shown below) But the bomb bounces anyway, even though they aren't present.... just wondering if u missed them.


The end is near
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Posted: 26th Jul 2006 22:57 Edited at: 26th Jul 2006 22:58
if you sell it i wont buy it unless there are more levels than the original!

My current saveings for the PS3 is: $476.00 out of $600 !!!
UFO
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Posted: 27th Jul 2006 03:38
BiggAdd - hmmm weird. I'll look into that. Thanks!

The End is Near - I'm not even sure if I will. If I do, it will probably be the same, 20 levels, but will also come with a map editor. I might also have extra map packs for people who bought the game. But I doubt I will sell it, anyway. But if I will sell it, don't worry, I'll make it as replayable as possible if I'm expecting to get more than a few bucks.

Uncle Sam
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Posted: 27th Jul 2006 04:24
Looks great. I think you should lock the fps to 60 though. 50 seems slow to me.

Uncle Sam
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FoxBlitzz
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Posted: 27th Jul 2006 06:21
I've noticed that after dying, when you respawn, the polygon count is doubled for the first area. Maybe you're spawning two level instances by mistake?

AMD Athlon 64 X2 4200+
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512MB ATI Radeon X1800 Series - Finally! A card that does pixel shaders correctly!
Sixty Squares
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Posted: 27th Jul 2006 12:45
Thanks for the smoke code! One question: how do the smoke particles die? Do they ever die?

UFO
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Posted: 28th Jul 2006 03:46 Edited at: 9th Aug 2006 17:53
Sixty Squares - Not really, they're just hidden after the explosion animation and used next one.
FoxBlitzz - This seems like the problem Bigadd had earlier. This is most likely what's wrong. Thanks alot! I will look into that. Thanks for the help!!
Uncle Sam - I'll try that speed. I'm not sure it can get that fast on my computer, so I will make it sync rate 0, and change all the movements to timer based movements. It will make it alot easier. This is one of the things I'm going to work on.

Ugh...I'm so exhausted after today's cross country camp. No time to program :'-(

UFO
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Posted: 1st Aug 2006 20:45 Edited at: 8th Aug 2006 17:56
Coding to do:

*Fix camera
Fix game speed
*Camera collision
*End of level coding (don't just crash the game)
Bigadd's problem
Re-loading level after repeat

Thanks for all the comments guys! It was very helpful. I am going to fix these before I continue with the new tiles.

Any suggestions for the magnet tile? The first game one was kind of boring. Do you have any suggestions for what will happen?

Will edit with updates later.

Sixty Squares
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Posted: 2nd Aug 2006 03:29
I liked the old magnet tile!

UFO
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Posted: 6th Aug 2006 01:24 Edited at: 6th Aug 2006 01:25
I figured out what's wrong with the bug Bigadd pointed out. It was always there on my comp, but I wasn't observant enough to notice it . What's wrong is that the floor tiles are placed too low, just low enough to be placed inside the wall tiles. I fixed that now. The same problem was happening everywhere else where there were wall tiles underneath floor tiles. It was like this before:



and now its like:



The camera collision problem is being dealt with. I got it to detect if its colliding with a wall object, so now I need to make it move either down or up.

Quote: "I liked the old magnet tile!"

That's what I will use if I or anyone else can't think of anything better. I will probably do that plus there being something wrong with the camera so it will be kind of hard to see.

UFO
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Posted: 6th Aug 2006 17:39 Edited at: 8th Aug 2006 17:56
Fix camera
Fix game speed
Camera collision
*End of level coding (don't just crash the game)
Bigadd's problem
Re-loading level after repeat

Yay! The camera collision is fixed! It now goes down when a camera collision will occur, and go back up if there aren't any more wall tiles. It now looks like this in the tunnel without using the w,s keys:



I also added a section to test its abillities: (Its a temporary section, its just to test it)



And it worked perfectly! Yay!

Now I'm going to make a light coming out of the front of the bomb, and code a simple level ending. Then I will go on with coding the tiles.

Silvester
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Posted: 6th Aug 2006 20:13
UFO,

mind if i make a "Bomb" for you?

WHAT DO YOU WANT?
Silvester
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Posted: 6th Aug 2006 20:30
If you wanted it or not,here it is:


its attached in .3ds,.x and .dbo

WHAT DO YOU WANT?

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UFO
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Posted: 6th Aug 2006 22:50 Edited at: 6th Aug 2006 23:05
Quote: "mind if i make a "Bomb" for you?"

Of cource I don't mind, but that doesn't mean I'll use it . I try it out. Looks good! Thank you! (I may end up changing it a bit).

If I use it, I'll put you in the credits...if that means anything .

Thanks again!

Edit: I edited it to make the wick shorter. I will post a screen with it in the game in a moment!

Silvester
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Posted: 6th Aug 2006 23:00 Edited at: 6th Aug 2006 23:00
i dont care if you change it,as the game looks kind of cartoony i made the Bomb cartoony too.

i included the .3DS for you to edit if you wanted!

And for the credits,you dont have to.

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UFO
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Posted: 6th Aug 2006 23:33
Quote: "And for the credits,you dont have to."

Oh, stop being so modest. I am going to add you to the credits unless you really don't want me too. Anyway, I really like the skull image. I might make it the Bomb Roller 2 logo (or atleast part of it). Thank you!

Here's a screen of it ingame:



I had to re-size it ALOT! I really like it. It fits in. I am definitly going to use it. Thanks (for like the 4th time ).

Silvester
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Posted: 7th Aug 2006 10:34
Quote: "I had to re-size it ALOT"


i know

3DS max's size is very big when it starts up,i already had to resize it to texture in AniM8or...

WHAT DO YOU WANT?
UFO
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Posted: 9th Aug 2006 17:45
Ok, I am done with everything! The ending is fixed.

The reason I am posting this is because I would like to have one or two beta testers. If you want to be one, just e-mail me and you will get a demo once every one or two weeks. It won't be 'better' enough to post a demo here for a while, but I would like some input, so if you are willing to take 10 minutes or so every once and a while to play it and tell me of bugs, suggestions, etc, please e-mail me.

Thanks

Silvester
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Posted: 9th Aug 2006 17:48
So your keeping my bomb?

YAY!

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UFO
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Posted: 9th Aug 2006 17:52
Yes, I'm using it. Its da bomb

Silvester
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Posted: 9th Aug 2006 17:55
MUHAHAHAHAHAHAHA!

anyway,im still glad you like it.Altough its more a Cartoon game bomb.

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UFO
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Posted: 9th Aug 2006 22:47 Edited at: 9th Aug 2006 23:08
I'm planning on cartoon-izing it. I like cartoon style. Right now, I'm seeing if I can duplicate Bizar's cool cartoonish outline in his Block Verse game.

Edit: Ok, I couldn't really get to work as I wanted, and I didn't like how it looked anyway, so never mind .

Silvester
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Posted: 9th Aug 2006 23:23
aww....

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UFO
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Posted: 23rd Aug 2006 03:15 Edited at: 2nd Nov 2006 22:35
As you probably already know, I'm not working on this at the moment. School just started, and I'm still not used to the homework level (which is alot), and on top of that I have cross country practice, so its going to be a while. I am working a little on a puzzle game with colored cubes:
Removed because of size

It is still very early, but soon it will be good enough for a wip thread .

Don't worry about me canceling this project. I have not canceled one project with a wip thread yet, and I want to keep that I will start to work on this when I get bored of Colored Cubes.

Sorry

UFO
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Posted: 23rd Aug 2006 03:19
I still have some time though



UFO
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Posted: 2nd Nov 2006 22:30 Edited at: 12th Nov 2006 17:32
Ok, I'm reviving the project now. I have alot more free time now, so I should get some more work done. At the moment, all I have added is the magnet tile and the fire tile. When you run over the fire tile, you have a set amount of time to get to a water tile before you burn enough that you explode. This was suggested in Bomb Roller 1, but I never got to adding it. The fire tile is still being worked on; I am going to add some smoke particles to each tile, and have fire and smoke particles come out of the bomb after you run over it. I also plan to have the screen turn kind of red as it counts down.



Here's my todo list update:

TO-DO
-Done
-Working on
-No work done

Load levels with only floor tile
Player movement
Wall tile
Bounce object
Multiple levels (using bounce tile)
Explosions
Make playable (prepare demo level)
Demo!!!
Magnet tile
Fire tile
Water tile
Trap tile
Ice tile
Sand tile
Improve tiles
Prepare demo
demo!
Make Levels
Add Menu
Get beta tested
Fix any loose ends

Antidote
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Posted: 3rd Nov 2006 01:24
Ah, I kinda left the forums for a little while after you finished the first one. This one looks like a big improvement over the first and should be a lot of fun.

Crazy Ninja
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Posted: 3rd Nov 2006 09:22
Woohoo!! alright UFO!! I was wondering where you had been. Best of luck to you!

____ ____ ____ ___ _ _ __ _ _ __ _ _ ____
|___ |--< |--| /__ Y | \| | | \| ___| |--|
UFO
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Posted: 4th Nov 2006 17:23 Edited at: 4th Nov 2006 17:24
Thanks

I added the water tile, and brightened things up a bit. Also, I gave it yet another color change for the floor and walls.



I just got DarkBASIC Pro and tried moving it from DBC to DBP, which was really easy, because I only had to add ()s to 2 of my function calls. It looked really good in DBP, but it was alot slower. I'm not sure why. I'll post a question on the DBP board, but I think for this project I should just stick with DBC because I am still new to the new commands.

Silvester
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Posted: 4th Nov 2006 22:31
Looks good,and the reason DBP runs slower is:

DBC commands are implented,so there was no reason to speed the old ones up.

atleast,i guess so.

AND:a project made in DBC is better to re-write,then to convert by pasting...(DBC commands work better in different orders that DBP wont like...)

sorry if this is unclear,but i have bein playing World Of Warcraft all day,as i just received it

My arrival shocked some people maybe...but i dont seem to care anyway...behold my mights!
-Prince Of Darkness
UFO
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Posted: 12th Nov 2006 17:31 Edited at: 12th Nov 2006 17:56


Added ice tile.

I am going to make the sand tile now, that slows down the bomb, and add the trap tile. The trap tile is like the ground tile, but collapses under the bomb if you aren't going over it fast enough.

I am also going to have the same thing happen if you're burning and you roll over an ice tile. The fire will make the ice melt and the bomb will fall through. Unlike the trap tile, the ice will melt instantly.

And then, I will add particle effects for when the bomb is burning, and lots of smoke particles when the bomb is burning and rolls over a water tile or an ice tile.

-Prince of Darkness - I know why it is so slow with DBP now. It is because of the huge amount of re-texturing of all the tiles. DBP is supposed to take longer doing that. I couldn't find a way around that, so I am going to use DBC. But since I really want to start using DBP, Bomb Roller 2 isn't going to be as big of a project as I planned. If you look at the to-do list a few posts ago, you can see that I am getting close to the end. I trimmed off a few things I didn't want to to so I can make the project shorter. I hope you don't mind


Here's my todo list update:

TO-DO
-Done
-Working on
-No work done

Load levels with only floor tile
Player movement
Wall tile
Bounce object
Multiple levels (using bounce tile)
Explosions
Make playable (prepare demo level)
Demo!!!
Magnet tile
Fire tile
Water tile
Trap tile
Ice tile
Sand tile
Improve tiles
Add sounds
Prepare demo
demo!
Make Levels
Add Menu
Get beta tested
Fix any loose ends

I also attached a video of the ice tiles in action (there's a really cool effect when you do a boost on a bunch of ice tiles). When I improve the tiles, I will add a field of view effect to make things seem faster.

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