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Work in Progress / darkSMASH

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NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 00:22 Edited at: 14th Jan 2008 00:24
About time I made a WIP about something, don't you think?
darkSMASH is another Smash Bros. Clone, like TGC Heroes, but it's a little different. For a kick-off, it reads all characters and battlefields from notepad-editable unicode files and then runs the simulation using Box2D via Diggsey's awesome plugin.
It's not very far through development, but it parses half-c files correctly and even has a little error detection (checks that files exist and that the right amount of parameters for a command have been given) and I thought maybe it's time I uploaded a WIP after about a week of development.
All of the media in the screenshot was done in Paint by myself. With the exception of the logo, which was done in Paint Shop Pro.
It probably seems like a bit of a copy of TGC Heroes, but it's very different (fully 2D instead of 3D) and I've been making failed SSB clones for years.
Screenshot:


Website: (hosted by Jerico2Day)
http://www.darkSMASH.DBJournal.org


Since the other one was scaring you guys so much...

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zzz
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Posted: 14th Jan 2008 00:27 Edited at: 14th Jan 2008 00:27
It looks very promising, 2d physics is really cool!

WII number: 8220 5043 6939 7393
NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 00:33 Edited at: 14th Jan 2008 00:45
Here is a sample of the scripting language the game uses. Spaces outside of speech marks are ignored, and all commands are case insensitive.


This sample generates the level shown in the screenshot. It is clever enough not to load the same image more than once.

And here is a sample, which generates NeX.




By putting a signpost in the middle of nowhere, you're making it somewhere.
tha_rami
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Posted: 14th Jan 2008 02:11 Edited at: 14th Jan 2008 02:12
Now, now... You can't just go and copy a succesful game formula, Nex. That'd be copyright-breach and stuff. I think this is absurd! Blasphemy!

On a more serious note, it looks very good. Lets see if the competition spices up some things . And we're glad we're so known that you'd mention us .


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Satchmo
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Posted: 14th Jan 2008 04:35
Alrighty then, can you compete with the mmorpg feature in tgcHeroes?

Benjamin
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Posted: 14th Jan 2008 05:22
It looks cool so far (I like the stylish circles ), it'll be interesting to see how this turns out.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 16:44
The circles are highlighting collisions on the debug view. Haven't got rid of them as of yet.


By putting a signpost in the middle of nowhere, you're making it somewhere.
zzz
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Posted: 14th Jan 2008 17:07
Your avatar/ingame character is very well done, really nicely animated and all done in mspaint too. Awesome!

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NeX the Fairly Fast Ferret
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Posted: 16th Jan 2008 00:29
Go to the site (http://www.darksmash.dbjournal.org) to see a video of the physics engine. Or else.


By putting a signpost in the middle of nowhere, you're making it somewhere.
SunnyKatt
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Posted: 16th Jan 2008 01:53 Edited at: 7th Apr 2008 02:55
looks good, but you should put a link to this thread in your sig. I wanted to check it out, but I had to go the long way by searching it up, wasting several precious seconds of my life.
thanks alot for asking about putting in a fluffum first.

Diggsey
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Posted: 16th Jan 2008 23:44
Looks good
Erin Catto made Box2D btw
Hopefully when Box2D V2.0 comes out, the engine will be much improved (With continuous collision detection, you can have objects travelling at bullet speed which still react correctly with other objects If you have any suggestions/criticisms for the api, just tell me in my thread, and I will hopefully have them done for V2.0

NeX the Fairly Fast Ferret
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Posted: 17th Jan 2008 00:07
Thanks. It is awesome how easy to use it is; it's one of the first plugins that I've been able to use without constant referrals to the documentation. Every command name makes sense.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
Mr Kohlenstoff
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Posted: 17th Jan 2008 17:10
The video is very cool, and the physics fit quite nice into the game scenery. Good work.

Diggsey
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NeX the Fairly Fast Ferret
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Posted: 17th Jan 2008 17:52
The keyword file.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
NeX the Fairly Fast Ferret
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Posted: 21st Jan 2008 19:22 Edited at: 21st Jan 2008 19:26
I've spent a lot of time doing clean-up, and got it to run quite quickly. Scans for files (characters, worlds, items) and loads a set in under 250ms.
Just implemented the basics of items, can't pick them up yet, but they're loaded from text files containing details of their looks, physics, rarity, whether they can actually be dropped from the sky, and what should happen if you pick them up. Pity I forgot to include some code to drop them at random intervals rather than at each frame.

Fixed.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8

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Mr Z
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Posted: 21st Jan 2008 19:33
Must say I really like this project. Keep up the good work.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Xenocythe
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Posted: 21st Jan 2008 19:56
You'll need to get Sonic a hammer to get those green gems out of those blocks of ice.


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NeX the Fairly Fast Ferret
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Posted: 21st Jan 2008 22:49
Oddly enough, NeX has a hammer. A technically advanced one. Using tricks with asset sharing, the game uses only 23mb of RAM even in that bezerk scene. I was expecting into the hundreds.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
Dr Manette
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Posted: 22nd Jan 2008 00:25
Very impressive use of physics, animations, and 2d! I'll be keeping an eye on this. Has the potential to become another "classic WIP", as I've just decided to call them.

NeX the Fairly Fast Ferret
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Posted: 24th Jan 2008 21:28 Edited at: 24th Jan 2008 21:30
http://www.youtube.com/watch?v=aOQB00xxv7s
A video demonstrating plug and play game controllers using GLFW.DLL.
The game currently supports 8 players, and resolutions of 640x480-infinity.
Sorry for having a sore throat and lungs like burst balloons whilst making this video.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
Dr Manette
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Posted: 24th Jan 2008 22:15


So like Xbox controlers and the likes? Sweet. I assume not all 8 people play on the same computer either. Makes the game that much cooler, I say!

NeX the Fairly Fast Ferret
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Posted: 24th Jan 2008 22:16 Edited at: 24th Jan 2008 22:18
...yes, all 8 can play at once on the same computer. BTW, the mouse trails are because my screen has a 32ms lag. Not because I activated them in the options.

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
Satchmo
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Posted: 25th Jan 2008 05:20
Quote: "the mouse trails are because my screen has a 32ms lag."


32ms?That would suck!

You can't see much in the video, but the controller option sounds nice.

NeX the Fairly Fast Ferret
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Posted: 3rd Feb 2008 16:25 Edited at: 3rd Feb 2008 16:38
I'm having problems with GLFW.DLL hanging on initialization. It's gotten worse, and the game only starts about a quarter of the time. If I disable the DLL and therefore gamepads, there's no problem. I can't get SDL to work at all. I'm not old enough for a PayPal account so I can't get my hands on MultiJoy. Does here anyone have any other suggestions for input DLLs? I found MyJoy11 but a lack of direct axis reading makes it a bit limiting.

Drew Cameron
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Posted: 3rd Feb 2008 17:28
This is looking great! 2d Physics looks very promising.

MadrMan
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Posted: 8th Feb 2008 15:49
whats wrong with the default dbp joystick input commands? im using it with my xbox controller atm and it detects all of it just fine

NeX the Fairly Fast Ferret
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Posted: 8th Feb 2008 17:50
You can only use two controllers at once, and that's useless for a Smash Bros. game. The lack of plug 'n' play is annoying, too.

NeX the Fairly Fast Ferret
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Posted: 13th Feb 2008 19:19
I just thought I might give you a slight update.

The basics of items are implemented. They can be enabled/disabled, are dropped at random according to a rate inside specific zones on the map and are subject to Box2D. The picking up took a lot of work to implement, due to my slightly clumsy coding. I was forgetting to update the item indexes in the character arrays when I was deleting items, took me ages to figure that one out.
Characters are split into three layers - front arm, body and back arm, so items can be drawn in the left hand, the right hand or in front/behind of the character. Each item has a set of actions it can alter (i.e. pick up, physical attack and up) with a simple item scripting system that can take up to 16 commands per action. I'm hoping to make the attacks deal damage and knockback, etc. next.

NeX the Fairly Fast Ferret
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Posted: 30th Mar 2008 17:18
http://www.youtube.com/watch?v=IWPMjU4_v1c

A funny glitch. And the Temple of Time. And Kirby.


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Roxas
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Posted: 30th Mar 2008 19:39
Now just get Video Capture program or use AviCap plugin..

Taxi is free video capture program btw.. I dint see what was going on lol

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NeX the Fairly Fast Ferret
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Posted: 30th Mar 2008 20:17 Edited at: 30th Mar 2008 20:17
Laptop doesn't support either for some reason.

Will make better, non glitch video when at home. For now:



I fail at life. No, really.

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zzz
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Posted: 30th Mar 2008 21:05
It looks really good.
Kirby in the temple of time, nice.

Roxas
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Posted: 30th Mar 2008 21:55
Temple of time Nice!

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Xenocythe
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Posted: 31st Mar 2008 05:49
Looking very cool!

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
Plystire
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Posted: 31st Mar 2008 11:16
Your gameplay looks to be very smooth, I like it.

All you need now is to start setting a basic character framework so that you can mass create characters with ease once the animations have been created.


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NeX the Fairly Fast Ferret
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Posted: 31st Mar 2008 16:09
An animated gif of the PNG frames:
http://nexferret.deviantart.com/art/Kirby-s-darkSMASH-sprite-81516909


I fail at life. No, really.
NeX the Fairly Fast Ferret
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Posted: 1st Apr 2008 02:39
A rope bridge:
http://www.youtube.com/watch?v=bHoGMbktCOU
Rather pleased with that one.


I fail at life. No, really.
Dr Manette
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Posted: 1st Apr 2008 03:55
I'm becoming increasingly impressed by this game, your animations and physics are near perfect, the style is awesome and aesthetically appealing, and everything seems to just flow together. I really don't have any criticism other than work faster!

Seriously, I want to see this finish.

Xenocythe
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Posted: 1st Apr 2008 03:58
This is starting to look really great. You're really doing good with this project.

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SunnyKatt
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Posted: 7th Apr 2008 02:59
Looks sweet. I'm annoyed at the smooth video taking. Fraps is always too laggy for me, If I want to post a video I have to code it so it takes a screen per frame (fps of about 0.02) and then string them together in virtualdub so there is a 30fps, and then compress it in windows movie maker. The process takes about 3 hours per 30 seconds of video. And then there is no sound! Geez!

Hummanoid Typhoon
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Posted: 10th Apr 2008 15:33 Edited at: 10th Apr 2008 15:41
**sorry accidental double post**

Hummanoid Typhoon
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Posted: 10th Apr 2008 15:40
nice work! Always enjoyed super smash bros.

I'm working on a 2d Fighter engine at present (more like street fighter). From what I've read your game can run at multiple resolutions. Just wandering how your doing that does it just give a wider view angle and reposition the GUI? I'm guessing your using plains instead of sprites.

My engine is fixed at 1024x768 I hadn't considered variable resolution. Any reasons for your choice?

Darth Vader
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Posted: 10th Apr 2008 16:44
Wow this looks cool. Eight players on the same computer sounds great as well!
Hurry up and finish this lol!


NeX the Fairly Fast Ferret
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Posted: 10th Apr 2008 19:05 Edited at: 10th Apr 2008 19:05
The menus run solely on sprites, and just rearrange slightly to accommodate bigger resolutions. The minimum resolution is 640x480, and there is no technical maximum resolution. The rest of the game is done with 3D, and so doesn't need any code to scale it, but none of the HUD extends beyond the minimum 5/4 ratio in game. When the game is playing full screen, it automatically corrects the in game ratio using the sizes of the monitor, fixing squashing I quite often see on wide screen systems.


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Astro Chickster
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Posted: 14th Apr 2008 14:56
Made with darkbasic or playbasic?

Must... kill... husband...'s obsession with star trek!
Ryguy1
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Posted: 27th Apr 2008 22:03

I would like to help you make the game.
I have MANY ideas, because I want to work for nintendo and make a smash bros. game.

I've allready made an accout on your site (as Tabuu)

I can show you some of my work if you want.

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NeX the Fairly Fast Ferret
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Posted: 8th May 2008 00:15 Edited at: 8th May 2008 00:15
I had a break for about a month whilst GCSE coursework and exam preparation madness took hold. A bit long, perhaps, but I was spending 1-1.5 hours extra every day doing coursework after school.

I'm back.




I fail at life. No, really.

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SunnyKatt
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Posted: 8th May 2008 01:01
Hahaha, funny.

SunnyKatt
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Posted: 12th May 2008 22:40
Also, I hope you're aware that fangames are illegal - you might want to not say its a super smash fangame because then it may be shut down. I've seen it happen, and I'd hate for it to happen here.

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