Forum Topic: Critique my engine so far

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Elated

putzpie

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Posted at: 2/1/09 12:23 PM

putzpie NEUTRAL LEVEL 08

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Posts: 3,150

So for about a week, I've been working on an engine for the game I want to make, at least a little bit every day, and I finally have my first demo of it. Now don't mind the graphics, cause those will be changed later.

There really isn't too much to do, except for shoot some balloons >_>. Really I'd just call this a beta.
Anyway, controls are as follows.
WASD = Movement
Mouse/Left Mouse Button = Aim/Shoot
E = Enter Doors
F = Drop weapon(will probably be removed in later games/demos)
Space = Pause(will probably change eventually)
Shift = Run

I'm probably forgetting something, but if you push space, you can pause, and it'll show you the controls.

"Killan Fightan Shootan" demo

PS: Killan Fightan Shootan is the name my friend told me to give it, cause I didn't know what to name it <_<.

Eventually you'll be shooting zombies and shit, or at least that's what I've got planned.

My site
Click here to proceed to decapitate small children with wii remotes
If you didn't start out on the PSX, you're not a gamer >:(

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Magical-Zorse

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Posted at: 2/1/09 01:00 PM

Magical-Zorse FAB LEVEL 20

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Posts: 2,424

The engine looks nice, but the platforming part is what I'd worry about. The hit detection between the ground and the player (especially on slopes) is causing the player to bounce up and down when standing still.

rip livecorpse

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14hourlunchbreak

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Posted at: 2/1/09 01:15 PM

14hourlunchbreak LIGHT LEVEL 22

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Posts: 2,814

It looks fine. The physics are nice. If you work on the art a little more, it will be fine! :)
Overall, a great engine.


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Dragy2005

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Posted at: 2/1/09 01:25 PM

Dragy2005 NEUTRAL LEVEL 05

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Cool. As Magical-Zorse mentioned, it's a bit jumpy, but I'm sure you can work it out. This engine reminds me of my first 2d engine in its early versions, later used by Portal TFV. It was super simple, and at first, didn't work well on thin lines as well ;)
In your engine, if the player jumps from a high platform, and gains speed with gravity, the Y the player moves each frame can actually exceed the possibility of the ground and player to hitTest. And thus, I was thrown down the pit just a second ago playing your engine even though I was supposed to land well on a platform.

There are a couple of ways to solve this. You can calculate and check every pixel in the gap created and see if you missed a platform, but this will cost a lot of cpu. Anoter way I used, simply set a maximum Y speed. Later when I used my engine in ptfv it was very necessary, because you could basically gain unlimited speed using portals so I had to limit it.

Gl mate


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putzpie

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Posted at: 2/1/09 02:58 PM

putzpie NEUTRAL LEVEL 08

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At 2/1/09 01:25 PM, Dragy2005 wrote: Cool. As Magical-Zorse mentioned, it's a bit jumpy, but I'm sure you can work it out. This engine reminds me of my first 2d engine in its early versions, later used by Portal TFV. It was super simple, and at first, didn't work well on thin lines as well ;)
In your engine, if the player jumps from a high platform, and gains speed with gravity, the Y the player moves each frame can actually exceed the possibility of the ground and player to hitTest. And thus, I was thrown down the pit just a second ago playing your engine even though I was supposed to land well on a platform.

There are a couple of ways to solve this. You can calculate and check every pixel in the gap created and see if you missed a platform, but this will cost a lot of cpu. Anoter way I used, simply set a maximum Y speed. Later when I used my engine in ptfv it was very necessary, because you could basically gain unlimited speed using portals so I had to limit it.

Gl mate

Yeah, I think I should be able to fix it from being so jumpy. You're right that it doesn't work so well with thin lines as well. I tried capping the max gravity you could fall, but it just didn't feel right. Like you'd just float down once you reached the cap. I'll probably just avoid such high jumps in my actual game.

My site
Click here to proceed to decapitate small children with wii remotes
If you didn't start out on the PSX, you're not a gamer >:(

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nonameowns

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Posted at: 2/1/09 03:10 PM

nonameowns DARK LEVEL 09

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Posts: 297

good. fix the hit detection and add some pretty graphics, sounds and youre good to go.

Insert signature here.


Shouting

putzpie

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Posted at: 2/9/09 04:46 PM

putzpie NEUTRAL LEVEL 08

Sign-Up: 11/25/07

Posts: 3,150

New demo linkage.

I've added a ton of stuff to it. Like a new weapon, sound effects, more complex character, etc, etc.

My site
Click here to proceed to decapitate small children with wii remotes
If you didn't start out on the PSX, you're not a gamer >:(

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baboop

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Posted at: 2/9/09 05:14 PM

baboop LIGHT LEVEL 06

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Posts: 46

veeeeery nice with some graphics and some sound u got a game....................and can you give me the script to that crosshair.


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putzpie

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Posted at: 2/9/09 05:51 PM

putzpie NEUTRAL LEVEL 08

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At 2/9/09 05:14 PM, baboop wrote: veeeeery nice with some graphics and some sound u got a game....................and can you give me the script to that crosshair.

The new demo has sound, and the crosshair code is really simple.

You make an ammo counter that's X and Y are located +2(x) and +7(y) from the cursor. Then make 100 frames for the health on the cursor, and have the cursor play whatever frame the health is at. Then just hide the mouse and make the cursor's X and Y the mouse's.

It's probably poorly explained, but oh well >_<

My site
Click here to proceed to decapitate small children with wii remotes
If you didn't start out on the PSX, you're not a gamer >:(

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henke37

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Posted at: 2/10/09 02:41 AM

henke37 NEUTRAL LEVEL 22

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There is an even simpler faster of checking if the player have hit the ground, you designate the ground as a mathematical curve, and test the curve against the mathematical line between the current position of the player and the future position of the player. (note the word future, it's hard to react when it's already in the past)
If it is straight line vs straight line, it should be stunningly fast to do. But more complex tests can be done.

Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.


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flailthefox

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Posted at: 2/10/09 02:48 AM

flailthefox NEUTRAL LEVEL 05

Sign-Up: 08/30/07

Posts: 206

At 2/9/09 04:46 PM, putzpie wrote: New demo linkage.

I've added a ton of stuff to it. Like a new weapon, sound effects, more complex character, etc, etc.

*fart* the link doesnt work for me. Perhaps you can use spamtheweb?

Destroyed.


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