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So, I finally finished work for the summer and I decided to celebrate by working on a new game.
I had previously been working on a nifty little game that, through an interface with the google maps api, was able to simulate a zombie infection anywhere on earth. Unfortunately, Google ran into some legal issues when designing the code, which prevents the draw method from being called with a map object as its parameter. The funny thing is that this only happens when the code is run online, so I was nearly finished the game before I realized that it wasn't going to work in its intended capacity.
Anyway, the new game is going to be something like Audiosurf crossed with Spider Man: you swing through a street constructed from song data collecting boxes for points. Right now I don't have all that much done, and as it stands, the "game" is really just an interesting interactive audio visualizer.
Check it out and tell me what you think:
1) click to open up the file chooser and pick any mp3 song
2) wait about 5 seconds for the song to load
3) move the mouse to the right or left to make that speaker louder or softer
4) move the mouse to the bottom to play the song forwards
5) move the song to the top to play the song backwards
Finally finished my first year of university at Acadia in Wolfville, NS. It was a lot of fun, but aside from that I also learned quite a bit about programming. Hopefully it transfers well from java to as3...
Anyway, I am starting a new game for the first time in about 8 months, and the engine is going very nicely (so far the engine can easily handle about 50 000 zombies at 30+ fps). The problem is that the engine is highly coupled to the level bitmaps, and I suck at level design and doubly suck at non vector based graphics.
if your interested in giving me a hand with the levels, drop me a line :D (you'll be accredited of course and be able to put your logo in the finished game along with a link to your website)
A long time ago I tried to make a physics engine. It sucked. I had no idea where to start and the entire thing fell apart before it was made (this was before know any OOP).
A few years later I tried again. It was a marginal success and I managed to make a fun rag-doll simulator that could pass for actual physics at a glance (minus collisions with bodies aside from the ground which was a picture, not mathematically defined). The game was actually pretty fun and I wish that I had made something of it.
Its going to be different this time arround. I am almost done physics 12, so I have a good understanding of dynamics and such. I figured I would try again and, low and behold, after only a few hours of work I have already created a pretty sophisticated "spring" engine.
I am going to add in collisions and friction over the next few days, and if I do it properly (which I think I will seeing as I have the entire engine already planned out), rolling objects and movement on slopes should emerge naturally from the equations. As it is now, the engine handles rotating bodies almost perfectly except for the fact that it uses cords to calculate velocity instead of arcs (meaning that the objects very, very gradually slow down).
Its working out very nicely! I now have semi-rigid bodies, torque, point objects and ball objects. I think I only have to add in angular momentum for the ball object and collisions between objects.
mouse controls torque objects, arrows supply force:
http://media.putfile.com/point-mass-br idge (the centre point is more massive than the others)
Woot, I was finally sponsored by Awesome Yay games!
They are very professional, prompt in their replies, and are willing to work with you to insure that your games are as good as they can be. In short, I really hope to work with them again.
That's right I finally finished Geom', one of the first (real) 3D flash games made in flash 8. Take a look and tell me what you think.
Oh ya, I have three ideas for my next game:
1) 3D Starfox game
2) 3D platformer (it would be cool and involve switching views kinda like Echochrome to move around)
3) FPS (I would need to learn AS3.0 and papervision 3d before doing this though, so I might not be able to deliver anytime soon)
Tell me what one you think is the best :D
PS, if you could recommend it for driving games, that would be great too.
What I desire:
Ideas for ships for my upcoming game.
1) I've run out of ideas and all of my concepts seem pretty much the same.
2) The project is on a schedule and any help would be greatly appreciated (any featured concepts will be listed in the credits)
OK, I don't expect you guy's to give out you valuable time for a piece of shit game, so here are some demos:
arrow keys to move, "A" to jump, all coded in 2.0
And I have some other models, but they are not done (one looks like the enterprise, and coding it out by hand was a bitch).
if you would like to post pictures and concept art, that's great. Even ideas for music, power ups or ways to improve the game would be greatly appreciated.
What I would really like though, are 2d wire fame drawing of ships. If you guys could manage that, that would be awesome.
Or, if for some reason you wanted to blow my socks off and do all my work for me, you could program in the shapes like so:
var xPlayer = new Array(0, 2, 0, -2, 0, 6, 8, 6, 6, -6, -8, -6, -6);
var yPlayer = new Array(0, 0, 0, 0, -3, 0, 0, 0, -2, 0, 0, 0, -2);
var zPlayer = new Array(5, 0, -10, 0, -2, 15, 0, -5, -2, 15, 0, -5, -2);
Each number corresponds to the respective vertex, the numbers in x, y, and z respectively give one coordinate. So the zeroth vertex would be (0,0,5)
var sPlayer = new Array([0, 1, 4, 0], [0, 4, 3, 0], [4, 1, 2, 4], [3, 4, 2, 3], [0, 3, 1, 0], [1, 3, 2, 1], [5, 6, 8, 5], [1, 5, 8, 1], [8, 6, 7, 8], [1, 8, 7, 1], [5, 1, 6, 5], [6, 1, 7, 6], [9, 3, 12, 9], [9, 12, 10, 9], [12, 3, 11, 12], [10, 12, 11, 10], [9, 10, 3, 9], [3, 10, 11, 3]);
Each of the mini arrays references the order in which the polygon is drawn. The zeroth polygon makes a line form the zeroth vertex to the first to the fourth and back to the zeroth forming a triangle.
var PlayerCol = new Array (C, C, C, C, C, C, C, C, C, C, C, C, C, C, C, C, C, C)
The color array references the color for each polygon in hexadecimal, so if you wanted you could have multicolored ships.
Remember any help whatsoever is appreciated and anyone who helps will be featured in the credits.
The tall pillar things are power ups
Arrow keys to move
Space to jump
Please tell me exactly what you think and give me as many suggestions as possible.
Also the final product is sized so that the ground does not cut off, and If anyone can come up with a better color scheme I am listening.
Well, my new game is coming along nicely, I've got the three dodge levels completed (demoed below) and there are only a few glitches left in the class structure.
Use the arrow keys to move (up and down only control the camera's focal length, not the actual distance).
Please keep in mind that these are only demos, and the final game will be much more fun (hopefully). Anyway, tell me what you think!
Well, I've started a new game, and unlike many others I plan on finishing this one. I got bored making my 3d engine, which in its unoptimised state could only render about 100ish shaded polygons, so I decided to start a pseudo 3d game then go back to the engine, probably working in AS 3.0 instead of 2.0.
I'll keep people posted on updates but if anyone wants to do some modeling for me, please email me through NG or at email@example.com.