Awe yeah getting shit done.

2 notes

Had a few days break from working on my game and now I’m getting back into it :]
Pictured above is my design of an ‘end’ game component.  Collect the ball to complete a level.

Had a few days break from working on my game and now I’m getting back into it :]

Pictured above is my design of an ‘end’ game component. Collect the ball to complete a level.

Updated my tumblr theme! Selected one of the free ones and modified it. Added in a navigation menu and included ‘rainbow’ the syntax highlighter: http://craig.is/making/rainbows

I’ve also been watching loads of Adventure Time :] and refactoring some of my game code.

Until I build my map editor, I’m going to use Minecraft to design the puzzles :P

Just got basic map loading from JSON files - Like a boss.
At the moment only player-spawn, walls, and lighting are loaded from the map files.  Cores, Fields, and power connections will shortly be added.
I’ve also forgotten to eat, so I’m having a pizza break!

Just got basic map loading from JSON files - Like a boss.

At the moment only player-spawn, walls, and lighting are loaded from the map files. Cores, Fields, and power connections will shortly be added.

I’ve also forgotten to eat, so I’m having a pizza break!

With reference to my previous post:

Extra points if you manage to get outside the map and message me with how you did it :D

9 notes

Download:

Mac: ThrobeMacBuild6.app.zip

Windows: ThrobeWindowsBuild6.zip

No Linux support :[

Description

Here is my sixth build of Throbe. It demonstrates Power-Fields, Barrier-Fields, Power-Cores, power connections, and Heavy-Cubes.

Power-Fields (semi-transparent blue in the video)

A power-field sends power to any power-receiving object that enters it.

Barrier-Fields (semi-transparent white with grid in the video)

A barrier-field is basically a wall that can be turned on and off, when given power.

Power-Core (red ball in video)

A power-core can accept power from a power-field. Usually a power-core will have a connection to a set of elements that can receive power. In the video, the barrier is a connected element of the core. So when the core gets power from the field, the barrier gets power from the core and switches off.

Heavy-Cubes

A heavy cube is exactly what you think it is. This cube may be used to push buttons later on - although this is subject to change.

Feedback is appreciated :]

I didn’t work on my game much yesterday, I did however spend time with a mate who I’m probably not going to see again until my graduation ceremony. We had fun working on a iOS project, playing games and watching Adventure Time :D.

I’ve also only just got up, but the plan for the rest of today is: progressing the development of my game and releasing a windows build for those who are interested in testing it out!

I also just replaced the broken light bulb in my room - I won’t be sitting in a mostly dark room tonight - I have done for the last four/five days.

Hazaaaar!

1 note

thedistanceinsidious replied to your video

It might be interesting to implement volumes with wonky gravity (ie: pockets of inverted, fixed-point, or zero gravity). I’m not sure how useful that would be for gameplay, but it’s something that I’ve always thought would be neat.

Hey that’s a really nice idea, I’ll implement some tests and see how it goes. I’ll also upload the builds for them so you guys can play around with it and hopefully I can get feedback on it.

I’m currently reconsidering how the object detection system works when attempting to grab an object. At the moment it just uses a raycast from the player in the direction the camera is facing for a certain distance. If the ray hits a “grabbable” object, then it attaches it to the player. I’m considering adding some trigger geometry to the player instead, so that the player doesn’t need to be as exact when grabbing an object. This would, however, also require a more complex method of attachment.

2 notes

Throbe: Try out the latest build of my game.

This links to a Mac application, I’ll build a Windows version for people later on today if they want it?

Controls:

  • Move Up: Spacebar
  • Move Down: Left Shift
  • Move Left: A
  • Move Right: D
  • Move Forwards: W
  • Move Backwards: S
  • Grab/Release: E/Left Mouse Click
  • Look around: Mouse Movement

EDIT: Had to correct this twice aha.

4 notes

This video mainly demonstrates:

  • Player repulsion fields
    • Objects can pass through
    • The player cannot
  • How different masses affect the trajectory of thrown objects:
    • Spheres have greater mass than the cubes - but equivalent bounciness
  • Improved player control when holding an object