Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: moonman  (Read 26720 times)

0 Members and 1 Guest are viewing this topic.

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6287
  • Thor Developer
    • View Profile
    • Bromeon
Re: moonman
« Reply #30 on: November 07, 2012, 01:35:44 am »
Hmm, could you try crashing it again and checking/posting the log.txt? Is your screen resolution less than 1024x768?
No, my screen resolution was above. I can't reproduce it anymore, even not after unpacking again. So maybe it was something else, don't waste too much time here...

Is it intended that the player can quarry stones behind other stones? If not, it would still be nice if he would automatically mine the ones in front first, and then the others, without moving the cursor. Therefore, one doesn't need to hover with the mouse over every tiny block again and again, because as mentioned in an earlier post, this quickly becomes annoying.
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

eigenbom

  • Full Member
  • ***
  • Posts: 228
    • View Profile
Re: moonman
« Reply #31 on: November 07, 2012, 02:02:07 am »
Hmm, could you try crashing it again and checking/posting the log.txt? Is your screen resolution less than 1024x768?
No, my screen resolution was above. I can't reproduce it anymore, even not after unpacking again. So maybe it was something else, don't waste too much time here...

Hah, strange, oh well, thx for trying. :)

Quote
Is it intended that the player can quarry stones behind other stones? If not, it would still be nice if he would automatically mine the ones in front first, and then the others, without moving the cursor. Therefore, one doesn't need to hover with the mouse over every tiny block again and again, because as mentioned in an earlier post, this quickly becomes annoying.

Yeh I've actually just (this last hour) made it so you can't mine blocks that are occluded by other blocks. I really like the idea of automatically mining blocks in front of you if you hold down the mouse button, thx. I'll add it to my TODO list and hopefully get some time to play with that idea.

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6287
  • Thor Developer
    • View Profile
    • Bromeon
Re: moonman
« Reply #32 on: November 07, 2012, 02:35:42 pm »
To find out which tiles to quarry, you could look at the Bresenham algorithm. Maybe you can adapt it somehow to your game.
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

FRex

  • Hero Member
  • *****
  • Posts: 1848
  • Back to C++ gamedev with SFML in May 2023
    • View Profile
    • Email
Re: moonman
« Reply #33 on: November 07, 2012, 04:57:52 pm »
Box2D has effective quad-tree-magical ray casts and aabb queries but they're a bit weird.
But everything is explained here:
http://www.iforce2d.net/b2dtut/world-querying
Back to C++ gamedev with SFML in May 2023

eigenbom

  • Full Member
  • ***
  • Posts: 228
    • View Profile
Re: moonman
« Reply #34 on: November 07, 2012, 10:34:54 pm »
Quote from: Nexus
To find out which tiles to quarry, you could look at the Bresenham algorithm. Maybe you can adapt it somehow to your game.

Yeh I've implemented Amanatides algorithm for voxel tracing that I used in my old physics collision code,  but instead of using that I actually just implemented a really simple method for detecting if a block is occluded .. which is simplified because the mining radius is only 3 blocks which reduces the number of paths to a block.

Quote from: FRex
Box2D has effective quad-tree-magical ray casts and aabb queries but they're a bit weird.
But everything is explained here:
http://www.iforce2d.net/b2dtut/world-querying

Cheers, yeh I had hoped to use b2d's ray-casting for the bullet/laser trajectories. Failing that I'll fall back on the voxel traversal.

thx guys!
« Last Edit: November 07, 2012, 10:36:30 pm by eigenbom »

eigenbom

  • Full Member
  • ***
  • Posts: 228
    • View Profile
Re: moonman
« Reply #35 on: November 14, 2012, 05:29:34 am »
A few updates, just putting a few things back in, like animation, and fixing various bugs. I also spent a few hours getting moonman running on OSX, and after a few hiccups its finally working. thx sfml!



In the next update the game will be more "gamey", with health bars, enemies, etc. :)

eigenbom

  • Full Member
  • ***
  • Posts: 228
    • View Profile
Re: moonman
« Reply #36 on: February 01, 2013, 07:13:13 am »
Cross-post from here

Update: I've uploaded version 0.3! This is the last of the tech demo builds. From the next build onwards, moonman will be an actual game. :)

Download moonman 0.3 windows
Download moonman 0.3a osx

I appreciate any and all bug reports or funny behaviours. Please refer to the readme.txt for instructions and keymappings. There are keys to spawn spiders, give yourself lots of loot, etc.

The bad news is that I'm taking a month long hiatus on moonman, in order to get my ios game finished and published. The good news is that once that's finished I'll be spending much more time on moonman, sprinting towards releasing the first commerical version in June/July. Exciting and busy times!

As always, thanks for reading.


Changelog for 0.3
-----------------
heaps of refactoring!
stalactite block
ctrl+click is right-click on mac, so removed water click function
Replaced cegui logging window with manual SFML-based window
show rectangle around selected block for mining
ladders!
block flashes on hit
leaves slope block
inpenetrable blocks on border
disabled block tinting
draw black rects for border chunks
fix: light shouldnt come through border chunks
disabled start-up image
vines are now climbable
added in-game menu
f2 - edit mode
added ‘save&quit’ to menu
dark outline render mode (fancy mode) now optional and disabled by default
tab hides all UI stuff
full cleanup of background renderer
fix: renderer was slow
spiderweb slight colour variant/tint
dont repeat jump with space, wait until it is repressed
fix: colours, minimal palette
items are picked up via collision with mm using physics system
inventory - can drag items into world
fix: background renderer was slow, not I cull occluded stars and use
vertexbuffers
MAJOR: removed cegui
refactored function calls into game events, e.g., EV_SWAP_ITEMS
refactored: Messages are now called Events
renderer: Snap all objects to nearest pixel to prevent jittering
MAJOR: Particles!
blocks register a “particle_colour” (default is just dirt colour)
fix: made world saving safer, by saving the world to a tmp file and then do a filecopy when its done   
MAJOR: can mine + place background blocks (called "walls") The hammer is used
to mine walls.
Added minimum damage threshold to blocks (so we cant mine diamond with our hands!)
Added spawn_block_on_destroy, so some blocks don't create block items when
destroyed (e.g., glass)
Added block attachment logic. E.g., grass is destroyed if the dirt below it is
destroyed. Also vines, stalactites, etc.
fix: can place non-collidable objects under self
pick axe is now good at picking stone and rock both
added life/death/respawn
Can kill all things with ‘k’
added health bar
all entities receive falling damage
added 'u' and 'y' keys to spawn mobs
mm damaged when spider collides with him
changed background (temporarily)
made a new game launcher









« Last Edit: February 01, 2013, 11:26:41 pm by eigenbom »

 

anything