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Author Topic: HyperNova  (Read 4627 times)

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WitchD0ctor

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HyperNova
« on: December 19, 2010, 07:06:29 am »



Working on this for my entry in Ludum Dare's Jam section



Still have a lot of work to do, I will probably also work on it after the competition as well. I'll post a download link soon enough!

also uses box2d for physics,

What do you think?
any suggestions?
John Carmack can Divide by zer0.

Groogy

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HyperNova
« Reply #1 on: December 19, 2010, 02:10:50 pm »
That looks pretty sweet!

The white boxes, are they thought to be just free movable objects?
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

WitchD0ctor

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HyperNova
« Reply #2 on: December 19, 2010, 04:49:08 pm »
ya,  they have kind of high linear damping though, thats why they fall so slow, this way you can kind of still use them as a platform, but you have to use them quickly, or they will fall too far
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model76

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HyperNova
« Reply #3 on: December 19, 2010, 10:06:07 pm »
Looks really cool! I think he should die if he got stuck inside a wall, though...

WitchD0ctor

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HyperNova
« Reply #4 on: December 20, 2010, 02:04:19 am »
heh, i think he shouldn't get stuck in walls!
John Carmack can Divide by zer0.

WitchD0ctor

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HyperNova
« Reply #5 on: July 03, 2011, 01:20:52 am »
Been working on this quite a bit, had to recode A LOT of it becase my computer got stolen and I didn't have svn set up for this yet.



I'm trying to move away from using mappy and tile based maps so the actual collision is now handled by box2d collision lines drawn using my own editor, eventually I want to be able to draw terrain (shapes with a giant texture in it, like worms) as well as import "static mesh" in a sense, 2d drawings from Photoshop or whatever and simply draw collision over those, that would make for some really beautiful levels rather than the squares that you see here
John Carmack can Divide by zer0.