Beitrags-Archiv für die Kategory 'Games'

DevReport #1 - MOG

Monday, 8. September 2008 10:04

So the last weekend i were nonstop developing on MOG. My friend Chris, the second member of windmillgames (well he is working in the background yet :P) stayed over too and we did lot of work, he on his game, me on my game.

mog in torque

Following things were done at the weekend:

  • Importing the mafia guy to Milkshape, adding bones, doing a run animation and exporting it to torque
  • Adding a “switch weapon” system
  • Added a new weapon and modified it
  • Some small fixes and settings

Also the great Thomas Bang started (and almost finished) an updater for the game. It’s a seperate application which checks files on a webserver and download them depending on their last change date. It’s a great tool yet, so big thanks to him!

Thema: Games, MOG, Torque | Kommentare (0) | Autor: $Kiyaku

(M)MOG - (Muffin) Mafia Online Game

Friday, 5. September 2008 9:25

I once started, for training, a multiplayer game with the A6 engine. It turned out really bad cause the network coding part is just… well let’s just not talk about it, k?

Anyway, after reading the torque for a while i decided to test my (M)MOG game in torque. The movement part is done already cause that’s basic stuff of torque.
I just worked on the chat system yet and it’s awesome compared to A6. So easy to handle the messages from client -> server -> client.

There were 2 kind of chat systems i never got worked in A6:

  1. Local chat that can only be read by people in a specific distance
  2. Whispering other members

I already finished the first thing yesterday and im impressed how easy it was. The second one isn’t that hard either, i’m gonna implement that today.

If this goes on as easy as it is right now, i can’t wait to run around with some mafia guys and shoot up anything you see, or whisper someone and “make him an offer he can’t refuse” *scratching my chin*.

mafia

So see ya!

Thema: Games, MOG | Kommentare (0) | Autor: $Kiyaku

DevReport #3 - tBreakout

Friday, 20. June 2008 8:22

I just added a new feature - the multiplier!
Yeah sounds evil, doesn’t it?

For example, your ball is flying, hits a brick and destroys it, you get normal points but the multiplier counts up x1. If you then touch another brick without touching the bumpers before, you get a x2 multiplier. This also counts for powerUps! If you first touch a brick and after that a powerup or vise versa, you will get multiplier. If you touch the bumpers, the multiplier will decrease to zero again. You can get up to x5 multiplier.

Just a small image of the visual part of this feature:

multiplier

Thema: Torque, tBreakout | Kommentare (0) | Autor: $Kiyaku

DevReport #2 - tBreakout

Tuesday, 17. June 2008 7:33

Yesterday was my birthday and one of the best present i got are 3 ideas in my head how to solve the last 3 bugs i got in my tBreakout game so far. They were super evil, i couldn’t go on without removing them :/

But now, finally, i succeeded in removing those bugs. Again, as Hiro Nakamura from Heroes would say - “I DID IT \o/”!

This was a great moment for me :D Now i can finally go on with this game and come closer to my release version. The next thing i will do is creating the GUI and more levels.

Thema: Torque, tBreakout | Kommentare (0) | Autor: $Kiyaku

DevReport #1 - VirusMania

Friday, 13. June 2008 9:10

What’s new:

  • Two new types of viruses
  • When they touch each other, they fuse to a new virus
  • Transition animation when the 2 viruses fuse into the new one
  • New kind of movement, they “snip” through the vein now

Currently working on:

  • Camera movement
  • New player movement

virus hearts
(I hope it’s not AIDS oO)

Thema: Torque, VirusMania | Kommentare (0) | Autor: $Kiyaku

Prototype #1 - VirusMania

Thursday, 12. June 2008 9:29

It’s kinda funny. I started with the idea i didn’t like that much cause the game idea was too simple and boring somehow. But now i like it a lot since i start working on it. I have to take care that it doesn’t end in “featureities” (a sickness of adding too many features 8D) that makes the game too big to finish fast enough.

The game started like this:

You are “something” and have to avoid “something else” by navigate through this “something else” with your mouse. Collect items to get points but as more items you collect as more “somethings elses” will appear!

Yeah, very basic. I decided to use a Virus theme for this kind of game. Okay so i started working on it. I created virus which are floating around, a white blood cell as player and… well, what the hell should a white blood cell “collect” to get points? They usually don’t eat candy or collect money. No problem, i just have to go to www.wikipedia.com and enter the super-duper keyword “leukocytes”!
VERY BIG MISTAKE!

I started reading some sentences and couldn’t stop reading, it was too interesting. After an hour i learned so many new things about the world, leukocytes and amoebas that my whole view of life turned 180° - oh noes!

I got like trilliatisticion™ new ideas for this game that i’m kinda scared to add new features and on the other hand bored to add no new features. Anyway, i changed some basic stuff though. Like - VIRUS MUTATION.
Yeah, exactly. Instead of having one sort of virus, i now have several sorts of viruses. That’s not all, nono, they even can mutate to new kind of virus. They only have to get close enough and BAM, new kind of virus floating around, making your life harder.

virus evolution

It’s really fun to see the viruses grow and grow and become stronger.
I only have one problem right now - what the hell should the player do against all those viruses? Just getting more DNA’s, become stronger and eat them? Kinda boring if you ask me.

Well i’m still trying to find a good gameplay to destroy the viruses. So if anyone has an idea, please let me know *looking at ERROR014*.

It’s still early here and i’m sleepy so if i made too many mistakes in my english text, please leave me a comment so i can correct it - Thanks for reading!

virusmania

Thema: Torque, VirusMania | Kommentare (0) | Autor: $Kiyaku

Dev Report #1 - tBreakout

Tuesday, 20. May 2008 11:08

Side Note: I changed “Daily Report” to “Dev Report”, so don’t wonder.

I’m really glad to see that people do visit my blog and read it.

In the last days weeks i had to learn a lot of stuff for my final exam i wrote last week. Now i have time for developement again.

I added all the power-ups planned for this game, like multi-balls, fire-ball, etc. The next step is the gui and the online highscore system (which is almost done actually).

What i’m missing are some particles and effects for the powerups and i have to fix some bugs. Also i have to check how to release software online via secure links and payment like PayPal, Credit Card, etc. So if you know some tools, please leave me a comment about it.

Probably i won’t be able to keep the pre-defined release date, but hey, a lot of game companies reschedule their release dates ;)

So hopefully i will update this blog more often again.

Thema: Torque, tBreakout | Kommentare (0) | Autor: $Kiyaku

tBreakout going on!

Tuesday, 22. April 2008 11:14

Heya,
i didn’t post for some time which doesn’t mean i stoped working. The museum projects grows and grows and i’m doing fine with it.

Also i planned to go on with my old Torque Game Builder game “tBreakout”.
It’s a clone of the traditional breakout game almost everyone should know.

Planned Features:
- 5 different themes
- 10 level each theme
- 8 Power Ups
- 2 Sliders (Bottom and Top)
- Two players (each player controlling one Slider)
- Online Highscore
- Content packs to get new levels, powerups and themes

Estimated Release Date: 31th May 2008

The game itself works perfectly, i just have to add the themes and powerups (already finished one of them).

I plan to sell the game for some dollas (like 5 or less) and see if i’m able to sell games like this. If it works fine, i might gonna on doing small casual games to increase the number of finished projects.

tbreakout

See ya next time!

Thema: Torque, tBreakout | Kommentare (1) | Autor: $Kiyaku

Daily Report #4 - Museum Project

Thursday, 17. April 2008 10:33

“I did it!” as Hiro Nakamura from Heroes would say.

I finally managed to create the import GUI with the help of Thomas Bang
Before i had many ideas how to display the current folder and browse through it. It also worked very well but there were always some bugs that couldn’t be change without the use of another DLL function. So i wanted to ask Thomas Bang to write a new function, but in the same moment, he sent me a link to an interesting article about API Save and Open Dialogs for Torque Game Builder (the 2D Engine). Fortunately, it also works with TGE and TGEA.

So now the user can click “Import texture” and browse through all of his folders, choose a file and click “Open”. It delivers a string with the full path to the file.
Then i can manipulate the string a bit to use Thomas Bang’s SaveFileTo function to copy the new file to the folder where the frame is located, rename the file and list it in the texture gui.

As mentioned before, i had a problem displaying imported file cause the engines Resource Manager must refresh before you see the file. There is a small trick to do this:

Refresh Resource Manager

setModPath(getModPath());

This will re-check the folders of the current game and implement new file.

So the texturing Part is done now. I’m really happy about it and can now go on with manipulating the frame model ingame (make it bigger, smaller, change the ration, etc).

See ya next time, and don’t forget - Save the Cheerleader, save the world!

Thema: Museum Project, Torque | Kommentare (0) | Autor: $Kiyaku

Daily Report #3 - Museum Project

Tuesday, 15. April 2008 9:11

Just a note: “Daily” doesn’t mean i write this EVERY DAY, but every day i worked on the game!

So in my last post i mentioned the missing “Directory List” object and that i will write my own directory viewer then.
Well it’s kinda hard to do so but it’s getting better and better. I can browse the previous folders and look for the files inside. But there are still some problems.

  1. I don’t know how to display the current folders, i only can list the files yet
  2. When i browse back a folder, the function that reads the existing files in the current folder also browse the subfolders and displays the files. I don’t know how to control this (yet)

Beside this, i installed the import function. When selected a file in the import GUI, i can click the import Button and copy the file to the right folder (and even rename it). But of course there is also a problem - the engine doesn’t realize that there is a new bitmap in the folder. I first have to restart the engine to see the file displayed in my skin list. I probably have to reset some value or re-read the folders. Somehow i think the function “setModPath” has to do something with it.

That’s all for today actually. I got a bit busy with my real work and by watching my new favorite show “Heroes”.

Thema: Museum Project, Torque | Kommentare (0) | Autor: $Kiyaku