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dormantlemon

I got bored so I made a platformer

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Technically this goes here.

The title says it all. I got bored so I wrote a 2.5D platformer in OpenGL. All i can say right now is LOLPLACEHOLDERS.

Currently:

Builds the world from a .txt file

Full .obj model support for all world objects.

Bounding box collisions + player control

*relatively* accurate gravity and friction models

Missing (with intentions to finish):

Texture support

Basic enemies & AI

DAT HUD

ver_10_zpsd18f75ee.jpg

Edited by dormantlemon

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I might as well keep this updated.

It looks a lot cleaner now. Both onscreen and the code itself.

Changelog (v1.1 + 1.2):

-Updated player (is still borked) and collectible models. [1.2]

-Finished collectible animation (has constant linear bobbing and rotation) [1.2]

-Rewrote gravity and friction. Is much more efficient [1.1]

-Optimised collision checking (only does 0.45x as many checks as before)

-Redesigned level data format; own LLD style format [1.2]

-Added in static environment props definable in-level, constructed purely from coordinates and file location. [1.2]

-Touched up the menu: play and exit now actually work. Level select and options currently disbaled [1.1]

-Improved a few sprites (still placeholders mostly) [1.1]

Incomplete:

Half written 3d keyframe animation code. Not Implemented. [1.2+]

c_v3_zpsdadb1704.png

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Now you need to make a 2d sourcemap. I'd donate $10 bucks to the first person who makes a sidescrolling source based map.

i'd play it. it probably wouldn't work tho, would need some crazy mods

Edited by KGame

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build 011 - January 23rd

Changelog:

New:

-gravity upper & lower bounds added

-added levels (no limit to how many levels the game can have)

-added loading screen & bar. fully accurate % load

-added live timer. 00:00:00 format

-fixed player health with minimal polling

-added level progression. Move to next level on exit reached.

-aspect ratio change support

-texture loader. Applies textures, but no coord support.

-collectible are actually collectable

-broad phase + narrow phase collision

Fixes:

-fixed a number of memory leaks

-ingame interface resizes better when resolution is changed. 95%.

-obj loader perfected. will accept any .obj you pass at it

-environment loader complete. pass in x,y,z,obj,texture. No limit to environment size

cleaned up overall design

Removed:

-animtion code. Reason: didnt like it

011_zps97703b18.png

Edited by dormantlemon

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build 018 - January 31st

Changelog:

-Fixed OpenGL transformation matrix distortion

-Implemented inital enemy (basic movement only)

-Implemented Special pickup (does nothing)

-Fully rewrote player movement system (>100% more efficient)

-Designed + mostly implemented level 2

-Merged file loaders into 1 loader class (models & textures)

-General clean up of code + small optimsations

-Finished the loading screen code. Just needs proper texturing

-Optimised broadphase collision checks again

-began writing a highscore table

Bugs:

-Y axis only collision (broad on with a library update)

-Crash on no next level (fixed after highscore implemented)

Remaining necessities:

-Implement special pickup effects

-Finish highscore

-Implement a pause feature

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build 024 - February 7th

Changelog:

-Full alpha channel support on textures that include them.

-Fixed up PNG image support

-Fixed collisions (mostly)

-Wrote an animation system. Support for following texture animation types: scrolling, bounce, loop(multiple frames per texture) and texture swapping. No skeletal stuff yet

-Objects can have any number of animations, comprised of any up to 256 frames each.

-Wrote a simple pause menu. Does nothing but literally pause and unpause the game (for now).

-Improved collision checks yet again, albeit very slightly.

-Reimplmented a config file. Supported settings ( screen resolution, VSync, graphical quality[doesnt change much for now] );

To do:

-Finish highscores

Edited by dormantlemon

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