Game Maker's Garage Forum
Game Maker's Garage => Challenge of the Month => Topic started by: Gan on February 12, 2011, 10:47:33 AM
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I think we need a challenge.
Any ideas?
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Physics game challenge!
That would generally physics are a significant part of the game mechanics but we could just say that the game has to use your SC Physics engine.
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Cool, i'd like to see some new physics games out there. like one of those games where you have to stack the shapes to win a level or something. I have my hands full with Adventure 4 though so I might not make one. (and I don't know how to use SC lol)
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You could enter ship lander.
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That's not a bad idea but it excludes Gm users...
If GM had paint commands I suppose it could be made to work with the plugin.
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Well think about this - it was hard enough to make the contest games in a month, when we had time to prepare beforehand, so why not make it something simpler? Perhaps more like a programming challenge, for a specific part of a game. For example trying to make a good mouse-following code. (You might remember that drove me insane for a while.)
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Cool, I like both ideas
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How about an action/arcade game challenge? GM and Sc users would be able to participate.
The game can use physics and any other engines but can only be written in Gm, Sc, Tnt, or processing.
From now to Febuary you can plan and make the engine. March will be when you put it together with graphics and such to be an actual game. April 1st will be the deadline.
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The game can use physics and any other engines but can only be written in Gm, Sc, Tnt, or processing.
Excluding platforms might discourage participants. The purpose of the Monthly Challenge (I still think it should be called "Monthly Exercise") is to promote active development, keep us in the habit of releasing finished products on time and to increase our problem solving skills.
I'd love to do a simple arcader! :D
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we should do a platformer engine
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Yeah, we should.
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Sounds like a great idea.
Alright, make it with what you want. No platforms or game makers excluded.
A platformer would be neat. Sounds like a challenge for someone. ;)
I'm gonna figure out what I will make. I feel like Space Invaders with a hint of physics but that could change.
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How would you put physics in space invaders? And more importantly, how would they help the gameplay at all? :D it makes me wonder.
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this was pretty easy. i used the same concept from the bricker game
http://www.mediafire.com/?4ipuxdceimev66q
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Nice, I like the smoothness.
But... can you make the same with SC Physics?
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i love these new keydown controls, im still geting used to it, i made the movement a little smoother
http://www.mediafire.com/?99hu7h4a7xlnw55
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I was just thinking if we kept it to engines we'd have an easier time, and afterwards some different examples/ideas to look at. I like the platformer idea, I need motivation to finish my engine anyway.
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this was pretty easy. i used the same concept from the bricker game
http://www.mediafire.com/?4ipuxdceimev66q
I can't get the player to move. He jumps pretty cool though.
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You gotta use SC B3.1. Eq's using the new smooth arrow key commands.
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i added npcs, you can stomp goombas now.
http://www.mediafire.com/?a1bj9qo6ac1vgby
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I added bouncing, in the enemy method. You can stomp even more goombas now!
https://sites.google.com/site/onronc/platformdemo2.3.scproj?attredirects=0&d=1
You mind if I experiment with this? It's a great engine. Did you draw the Mario's yourself? because they made me lol.
Also I need to remind myself to finish the collisions in the TNT one. It's really a good program, and not too different from SC. Except there's no cards, which is fine. And I can draw my tile maps visually.
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nice! i noticed you can kill enemies by just running into them. you should set regular gravity (grav) to zero and then modify the jump gravity which is gravx, then have the spritetouching code execute only if jump>0. also let jump equal 1
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Sorry I'm not following you, why are there 2 gravity arrays???
if jump > 0 he's in the air, so that makes sense, but I tried doing the same thing as before but with "if jump > 0 then..." and it's the same.
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grav is the universal gravity, gravx is the jump gravity, so you would want to modify gravx
can you post the segment code?
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What kind of magic is this? I cannot find your code for key presses. HOW DID YOU CODE THEM?
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Special new Sc features. Allows you to detect the arrow keys. With single variables.
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yea, theyre right at the beginning of the timer
if keyup=1 then
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My bad, I wasn't looking very closely.
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Why does mario have a gun?!?!?!?!
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Caus' he's a gangsta.
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yea, that gangsta mario, in the mario2demo you would hit the block and a gun would come out you use to shoot goombas, i made it in 1.5 a while back. then when you get the mushroom mario would shoot the big bullet-bills from mario world
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Sounds cool. Could you upload it sometime? :D
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Here's my project so far! I've made a player that can jump and wall jump, and there's no real problems so far, except the controls sometimes feel floaty, which mostly takes time/experimenting to fix. The next thing I'd like to do with it is make the player jump higher as you hold space but that had some problems so I left it out for now.
https://sites.google.com/site/onronc/PlatformEnginev0.0.3.scproj?attredirects=0&d=1
EDIT: working on making it feel better, I'll post again when I feel like it's made some progress. might even work ok with inclines.
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This is great! Works perfectly on my machine. I'll try on the G3 laptop.
I think the floaty-ness is caused by the lag of SilverCreator contacting Box2D. I'm going to see if I can get rid of it.
Or wait, it could be a technical issue. Like there's a clear forces command that can be set on shapes. Maybe that would fix it.
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this wont work, the physics arent working for some reason
check this out, i added a few twists to the mario demo including mushrooms
http://www.mediafire.com/?8tcd76d3jum6q30
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You gotta open the SCBox2D plugin first for the physics to work.
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i know, its open, i can see it in the activity monitor, ill try a restart
i got beta5, thats the newest right?
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I'm actually using the current version Gan put in the first post and I copied the UNUPDATED 800x600 Template. But I don't see why that should cause a problem...
EDIT: Eq I tried it with the Beta 5 of the plugin and it seemed fine...
AND I almost forgot, here's the new version!
The controls feel a bit tighter now and wall-jumps work perfectly.
https://sites.google.com/site/onronc/PlatformEnginev0.0.4.scproj?attredirects=0&d=1
Thanks again, Gan!
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Yeah beta5's the newest. It worked fine for me. Hmm.
Using ScB3.1?
EDIT: Nice! It does feel more responsive. I really like the wall jumping.
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Cool, thanks Gan.
I thought of some little tricks, such as giving more force to the player when you're pressing opposite the way you're already moving. Because it's a video game, it doesn't have to be realistic. It just has to look good and feel good. :P (Notice how Mario has telekinesis and can change his path in mid-air)
And I just tried the new platformer demo, nicely done!! No real problems so far, except that you can only last like 10 seconds without getting hit.
Plus I was inspired with a funny game you might make do with it. It's like Gauntlet because you fight hordes of lots of enemies but it's a platformer. Because this gets kinda hard with so many at once but it's fun too.
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you can take alot of hits without dieing though. and mushrooms restore health/size
heheh, "miniscule mario", he can get so small that he flys under the hit boxes of larger enemies, he eventually gets so small he falls through the cracks
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Yeah I noticed the 'shrooms increase size, that could be something to use in an actual game. Also I walked under a lot of goombas testing out the thing with the smallest size. You could even have enemies that you need to be above a certain size to kill.
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ok, i had to restart, the plugin wasnt quiting.
the possiblilities with this physics engine are endless, we can make legitimate action games with this. can this use sprites too?
the platform demos controls are way to loose and theres no speed limit, that needs to be worked out, i keep flying off the platforms, but the wall jumping is a good idea, what a about a game with ninjas, we should do a group project with this, i can do graphics, ide like to see this physics engine get used
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Lol. My guy is so big all I cant go through the platforms.
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ok, i had to restart, the plugin wasnt quiting.
the possiblilities with this physics engine are endless, we can make legitimate action games with this. can this use sprites too?
the platform demos controls are way to loose and theres no speed limit, that needs to be worked out, i keep flying off the platforms, but the wall jumping is a good idea, what a about a game with ninjas, we should do a group project with this, i can do graphics, ide like to see this physics engine get used
Yeah sprites work fine with this.
A group project would be awesome.
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@ Eq: Maybe it's slower for me which I doubt but I messed with it for a while and I think it feels pretty good, but I've used it for longer...
@ Matt: You think we're ready to try that again then?
Because it does sound cool.
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Probably, EQ can supply the wickedly awesome gfx. I can supply the physics and needed physics features.
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Hey I can make some graphics too. Just sayin'. And level design, I like doing level design. XD
And a quick question: What about the controls still feels weird?
One thing I've noticed is that the thing does go pretty fast at times, which I can quickly fix, and based on how that works out I may or may not add "air friction" since you speed up so quickly after you leave the ground.
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what should we go for? a ninja gaiden clone?
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I keep thinking I'd like to try a game that's kind of obstacle-course style (think Meat Boy) and you dodge around various things to get to the goal. Partly because I think programming enemies in SCBox2D would be a pain. XD
But mostly because I love those games.
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yea we can do that. hows the learning curve with the physics engine? ide like to get familiar with it sometime, ive just been busy lately
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I thought it was fairly easy. It's cool because when you create shapes they output that shape's number. example:
LET player = CreateCircle(30, 100, 100....etc.)
Then player equals the number of that circle. It makes it easy to keep track of shapes. You can also use array variables so if you're familiar with arrays and methods you'll be fine. 8)
EDIT: I'm thinking about making a level editor, and I easily devised some code for locking mouse-clicks to a grid and drawing shapes. I'm gonna try some different ideas for saving data. I'll probably use a method that reads a string with all the points.