Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: Scipi on November 14, 2012, 03:36:30 pm

Title: [Cemetech Contest #9]Graviter
Post by: Scipi on November 14, 2012, 03:36:30 pm
This is more or less a cross post from here (http://www.cemetech.net/forum/viewtopic.php?t=8460).

My entry for Cemetech's 9th contest will be bringing Leafy's Graviter (http://www.cemetech.net/forum/viewtopic.php?t=5786) to Windows. With some gameplay changes, of course. :P

This port of Graviter will make use of a Gravity Gun that can create points of gravity or antigravity. It will also feature a custom storyline.

I plan on using:

SFML (http://www.sfml-dev.org/) for all media and most graphics
SPARK (http://spark.developpez.com/) for particle effects (Should make the game look very nice)
Box2D (http://box2d.org/) for collision detection and physics

It will be written in C++.
Title: Re: [Cemetech Contest #9]Graviter
Post by: DJ Omnimaga on November 14, 2012, 03:39:29 pm
Ah nice to see it posted here too. I was wondering if you and juju were planning to cross-post your project. Graviter was awesome so I would love to see a computer port. :)

Just make sure it doesn't abuse particles way too much, though, so it won't lag lol. :P
Title: Re: [Cemetech Contest #9]Graviter
Post by: Scipi on November 14, 2012, 03:42:43 pm
Ah nice to see it posted here too. I was wondering if you and juju were planning to cross-post your project. Graviter was awesome so I would love to see a computer port. :)

Just make sure it doesn't abuse particles way too much, though, so it won't lag lol. :P

SPARK works very fast and efficiently. Even on a computer with a very low end graphics card, it can handle tens of thousands of particles with >100 FPS :D

That said, I won't since too many will detract from the simpleness and effectiveness of the gameplay and graphics. :P
Title: Re: [Cemetech Contest #9]Graviter
Post by: DJ Omnimaga on November 14, 2012, 04:06:13 pm
SPARK works very fast and efficiently. Even on a computer with a very low end graphics card, it can handle tens of thousands of particles with >100 FPS :D

What about a TI-Nspire CX running Linux (and Wine) off a Flash drive? :P

Just kidding, glad to hear :)
Title: Re: [Cemetech Contest #9]Graviter
Post by: leafy on November 14, 2012, 07:14:50 pm
I can't wait to see what you come up with! I'm particularly excited for the use of Box2D - I've tried it in the past, but never made anything as major as this. It'll be cool to see how rotational physics contributes, not to mention all the other cool Box2D libraries!
Title: Re: [Cemetech Contest #9]Graviter
Post by: DJ Omnimaga on November 14, 2012, 07:17:42 pm
Hopefully it can run at a quite good framerate as well. I wonder if the game will look better if some sort of motion blur simulation is added to the character and some particles? That kinda added a nice touch to the original (even if it was due to the calc)
Title: Re: [Cemetech Contest #9]Graviter
Post by: Scipi on November 14, 2012, 07:56:34 pm
I can't wait to see what you come up with! I'm particularly excited for the use of Box2D - I've tried it in the past, but never made anything as major as this. It'll be cool to see how rotational physics contributes, not to mention all the other cool Box2D libraries!

It will be a learning experience for me, I've never used Box2D before. It should be most useful, however :D

Hopefully it can run at a quite good framerate as well. I wonder if the game will look better if some sort of motion blur simulation is added to the character and some particles? That kinda added a nice touch to the original (even if it was due to the calc)

I'm thinking about creating the character sprite, purely out of particles. That way, it could simulate a mice motion blur effect without having to draw each frame by hand in gimp. I could also see what I could do with sfml's post processing effects. :)
Title: Re: [Cemetech Contest #9]Graviter
Post by: DJ Omnimaga on November 14, 2012, 08:39:12 pm
That would be nice lol. Would it work with some sort of control points like I saw with some games where sprites were connected together to form body parts?
Title: Re: [Cemetech Contest #9]Graviter
Post by: Scipi on November 14, 2012, 08:42:52 pm
Possibly depending upon how it's coded. The sprite itself is just an image, but a class containing the sprite could have that quality.
Title: Re: [Cemetech Contest #9]Graviter
Post by: Munchor on November 22, 2012, 11:36:41 am
This is more or less a cross post from here (http://www.cemetech.net/forum/viewtopic.php?t=8460).

My entry for Cemetech's 9th contest will be bringing Leafy's Graviter (http://www.cemetech.net/forum/viewtopic.php?t=5786) to Windows. With some gameplay changes, of course. :P

This port of Graviter will make use of a Gravity Gun that can create points of gravity or antigravity. It will also feature a custom storyline.

I plan on using:

SFML (http://www.sfml-dev.org/) for all media and most graphics
SPARK (http://spark.developpez.com/) for particle effects (Should make the game look very nice)
Box2D (http://box2d.org/) for collision detection and physics

It will be written in C++.

SFML and C++ are cross-platform, why is it Windows-only?
Title: Re: [Cemetech Contest #9]Graviter
Post by: Scipi on November 22, 2012, 11:38:38 am
Quote
SFML and C++ are cross-platform, why is it Windows-only?

I don't know if Spark is cross platform. If I am able to, I'll try to have a linux release.