Author Topic: [2011 Axe Entry] Uncharted TI  (Read 7594 times)

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Ashbad

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[2011 Axe Entry] Uncharted TI
« on: May 18, 2011, 05:42:39 pm »
Hello.

As many of you may know, I have decided to enter the 2011 Axe Summer of Coding contest, part 1.  Therefore, I have decided to share what it is about, as you might imagine from my action of posting this thread :)

My entry is a calculator port/remix of the Uncharted series for the PS3 (highly acclaimed series with 2 entries, both with over 50 perfect ratings -- if you have a PS3, you usually have Uncharted 1/2 as well) that brings Nathan Drake to the beautiful world of graphing calculators!  This story takes place years before the happenings of Uncharted I and II, when Nathan Drake was only a 21 year old guy with no worries about evading bounty hunters, discovering the treasures of Kublai Khan, or stopping evil dictator Russians from growing invincible.  Instead, you were studying for college in Mongolia, when you were suddenly ambushed by ancient skeletons in Khan outfitting -- and that's all you remember happening.  You find yourself a day or so later in a tundra that is perfectly white and flat as far as the eye can see, with only one thing in view -- a huge looming monastery filled with heavens-knows-what.  Why are you here -- what did the skeleton men want?  Why did they spare you, and why are you 1000 miles away from your ambush site in front of an ancient fortress?  Find out by supporting and waiting for my contest entry, Uncharted TI, to be released!

Screenie with elements of the game I made during science class today:



As you can see, it has decent physics involved, but unlike most other physics games being entered, mine is more based on action -- pushing blocks around to hold cover and make barriers, shooting your pistol at [removed due to spoiler of plot], and moving along the monastery to find [removed for spoiler of plot].  There shall be explosive sap (a la Uncharted 2 style), Chinese Rockets, and more awesome eye-catching things, as well as actual-spreading fire, arrows, crossbows, smart-AI based enemies, endless hours of fun, and much more!

And, I made the physics engine myself with no other references to other's methods -- I no steal any code :P

Offline yunhua98

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Re: [2011 Axe Entry] Uncharted TI
« Reply #1 on: May 18, 2011, 05:45:35 pm »
SO.  MANY.  PHYSICS.  GAMES.

And they all look amazing.  ;)  :P

lots of competition this year!

EDIT:  btw, when one block collides with another, why doesn't the other slide a bit?  :P
« Last Edit: May 18, 2011, 05:46:35 pm by yunhua98 »

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #2 on: May 18, 2011, 06:00:01 pm »
EDIT:  btw, when one block collides with another, why doesn't the other slide a bit?  :P

I was thinking of making that happen, but when you check against all the other blocks for that, it slowed it down considerably, and the code for it is quite inflated -- plus, it would transfer so little kinetic energy to the other block that it would barely be noticeable :P

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Re: [2011 Axe Entry] Uncharted TI
« Reply #3 on: May 18, 2011, 06:01:53 pm »
I meant, instead of the energy causing the hitting object to bounce back, it should cause the object being hit to bounce forward, while the hitting object stops.  ;)

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #4 on: May 18, 2011, 06:09:09 pm »
I meant, instead of the energy causing the hitting object to bounce back, it should cause the object being hit to bounce forward, while the hitting object stops.  ;)

well, I can do that, and the realistic way would be just to expand upon what I have and set the X velocity for the hit box to the old one and do -(Xvelocity//2) -> Xvelocity of the other one.

Also, here's a catch I didn't implement yet -- your only real weapon you can keep for most of the game is the pistol, which happens to have only one bullet, meaning every time you shoot it, you gotta go pick it up ;D makes for frustratingun sharpshooting and action-based puzzles.

Offline Builderboy

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Re: [2011 Axe Entry] Uncharted TI
« Reply #5 on: May 18, 2011, 06:21:46 pm »
set the X velocity for the hit box to the old one and do -(Xvelocity//2) -> Xvelocity of the other one.
That does't conserve energy or momentum :P The physically accurate thing to do is swap their velocities (assuming they have the same mass).

That looks really awesome :D I did notice a few quirks though, it seemed one time you jumped into a box and it moved towards you?  Still a few bugs i guess ^^ But I can't wait for this to come out :D There are so many awesome games being made for this contest!  The competition is really fierce ^^


Methinks I will post a single segmented rope tutorial :D

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Re: [2011 Axe Entry] Uncharted TI
« Reply #6 on: May 18, 2011, 06:34:24 pm »
Looks nice so far. I'm unfamiliar with the original games, so I'll just have to see how this develops in it's own right. =)

Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #7 on: May 18, 2011, 06:48:14 pm »
Ze' Title Screen So far:

comp size


real size


what do you think?  ;D it took me ~45 minutes to make -- it's not near done, but the overarching theme is shown.

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Re: [2011 Axe Entry] Uncharted TI
« Reply #8 on: May 19, 2011, 09:21:03 am »
Holy crap. I am now super-un-motivated to start work on MFQT again.

Title screen looks great. Physics look epic. I can't wait to see what's in store!
See you, space cowboy...

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Re: [2011 Axe Entry] Uncharted TI
« Reply #9 on: May 19, 2011, 09:23:21 am »
Looks cool!
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Re: [2011 Axe Entry] Uncharted TI
« Reply #10 on: May 19, 2011, 09:27:15 am »
That sure looks amazing Ashbad, excellent job, also isn't it DALANIAN SOFT? I think it says DALAIAN. Just wondering, good luck!

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Re: [2011 Axe Entry] Uncharted TI
« Reply #11 on: May 19, 2011, 10:32:21 am »
Good lord, 256mode character physics! I still have a spiked jump and immediate horizontal speed changes, and NO PHYSICS!

Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #12 on: May 19, 2011, 04:22:01 pm »
Now my friends, I have put in a lot of effort today in differentiating my game from the rest, so I have three new awesome features I need to share with you.


1. I now have bullet physics working pitch-perfect.  You armed with only one pistol and... one bullet.  You only have one shot, and you must make it perfect if you want to level up and beat levels.  The catch is, you can pick it up and re-use it over and over again :) so, you better be a good shot or else you have to dodge fire and go pick it up again.  And no, you can't pick up arrows, spears, and Chinese rockets and shoot them from your pistol :P  Here is an example of me playing with the gun:




2. Secondly (this one isn't as awesome, though) I made boxes come in many different shapes and sizes, yet while adding no extra overhead.  So far I have 3 types of boxes: the original one, a large hunk of metal, and a bullet barricade you can shoot bullets through, but enemies can't see you.  Example of the three types so far:



A note, I still have 7 unused bytes per possible box that I'm not using, and I plan to use them to hold other attributes such as weight, if it can burn (which leads to number 3 also), if it can break, weight, and a few other goodies.


3. This one is a good one to end with for today's update: fully functioning fire.  You see, fire can be started by detonating a chinese rocket or exploding blue tree sap (neither fully working yet), and falls until it hits the ground or gets blown out.  It can spread rather quickly to surrounding areas, and later on will be able to burn wood, Drake (you) and enemies as well.  For now, it just looks really cool ;D  Here's an example of fire spreading across the room: (You'll see that I may run the program a few times, since the fire might blow out before it spreads much :P)



I think I made a decent amount of updates today ^-^ this is going quite well so far.

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Re: [2011 Axe Entry] Uncharted TI
« Reply #13 on: May 19, 2011, 04:39:04 pm »
Wow that all looks so awesome!  I especially like the fire :D I am in the middle of adding a fire like element into my game as well, in the form of fuses.  I still noticed something weird going on with the boxes when you jump into them in the second screenshot.  They seem to be moving into you? 

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Re: [2011 Axe Entry] Uncharted TI
« Reply #14 on: May 19, 2011, 04:50:15 pm »
Looks cool. :) 
I still noticed something weird going on with the boxes when you jump into them in the second screenshot.  They seem to be moving into you? 
Yeah, I noticed that too. :-\