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> Pinkballs Engine *Update 12.12.06, 2 videos added
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Vevusio
Posted: Dec 8 2006, 10:18 AM
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--- update 12.12.06
made some progress on the dynamic-dynamic object collision, i uploaded 2 videos of the engine with some balls and a goomba in a world with resized tiles where im kicking the balls around with yoshi, its only the collision detection which is done with very basic collision handling (kicking the balls -.-)

next thing on the list is to implement collision events for actions like spawning particle emitters or dealing damage
and after that the next will be the implementation of lifts (which means moving, rotating, jumping, path following etc platforms)

(btw, dont bother the 25 frames it says in the video, thats cause my notebook is pretty slow when i record vids while running something, w/o video recording that level runs at ~800-1000 fps on my notebook atm)
vid1
http://mitglied.lycos.de/newerth/kdyi-video1.html
vid2
http://mitglied.lycos.de/newerth/kdyi-video2.html
---

Right so, im going to edit the progress on my game in this topic
The engine im writing for the game is called Pinkballs, hence the name of the topic, the game itself will be about the Fountain of Dreams in Kirby's Dreamland being corrupted and every citizen of Dreamland having nightmares, Kirby goes on a dreamquest to Yoshis Island where he has to find something to cleanse the fountain. There he meets Yoshi who decides to help him.

The first version of it i am aiming for will be a single player game where you can choose to play with Yoshi/Kirby. The second version should be playable over the internet with 2 players where one of them plays Yoshi and the second Kirby.
The game will mainly contain graphics from Yoshi's Island levels and enemies from both Kirbys Dreamland and YI. Kirby sprites from Nightmare in Dreamland and The Amazing Mirror will be used.
Kirby will be able to steal abilities from enemies, when Yoshi swallows ability-enemies he will e.g. gain eggs which discharge in a fire ball when they hit something and deal area-of-effect damage or paralize enemies.

The current status is:
Graphics
3d Models - done
Animated 3d Models - 0%
Bump mapping - 0%
2d Decals - done
Animated 2d Decals - done
Loading and optimizing level files with octrees - done
Particle System - done
Camera - done
Graphical User Interface - 0%
Physics
Static object - Dynamic ellipsoid object collision - done
Dynamic ellipsoid object - Dynamic ellipsoid object - 80%
Static object - Dynamic mesh object collision - 0%
Dynamic mesh object collision - Dynamic mesh object collision - 0%
Proper collision event handling - 0%
Sound
Not implemented
Input
Done
Game Engine
Yoshi physics - 80%
Background Layer - not implemented
Foreground Layer - not implemented
Parralax Scrolling (done automatically from a 3d perspective so its kinda in alrdy)
All the rest - 0%
Network
0%
Level Editor
Terrain editing with rotating, scaling, flipping tiles etc - done
Animated tiles - 0%
Static object collision editing - done
Event Triggers (warp pipes, doors, egg blocks, etc) - 0% because its based on the game engine and i dont have those in it yet

The advantages of the engine are that through the implementation of objects in a real 3d environment and working with velocities etc certain things come in automatically. For example all you have to do in the level editor is to place a line for a slope and ingame it will simply work, the slopes can have any angle you want, there are friction variables for sliding down slopes or along surfaces (can be used for ice levels). Tiles are no longer bound to a 16x16 grid or something, you can scale them to whichever size you want, rotate them etc, it doesnt matter since the physics and graphics are treaten seperately. Etc etc.

Here is a screenshot of the current version of the level editor
user posted image

The red and blue lines are the planes the character will collide against. At the bottom you can load tile-maps and scale the tiles in size or rotate them. The tile maps are saved in XML files, just like all other information.

An ingame screenshot from a level with scaled tiles, could be used for one of those "giant world" or "mini worlds" like in mario 64.

Yoshi is holding the Halbed of Smiting from ZulGurub from WoW user posted image
user posted image
(those 1-pixel spaces between that woodbridge and marble floor are there cause i forgot to disable the snap-to-grid function in the level editor, too lazy to edit that again -.-)


Here a screenshot of the level shown in the level editor screen above with the particle system enabled, it is snowing and a fountain of stars comes from the warp-pipe
user posted image

Kay now, the reason why im making this thread mainly is because there is still a hell of lot of work to do and i could use some help, i have most kirby sprites already but im lacking yoshi sprites as stated in that help-forum thread:
http://archive.mfgg.net/index.php?showtopic=132968

So if you have YI Yoshi sprites as described in that topic please give me the links or send them over mail (vevusio@gmx.at)

Second thing is, the game uses MDX and .NET so some more votes in that poll would be nice:
http://archive.mfgg.net/index.php?showtopic=132245

I will release a demo version as a mini-game once the Dynamic-Dynamic object collision is working (next thing im gonna do) so you can actually stomp or shoot enemies

This post has been edited by Vevusio on Dec 11 2006, 08:23 PM


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Nini Fan#33;
Posted: Dec 8 2006, 12:59 PM
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I am (And always will be) THE GLITCH MASTER!
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Whoa that looks neat.
Just a question, but what was this made with??
Something click team right?

This post has been edited by Nini Fan#33; on Dec 8 2006, 01:00 PM


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Vevusio
Posted: Dec 8 2006, 01:32 PM
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no its written in c# and uses directx for the graphics, input, sound

for example this is the class responsible of rendering the particle system
http://mitglied.lycos.de/newerth/ParticleSystemRenderer.cs

this is the texture manager
http://mitglied.lycos.de/newerth/TextureManager.cs

the engine currently has ~7000 lines of code

This post has been edited by Vevusio on Dec 8 2006, 01:35 PM


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edrobot
Posted: Dec 8 2006, 03:24 PM
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New Avatar! Yay!
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Woah...
When will this be done?


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MegaTailzChao
Posted: Dec 8 2006, 03:43 PM
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So long, and thanks for all the fish.
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This sounds big. But you seem to know what you're talking about, so I have nothing to do here but hype.


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Vevusio
Posted: Dec 11 2006, 08:20 PM
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*updated


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Two_Finger
Posted: Dec 11 2006, 09:15 PM
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Returning memories since 1999~
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Wow


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