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Red Block Demo, updated 20 Jun 2008
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I've updated the engine test to include glut32.dll. Next, a bit of bad news: I was originally hoping to use billboarding techniques to produce the spheres. Here's how you would traditionally put a billboard in a 3D scene:  (I couldn't find an actual blue sphere sprite, so I used the green orb from the Carnival Night boss.) You'll notice that the edges of the orb are black. So the obvious thing to do is combine it with an image mask to remove the black area, right? Unfortunately, it turns out that you can't really do that in OpenGL. In order to blend transparent images, you have to turn off hidden surface removal... so you end up with this rather undesirable result:  Now, while I could simply draw every object in the game manually in order from far to near, that's not something I have the patience to work on. So instead of billboarding, I decided to rewrite the spheres in 3D (also added lighting while I was at it). This is about as good as you can get it before my computer slows down:  I spent awhile tweaking the surfaces trying to get it to look better, but in the end I gave up on it and replaced the spheres with blocks. So the new name of this game is Red Block.  Finally, here's a screenshot with blocks that aren't green. I thought it was kind of silly not to have red blocks in a game called Red Block. This post has been edited by xn--e5x on Jun 12 2008, 03:11 PM
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exenefevex |
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First things first -- playable demo for y'all. This is an actual stage from Sonic 3 & Knuckles.  You can't win and you can't lose this demo. It just keeps going until you quit. I'm still looking for level designers and beta testers. To that effect: - If you'd like to write a level for the game (translation: do my work for me, haha) then by all means feel free to post a GIF with an image of the level, and I'll give it some consideration. You can get an idea of what Blue Sphere levels should look like at gamefaqs (genesis->sonic&knuckles).
- I've purposefully left a glitch in the demo. It's small, out of the way, and odds are you won't find it just by playing normally. If you think you've found it, send me a PM with information on what went wrong and (if possible) how to duplicate it. I've already fixed the glitch for the next demo, but I want to see if anyone else can find it.

Oh, and you'll notice there's still no sound. Currently the game is implemented in GLUT, which has support for OpenGL (graphics) only. My next task will be to port the game to SDL. Stay tuned.
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exenefevex |
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Major hugely important update today. I just finished rewriting the game to work with SDL instead of GLUT. The SDL window system supports a bunch of stuff that GLUT didn't. I'm also led to believe that it's the industry standard for video games. Huzzah! Unfortunately, if all goes well then you won't notice a bit of difference. I've included SDL.dll and SDL_mixer.dll, but there are a few additional files needed that you might have already (like opengl32.dll). So once again, I'm gonna need everybody to download a copy and see if it breaks. Also implemented: - Sound effects
- Detect game over, win condition, perfects (but don't do anything)
- Gradually speed up over time
If all goes well, this might just be the final demo before release. Keep your eyes peeled for a level editor though. I still need level designers... This post has been edited by xn--e5x on Jun 20 2008, 08:44 PM
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