Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: Aardwolf on April 16, 2008, 02:47:49 am

Title: A Mecha Sidescrolling Game (WIP)
Post by: Aardwolf on April 16, 2008, 02:47:49 am
I'm making a sidescrolling game where you pilot a mech and explode stuff.

Most Recent Version
http://www.game-warden.com/masterpokey/Sidescroller/Sidescroller07.zip

Screenshots
(http://www.game-warden.com/masterpokey/Sidescroller/screen01.png)
(http://www.game-warden.com/masterpokey/Sidescroller/screen02.png)
(http://www.game-warden.com/masterpokey/Sidescroller/screen03.png)

Resource Credits
Mech texture: barely modified/extrapolated sprite of a level 1 enemy from Konami's "Cybernator"
Base tile texture: google?
Libraries: their respective creators
All else I can think of: me
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: S-99 on April 16, 2008, 02:52:53 am
Works in wine :yes:
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Aardwolf on April 16, 2008, 03:33:36 am
Unfortunately, even after hours of optimizing my models and code, it still drops to 25 fps with many mechs on-screen at once.

The total mech model is 3770 triangles, and is drawn in a 3-5 pass render:

So it's doing about 4x that in total triangles per complete mech!

I'm going to ask around and see if anybody who knows how to do it is interested in trying to reduce the poly-count further without losing quality.


Edit
Getting rid of the depth pass helped a lot! Hooray for stupid!
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Nuke on April 16, 2008, 04:34:10 am
you dont know how to do normal mapping yet do you? you could probibly drop to about 1k polies and a normal map and it would look about the same.
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Aardwolf on April 16, 2008, 06:31:29 pm
I've done normal mapping of sprites, using cg shaders. However, sprites are a lot simpler than non-ortho polygons.

In other news:

(http://www.game-warden.com/masterpokey/Sidescroller/screen04.png)
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Nuke on April 16, 2008, 08:22:24 pm
awesome. now you need some floating platforms to give you room to manuver, rather than having all the good guys shoot the bad guys through you.
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Aardwolf on April 17, 2008, 05:48:16 pm
I changed the ground to look like you're on some wall or something, and added posts every few tiles.

New version!

(http://www.game-warden.com/masterpokey/Sidescroller/screen05.png)

And I was actually trying to make floating platforms, but it didn't work quite right. They may be in the next version, though.

Edit:
Oh, and I worked on collisions with the ground some... however, there is a slight loss of mech-mech collision quality.
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: S-99 on April 17, 2008, 05:56:42 pm
That one was a lot more fun. Did you grab the 3d shockwaves from fs for your game?
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Sarafan on April 17, 2008, 06:35:02 pm
Nice game!
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: Aardwolf on April 17, 2008, 06:51:29 pm
No, that's actually an old shockwave I made in HardPoint 4, made to look like the FS one, but not copied from it.
Title: Re: A Mecha Sidescrolling Game (WIP)
Post by: JGZinv on April 18, 2008, 08:58:58 am
Keep fleshing this out - then make it work with Xbox Live and get some royalties for your creation.