Does anyone have an idea of how I could (should) make a “continuous” map, meaning that if you go far enough to one direction, you’ll end up to the beginning at some point? And without the player noticing any “joints”.
We have started using Libgdx for this game and it feels very promising so far. We will target both desktop and Android from now on.
http://louhigames.com/2013/05/07/we-are-back/
Here you can see “chunks” working:
HU3FMl0hsFI
And here some new blocks:
elHqm3j_I20
We have started using Libgdx for this game and it feels very promising so far. We will target both desktop and Android from now on.
http://louhigames.com/2013/05/07/we-are-back/
Here you can see “chunks” working:
HU3FMl0hsFI
And here some new blocks:
elHqm3j_I20
Break your maps into “sections”. If the player nears the end of a section, load the next section (from disk) in a background thread. It’s probably a good idea to keep the previous section in memory until the player nears another section. If you need more detail, let me know.
The game looks really cool! I like how you can create a block when jumping. What would be neat is if you could create the block, jump off it and after a second or two, it drops (maybe on an enemy below – killing it).
Keep up the good work!
Break your maps into “sections”. If the player nears the end of a section, load the next section (from disk) in a background thread. It’s probably a good idea to keep the previous section in memory until the player nears another section. If you need more detail, let me know.
The game looks really cool! I like how you can create a block when jumping. What would be neat is if you could create the block, jump off it and after a second or two, it drops (maybe on an enemy below – killing it).
Keep up the good work!
Yep I’ve done that. The map begins from (0,0) and each coordinate point is a section of a map containing blocks. The section in which the character and all adjacent sections are active, others are serialized to disk. It is not yet threaded because I had some weird problems and need to clean the design before adding concurrency. I’ll post later how it works. :b I have some performance issues with Android and I think I’m killing the gc with those section loads and saves.
That sounds fun, I’ll need to try it out! All the physics are not perfect yet. Earlier I had also moving blocks “done” but I had to redo most of the game when I started using Libgdx and haven’t done them again yet.
Thanks a lot for the feedback!
One video to show those map sections loading:
0IWoWuarjhE
Yep I’ve done that. The map begins from (0,0) and each coordinate point is a section of a map containing blocks. The section in which the character and all adjacent sections are active, others are serialized to disk. It is not yet threaded because I had some weird problems and need to clean the design before adding concurrency. I’ll post later how it works. :b I have some performance issues with Android and I think I’m killing the gc with those section loads and saves.
That sounds fun, I’ll need to try it out! All the physics are not perfect yet. Earlier I had also moving blocks “done” but I had to redo most of the game when I started using Libgdx and haven’t done them again yet.
Thanks a lot for the feedback!
One video to show those map sections loading:
0IWoWuarjhE
I’ve started adding lights with Box2d lights.
Next I should probably try to start using Box2D for collision detection too, and check if the physics would feel good in platformer. I like the game play feel of the game right now so I don’t want to mess it up with too realistic physics simulation. Box2D would just allow us to make so many cool features that we are not going to be able to make ourselves.
I’ve started adding lights with Box2d lights.
Next I should probably try to start using Box2D for collision detection too, and check if the physics would feel good in platformer. I like the game play feel of the game right now so I don’t want to mess it up with too realistic physics simulation. Box2D would just allow us to make so many cool features that we are not going to be able to make ourselves.
That just looks so good! It really changes it with the lighting…
That just looks so good! It really changes it with the lighting…
Yeah it’s amazing how much it changes the atmosphere of the game! I’m gonna concentrate a lot more to the lights and maybe use it as a game element. The graphical style might change quite a bit, but we will definitely use lights.
I’m not sure what the graphical style should be. I’ve been thinking about some kind of steampunk-kind-of-style mecha/tank, that could move and jump around, break blocks, and maybe get upgrades (jet packs and so on). The underground could be dark, and you’d need to use lights in the vehicle. Well, we’ll see.
Yeah it’s amazing how much it changes the atmosphere of the game! I’m gonna concentrate a lot more to the lights and maybe use it as a game element. The graphical style might change quite a bit, but we will definitely use lights.
I’m not sure what the graphical style should be. I’ve been thinking about some kind of steampunk-kind-of-style mecha/tank, that could move and jump around, break blocks, and maybe get upgrades (jet packs and so on). The underground could be dark, and you’d need to use lights in the vehicle. Well, we’ll see.
A short video:
MWrFUOIHpr4
A short video:
MWrFUOIHpr4
I think I came up with a game play Idea. You could have some blocks be corrupt, and kill you when you touch them. And make some coins! It would totally be the new doodle jump idea!
I think I came up with a game play Idea. You could have some blocks be corrupt, and kill you when you touch them. And make some coins! It would totally be the new doodle jump idea!
Hmm, corrupted blocks/areas could be a good idea!