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baxslash
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Posted: 7th Feb 2012 17:47 Edited at: 8th Feb 2012 13:07
I wanted to share my main project at the moment which has taken a large amount of my spare time for the last few months! It's still not finished but is a long way down the road.



World 1:


"Cannonball" is the official working title and it's a physics based game where the objective is to fire our main character (I call him 'Bob') from a cannon into a pool of water.

The pool of water is not always easy to hit so there are a number of ways that Bob can use the environment to help him;
Grabbing balloons
Jetpacks
Trampolines
Zipwires
Pogo-sticks
Pipes
Fans
...even hold on to passing birds!

There are also a number of ways that Bob can get hurt in his quest (other than landing head first in the dirt!);
Shark pools
Mangle pipes
Hitting fans
Stacks of crates
etc...

Some other cool features already implimented are;
Parallax world with dozens of scrolling levels
Full "Time Of Day" system for changing the sky / lighting
Sun has a "glow" and "God Ray" effect
Jetpack into space if you have enough fuel!
One touch cannon aiming / firing method
Accelerometer control over Bob skydiving from high up
Built in Level Editor
...I forget some of the fun stuff already added... sorry!

The artwork is by Peter Jovanovic and the concept is by TGC.

There's no demo at the moment because I need to protect the media and currently have no way of doing that.

Let me know what you think!

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baxslash
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Posted: 7th Feb 2012 17:50 Edited at: 7th Feb 2012 17:51
A concept screenshot for World 2:


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baxslash
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Posted: 7th Feb 2012 17:52 Edited at: 7th Feb 2012 17:52
A concept screenshot for World 3:


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The Slayer
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Posted: 7th Feb 2012 20:36
That...errm...that...err...looks really sweeeeeeet, bax!
And I like the sound of all those cool features and effects.
Nice work, and nice graphics.
Will keep an eye on this one.

mr_d
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Posted: 8th Feb 2012 03:17
nice!
can't say that it's a totally new idea; but i like the amount of options you are going to implement to make it more enjoyable.
the graphics look top notch and fun, and i'm sure your physics and game dynamics will be equally impressive

Hodgey
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Posted: 8th Feb 2012 07:04 Edited at: 8th Feb 2012 07:05
Baxslash, you have done it again. Very nice mate .

A quick question baxslash, do you find that the background 'jumps' occasionally or is it perfectly smooth?

Edit: I should add that when the background is scrolling, does it jump?

baxslash
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Posted: 8th Feb 2012 09:46
@The Slayer, thanks! Unfortunately all you can see in the screenshots are Peter's excellent graphics but I'll post some videos as soon as I've made them to show off some of my own work!

Quote: "can't say that it's a totally new idea"

No it isn't an entirely new concept but then what is? I haven't seen an entirely original game in years!

Quote: "i like the amount of options you are going to implement to make it more enjoyable.
the graphics look top notch and fun, and i'm sure your physics and game dynamics will be equally impressive"

I hope so @mr_d! You can give me your opinion on this when I post some vids

Quote: "A quick question baxslash, do you find that the background 'jumps' occasionally or is it perfectly smooth?"

I think I know what you mean. If it's what I've experienced it tends to be when there's a other processes happening on my machine. I've been able to play smoothly when no other major processes are running.

Thanks guys!

Hodgey
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Posted: 8th Feb 2012 10:30
Quote: "If it's what I've experienced it tends to be when there's a other processes happening on my machine. I've been able to play smoothly when no other major processes are running."

Hmm... might not be exaclty what I'm experiencing since the background which I've programmed seems to jump (at random times) but regardless of the processes my machine is running. I'll look into it further (it could just be my methods) but thanks anyway Baxslash.

I can't wait for a demo!

baxslash
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Posted: 8th Feb 2012 13:06
Here is a gameplay video, hope the sound is OK as I have no speakers here to test it



Incidentally I get that slight jitter in the video here when Bob jetpacks into outer space. Might be to do with the vast number of things I currently had running including FRAPS but is that what you meant?

baxslash
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Posted: 8th Feb 2012 15:35 Edited at: 8th Feb 2012 15:37
Sorry for the multi-posting but I just made a huge difference to the fps on Cannonball and I had to pass it on. I did some optimisation on my arrays and I got about 32% faster!

This was purely through changing all of the arrays to dynamic arrays IE.Shrinking / growing the arrays as I add / remove data. Incredible how much speed I got back but then some of my arrays were pretty big...

Here's a simplified version:


Hodgey
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Posted: 9th Feb 2012 09:12
Quote: "Incidentally I get that slight jitter in the video here when Bob jetpacks into outer space."

Mines a little more frequent than that and seems to happen regardless of the programs I'm running. I don't think it's the same thing. Out of curiosity are you using the percentage or virtual resolution system?

Quote: "This was purely through changing all of the arrays to dynamic arrays IE.Shrinking / growing the arrays as I add / remove data. "

I do this for bullets, asteroids, aliens, explosions etc in Planet Okron except I don't shrink the arrays based on the theory that if the array got that big once, it could get that big again and also the fact that they would be resized multiple times a second but it's certainly the way to go.

baxslash
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Posted: 9th Feb 2012 11:18
Quote: "Out of curiosity are you using the percentage or virtual resolution system?"

I'm using percentage. I really like using it despite the aspect ratio headaches.

Quote: "I don't shrink the arrays based on the theory that if the array got that big once, it could get that big again and also the fact that they would be resized multiple times a second but it's certainly the way to go."

Yes, that's what I was doing but resizing up and down is faster without a doubt. It's the way I will be programming from now on!

Jordi
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Posted: 10th Feb 2012 13:08
Looks really great

It's made with AppGameKit?

baxslash
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Posted: 10th Feb 2012 13:18
Yes, tier 1. Thanks Jordi

The Slayer
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Posted: 10th Feb 2012 16:18
Looking really sweet, bax. Well done!
Anxiously awaiting a demo to play *hint hint*!

baxslash
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Posted: 10th Feb 2012 16:58
Thanks @The Slayer!

DarkByNight
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Posted: 11th Feb 2012 14:47
This is crazy sweet bax!
You are an inspiration to me, This is the kind of stuff I aspire to do.
I'm still contemplating when Hralstead is ready for a wip.
I am quite proud of the graphics although you overshadow me completely with those crisp cartoony graphics.
Here's to hoping my android will have a new favorite game late on. (Does AppGameKit do android?)

baxslash
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Posted: 11th Feb 2012 14:57
Thanks DBN and yes AppGameKit does android. I can't take credit for the graphics though I'm afraid as they are by TGC's artist Peter Jovanovic

DarkByNight
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Posted: 11th Feb 2012 15:06
Ahh well, graphics alone does not a game make.
And the gameplay looks terrific.
I really hope you get that big hit game some day soon. It's a shame when talent goes unrewarded.

baxslash
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Posted: 11th Feb 2012 15:24
There's an old saying where I come from, "Doing something well is it's own reward, but a big bag of money is always a bonus"

DVader
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Posted: 11th Feb 2012 22:20
Looks really nice baxslash! Simple and fun looking. Just the sort of thing app buyers tend to love.

DarkByNight
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Posted: 12th Feb 2012 05:14
It's a shame you can't develop for IOS (Do you have a mac?)
I think this would sell really well on the apple app store.
But yeah, a big bag of money is always a good thing.
(I got to have that jetpack, that is so awesome.)

baxslash
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Posted: 12th Feb 2012 08:16
Quote: "Looks really nice baxslash! Simple and fun looking. Just the sort of thing app buyers tend to love."

Thanks DVader, I hope so

Quote: "It's a shame you can't develop for IOS (Do you have a mac?)
I think this would sell really well on the apple app store. "

Well I'm developing this one for TGC so once it's finished they will be building interpreters for ALL of the platforms currently supported by AppGameKit, including iOS.

Dimis
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Posted: 14th Feb 2012 16:07
Nice work Baxslash. I really like the graphics and the smooth animations. Very good work!
baxslash
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Posted: 14th Feb 2012 16:27
Thanks Dimis!

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