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Work in Progress / Port Apollo

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BMacZero
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Posted: 21st Sep 2010 22:34 Edited at: 29th Dec 2010 17:41
Port Apollo

This is a little game inspired by Josh Mooney's "100 Crates in 100 Days" project. The basic premise - drop the crates on the trucks waiting (sometimes) below. You earn points when the crates are delivered (taken off the screen). To proceed to the next level, a certain percentage of the crates must be delivered successfully.



Credits
Graphics:
Crate Textures - Josh Mooney
Most Object Textures - cgtextures.com

Sound Effects:
All Sound Effects - freesound.org

Music:
In-Game Music - Matt McFarland, mattmcfarland.com

Other:
Newton Game Dynamics Physics Engine - Julio Jerez and Alain Suero; wrapped by Walaber and tiresius
Object Explosion Library - Dr Tank
Image Manipulation Library - Syncadius

Download
Find downloads, information and high-scores on my website:
http://brianmacintosh.com/projects/project.php?proj=4

Mireben
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Posted: 22nd Sep 2010 12:54
Nice game and not easy at all!

A few problems: The game did not start at first because it needs msvcr71.dll and MSVCP71.DLL to run. Fortunately I had these at hand already because I had a similar problem with another game recently. I think these DLLs are required when you compile with an earlier version of Visual Studio but they are not part of later Windows systems, so I had to download them.

Then, I got up to level 4 or 5 in the game when it crashed and displayed this error message:

"Runtime error 118: Array does not exist or array subscript out of bounds at line 847."

A minor annoyance is that the crates sometimes break apart, making it even more difficult to get a good score. It's understandable when they fall onto the edge of the platform of the truck, but once I saw a crate break even when it cleanly landed on the platform.

Otherwise, it's really nice and you were right: the behaviour of the trucks is quite fun.
Mireben
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Posted: 22nd Sep 2010 13:42
Update: I gave the game another try, and again it crashed in the middle of level 4 with the same error message, so it's reproducible.

It would be good if you could correct that bug because it's an enjoyable game. How many levels does it have in total?
BMacZero
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Posted: 22nd Sep 2010 17:16 Edited at: 22nd Sep 2010 17:18
Thanks much for playing! So the difficulty at the start could be scaled down a bit? Difficulty's always hard because you get so good at your own game .

You must be running Vista? I read those DLLs are required by DarkBASIC but don't come with Vista. I'll try including them with it.

I've changed the code a lot since uploading, so I can't track down the exact line. I have a feeling I know what it is, though - did the forklift happen to collide with a truck before you got the error?

I'll see what I can do about the wooden crates breaking, though they are only supposed to when they collide with the groud.

Glad you liked it .

EDIT: Also, the game does not have a specific ending level. It keeps speeding up and adding new types of crates into the mix as you go, but eventually you'll just be playing the same thing.


Latest progress: Fog of War implemented; frustrated by pathfinding >.>
Dr Tank
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Posted: 23rd Sep 2010 05:30
Fun. Not entirely clear what the criteria for success was, but I was having fun. The physics is pleasing and so is the music. I got the exact same crash as Mireben did.
BMacZero
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Posted: 23rd Sep 2010 08:58
Quote: "Not entirely clear what the criteria for success was, but I was having fun."

You might notice that "Game Over Conditions" is still on the to-do list .


Latest progress: Fog of War implemented; frustrated by pathfinding >.>
Mireben
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Posted: 25th Sep 2010 15:14
I use Windows 7. Yes, there were several collisions before the crash, mostly trucks with each other but one of them might have been the forklift, I don't know.

Don't change the difficulty, it's good as it is. A game must be challenging.

I forgot to report another problem: when I manage to drop a crate entirely cleanly on a truck, then the truck often bucks like a horse, starts moving backwards in a circle or even turns a complete sommersault in the air, and throws off the crate. This is funny when it happens once or twice but when most of the crates are thrown off, then the game becomes unjust, since I did the task correctly and yet it didn't succeed. I think there must be something wrong when the physics engine transfers the force from the crate to the truck, in case the direction of the drop is exactly right-angle. Once a truck even turned upside down and stayed on the road for the rest of the game. This is a bigger problem than the crates breaking, since that happens rarely and can even be considered normal, but I saw the jumping trucks often.
BMacZero
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Posted: 26th Sep 2010 04:05
Quote: "I forgot to report another problem: when I manage to drop a crate entirely cleanly on a truck, then the truck often bucks like a horse, starts moving backwards in a circle or even turns a complete sommersault in the air, and throws off the crate. This is funny when it happens once or twice but when most of the crates are thrown off, then the game becomes unjust, since I did the task correctly and yet it didn't succeed. I think there must be something wrong when the physics engine transfers the force from the crate to the truck, in case the direction of the drop is exactly right-angle."

Wow, I've noticed this ever so occasionally, but never more than once every two or three levels. Hopefully it's not a Newton problem.


Latest progress: Fog of War implemented; frustrated by pathfinding >.>
BMacZero
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Posted: 18th Oct 2010 18:54 Edited at: 18th Oct 2010 18:59
This is nearing completion, the only core feature I have left to do is the forklift, which will retrieve crates dropped to the right side of the road and add them back into the queue, allowing players to skip a troublesome colored crate or get to one faster if they find the right truck. Will post when that's working.

EDIT: New screeny.


Latest progress: Fog of War implemented; frustrated by pathfinding >.>
BMacZero
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Posted: 14th Dec 2010 02:54 Edited at: 14th Dec 2010 02:55
Finally, this is 99% done. I've been working on it on and off since my last post, but have neglected to update this thread. I'm going to do that now .

Here's a video as proof


C0wbox
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Posted: 14th Dec 2010 03:29 Edited at: 14th Dec 2010 03:29
xD This game's crazy man, it's really well done and everything looks great I just don't ever see this happening in a realistic circumstance - not unless we invent 100% absorbent packing foam or something. xD Good job.

Dr Tank
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Posted: 14th Dec 2010 04:30
Looking nice. 99% to 100% isn't always easy though.
JLMoondog
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Posted: 14th Dec 2010 22:19
Looking really good and fun to play. Can't wait for the finished game.


BMacZero
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Posted: 21st Dec 2010 04:36
Alright, download is up! I'm going to do one more version after this for bug fixes and maybe a few feature ideas, and then call this done .

Dr Tank
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Posted: 21st Dec 2010 06:20 Edited at: 21st Dec 2010 06:31
Nice! Thanks for the credit BTW.

pressing d toggles zoomed out mode. Also, keys pressed during the level seem to be added to the name entry at the end - for example I pressed "d" a few times and the high score at the end had "ddddd" in it. Also, would be nice to have spaces in the name entry. Quit and got "skipping record" music and program wasn't responding. Did close successfully after a time.

Sometimes crates would not drop when I clicked. They disappeared from the waiting line, but didn't appear in the game in 3D. Also, at a few times trucks would reverse and get sucked up into the air! That bit was quite amusing though.

Just got to the coloured crates bit. Game is getting interesting!

Seems that when restart game, trucks left on screen are not removed/reset. Had one truck stuck ramming the ramp.
baxslash
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Posted: 21st Dec 2010 10:10
Great job BMacZero!! This is a great game, well executed.

Quote: "looks great I just don't ever see this happening in a realistic circumstance"

You obviously never worked for UPS...

C0wbox
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Posted: 21st Dec 2010 11:07
xD Regardless of what we know our beloved postal services are like I don't see them dropping packages from 50 feet. - That is, as I said, without some kind of awesomely amazing absorbent packing foam.

BMacZero
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Posted: 21st Dec 2010 16:32
Well, Dr Tank's cut my work out for me .

Bah, I thought I'd fixed the flying trucks glitch...

Cyborg ART
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Posted: 21st Dec 2010 17:06
Awesome game! But it crashed when a lorry and the trucklift colided...

BMacZero
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Posted: 21st Dec 2010 17:09
Cyborg ART - You're still playing the old version! I should have removed the download. I removed the lift in the new version in favor of a ramp (which doesn't require quite so much AI and has much less room to mess up).

swissolo
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Posted: 24th Dec 2010 16:53
This is pretty fun, but the boxes keep going through the bed of the truck and messing with the wheels. I guess you could just thicken the bottom of the truck... Great job anyways!

Oh, also, I keep getting the subscript out of bounds of array when trying to view highscores

I got to the always exploding boxes level.

swis
TheComet
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Posted: 24th Dec 2010 17:34
Looking very nice! May I suggest replacing the built in 2D commands (line, circle, box etc...) with the Advanced2D Plugin? It's very simple to change (line x1,y1,x2,y2 = a2line x1,y1,x2,y2,color), and the lines are more than 200 times faster. You wouldn't have that horrible lag in that box anymore

TheComet

BMacZero
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Posted: 25th Dec 2010 05:52
Hey Dr Tank, swiss is beating you .

Quote: "This is pretty fun, but the boxes keep going through the bed of the truck and messing with the wheels. I guess you could just thicken the bottom of the truck... Great job anyways!"

That's the one major glitch I have left to iron out...I thought the wheels might be getting forced into the chassis if boxes hit them the wrong way, you might be right though. I'll definitely look into it more.

Quote: "Oh, also, I keep getting the subscript out of bounds of array when trying to view highscores "

Now that's odd, thanks.

Quote: "Looking very nice! May I suggest replacing the built in 2D commands (line, circle, box etc...) with the Advanced2D Plugin? It's very simple to change (line x1,y1,x2,y2 = a2line x1,y1,x2,y2,color), and the lines are more than 200 times faster. You wouldn't have that horrible lag in that box anymore "

I don't think I'm using any 2D drawing commands?

BMacZero
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Posted: 29th Dec 2010 17:55
I hope I've fixed or at least lessened all the bugs reported, so I'm going to call this project DONE! Thanks for your help, everyone .

Dr Tank
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Posted: 29th Dec 2010 20:15
Seems much better. I'm top again. Yay me.
JLMoondog
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Posted: 29th Dec 2010 22:09 Edited at: 29th Dec 2010 22:10
Muhahaha! I'm king of the crates!


Dr Tank
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Posted: 29th Dec 2010 22:58
You weren't king for long.
JLMoondog
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Posted: 29th Dec 2010 23:25
Nooooo...noooo!


swissolo
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Posted: 29th Dec 2010 23:53
I've done a bunch better than 66, but a bug keeps ruining it , so we'll see... I'm trying the finished version in the other thread now, but I'm getting 5 KB/sec , not much compared to my regular 1 MB/sec. (hopefully the bug will be fixed/not come back!)

swis
gwheycs62egydws
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Posted: 4th Feb 2011 15:27
hi

umm just wondering how you got
the trucks to avoid each other ?

or for that matter drive in a strait line ?

If a thought is Just a thought ~ so whats the main thought ?
BMacZero
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Posted: 4th Feb 2011 17:08
Well, getting them to drive in a straight line in Newton was a little more complicated than I thought it would be. You can just set a motor force with NDB_VehicleTireSetTorque, and the tires will spin and the truck will go forward. However, they do tend to drift a bit (is this what you were refering to?). To solve this, I have each truck assigned a "lane" (an X coordinate, basically). If the truck's position becomes under or over this value, I use NDB_VehicleTireSetSteeringAngle to have it steer back into its lane.

The AI is based on this and is fairly simple in a broad view. Each truck constantly raycasts in front of itself to check for things in the way. If it sees something, it switches its current lane value to that of an adjacent lane (usually to the right, so oncoming trucks don't merge into each other). There is also a bit of code to have the trucks go in reverse if they get stuck against something.

Hope that helps .

gwheycs62egydws
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Posted: 4th Feb 2011 17:22
thanks that dose

I know I will have to create a data base for items to
know ware they can drive

I've been collecting code for quite some time
so this brings me anther of many steps closer

http://www.evolved-software.com

on that site there is code that rile gives me more options
well saves me trying to figure the peaces out that I want
to incorporate

If a thought is Just a thought ~ so whats the main thought ?

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