Current Projects
_Kronk_

Hey guys! I don't actually need help for once, I was just wondering what everybody's doing, if anything. Does anybody have any cool projects that they're working on right now? I'm still working on my first game engine, and it's going pretty well.

Trent Gamblin

Working on a game.

Here's a screenshot:

603655

J-Gamer

I'm working on a Minesweeper kind of game, but development has been delayed due to school ._.
(Which also implies that I have no working example/screenshot yet)

Arthur Kalliokoski

I'm doing the Duke Nukem Forever version of a racing game, and all these GUI threads have gotten me to redo the GUI to the stuff I'm using now. Here's a textbox test from a few minutes ago. (yes it looks like 1980's I know)

<gripe> I can't get the Attach files thing to give me the link</gripe>

{"name":"m47r0.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dca40a748fe1c16e728a485d3e363b33.jpg","w":531,"h":515,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dca40a748fe1c16e728a485d3e363b33"}m47r0.jpg

Seems I need to give it less margin on the right side.

[EDIT]

Stupid disk crash on Mar 21 means I get to redo a months worth of coding all over again >:(

Dennis

Working on and off on it in my usable freetime(which mysteriously seems to approach zero hours per day) since 2007:

http://sgwiki.dennisbusch.de

Todd Cope

I'm primarily working on Paintball Party 2:

video

I would like this game to be out by summer.

Mark Oates

Apart from rebuilding a house and updates for apps, my main squeeze project is music composition software.

latest WIP looks like this:
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GullRaDriel

Really nice Mark !

Lupuss.Umbrae

Basically, I'm working on Moun&Blade in SPAAAAAACE!

No screenshots, because I'm still planning...

Yodhe23

http://www.allegro.cc/depot/MYRPG/

Still working on this. Spent the last couple of months completely reworking the world/genre it is set in, and changing it from the previous single-unit/character orientated game, to a squad-(<20 units) based game, and making it more survival based.

_Kronk_

Wow. I knew there had to be more going on arond here than I thought. Lots of nice stuff! Here's a screenshot of my current project:

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The player sprite isn't mine, but everything else is. The trees are a slightly modified version from an old version of the project; I'm going to be tossing them when I'm ready to do more artwork. I'm still testing(and writing) the major systems of my game right now, so art is irrelevant.

>edit<
Got layered drawing working. I had the framework to do so, I just hadn't implemented it yet. I know it's a simple thing, but it makes me happy ;D

603678
603679

jmasterx

I'm working on my GUI API, which I will use in many of my games, and will probably make it Open Sourced.

{"name":"603677","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/e\/1ead22789b3073c910547d1ed0eba847.png","w":1279,"h":757,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/e\/1ead22789b3073c910547d1ed0eba847"}603677

X-G

This bullshit.

{"name":"603680","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/7\/777ed6879ce0fd24b90b6d115f07d7fa.png","w":512,"h":384,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/7\/777ed6879ce0fd24b90b6d115f07d7fa"}603680

(Yes, the artifacts are intentional. I'm still working on making them look better.)

jason perkins

Learning wooo!

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23yrold3yrold

I'm working on Panel Panic again after a little break to work on my tactics game, mostly to get used to Allegro 5. I ported PP to A5 and somehow lost that work, and then I apparently got some sort of stomach flu this week, which has been a bit distracting. If I can get it compiling soon (and I should), maybe I'll post a current screenshot. :P This is basically my "polish" milestone, so I'm going to keep working on it until it's done.

Neil Roy

Wow, some nice stuff going on here. X-G, I like the look of your game, very retro, very nice looking!

Todd Cope - is that multiplayer side scroller? Looks kewl.

Kronk - you have really improved on your background art, even though you said it's not the final artwork, looks great compared to what you started with.

I'm doing a little of everything. not 100% sure what I want to to do be honest. Experimenting with isometric graphics and level editor, pixel drawing functions for A5 and other experiments. I want to start a new game, but unsure what...

Mark Oates
Neil Roy said:

I want to start a new game, but unsure what...

You should do... a... RPG! No just kidding, you should... see how fast you can throw together pong. See if you can do it from scratch (no allegro templates) in under 30 minutes. ;)

kenmasters1976

I've been working on a GUI (yeah, I'm working on a GUI, too) that, hopefully, I will use on a level and sprite editor for a really old project. I started this project on Allegro 4 and I'm porting it to Allegro 5. It's moving slowly but it's not abandoned yet.

Neil Roy

I may just do that Mark... I have actually never done a pong before... hmmm.. Deluxe Pong with guns, explosives etc... ;D heheheh....

Edit: I started making a pong style game just for fun using Allegro 5 and C++ (give me practise coding C++ classes)... after a couple hours puttering around I have decided to move back to Allegro 4.4. Allegro 5 is far too frustrating.

BitCruncher

Still coming along.

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Tobias Dammers

Several, actually.

  • lycounterpoint, a command line utility that reads a lilypond fragment and calculates a counterpoint, also in lilypond syntax; ideally, this would enable me to highlight a melody fragment in vim, then go %!lycounterpoint, and it would replace the melody with a suitable counterpoint. I'm still experimenting with various algorithms, and the results are far from correct, but it's an interesting project.


  • lyindent, also a command line utility; re-indents lilypond source files. This one already works well plugged into vim, replacing the built-in formatter for lilypond.


  • A super-lightweight HTML template library for Python (well, technically not templates but functions, but you can write functions that look a lot like the HTML they output); the idea is stolen from a Lisp library a colleague showed me, and it works exceptionally well with a functional programming style. For anyone interested: https://bitbucket.org/tdammers/pfft

Basically, I'm working on Moun&Blade in SPAAAAAACE!

Whee! How are you going to solve the exploding horses problem?

Apart from rebuilding a house and updates for apps, my main squeeze project is music composition software.

If anything, it definitely looks pretty.

imaxcs

I'm still working on my Android platformer game. Here's a recent development screenshot of the third boss monster (taking screenshots of the emulator is a PITA). It's basically a disc-throwing body builder. ;D It looks way better animated, though.

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I'm basically following the "update often" rule, getting an update out each week with new levels and enemies.

It doesn't get much attention in the market (yet). Maybe I should start marketing instead... :-/

_Kronk_

Thanks Neil! I like my current approach a lot better.

imaxcs said:

I'm still working on my Android platformer game

I really like that art style. X-G's art is pretty sick too. I've pretty much decided that my next project is going to be a platformer 8-)

learning!

Fellow noob! ;D

>edit<
Why isn't any of this on IotD ???

Todd Cope
Neil Roy said:

is that multiplayer side scroller?

Exactly that.

MiquelFire

That Android game, is it out on the Market?

imaxcs

That Android game, is it out on the Market?

Yup! You can also search for "Star Warrior" in the market. But did you get a new phone since last time?

Jones64

Wow! lot's of interesting projects going on here :D

I wasn't planning of uploading any screenshots anytime soon, but here are a few of my game :)

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{"name":"603706","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/8\/4850da832fef492bdb2ae8b660b105b8.png","w":1296,"h":838,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/8\/4850da832fef492bdb2ae8b660b105b8"}603706

Don Freeman

Just working on my war game...kinda like an Advance Wars clone. Thought about just making it and Advance Wars clone just for the fun factor. ::)

Evert

Mostly still things like this:

{"name":"sjaak-spartan.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/3\/935f74a1882bd212d618d34395ce8834.png","w":629,"h":453,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/3\/935f74a1882bd212d618d34395ce8834"}sjaak-spartan.png

Onewing

I've been working on a gladiator-manager-simulator type game. I've been working on the underlying game framework, so not much towards the game itself. However, I have made some images and data that I hope to use.

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{"name":"603711","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/a\/5a7dbe57ed3b03cb51f7372f1b4bbb5f.jpg","w":1245,"h":694,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/a\/5a7dbe57ed3b03cb51f7372f1b4bbb5f"}603711

I'd also like to do a basketball-manager-simulator type game and an adventure game of sorts. Lack of time has been an issue, as I've been doing a lot of extra work on the side for my job.

gnolam

Whee! How are you going to solve the exploding horses problem?

(Context: FreeCiv)
<McMartin> Other fun aspects of that game; getting the Apollo Project before the Automobile. "I think half the complexity of this project was getting a space suit that the horses could wear."

Neil Roy

Jones64, that looks really nice!

OICW

Onewing: I've almost thought that the second picture is from that dungeon game you've been working on - the one with generic world etc.

Anyway I can't say I'm working on something right now, but I'm definitely going to continue with my planet generator.

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Neil Roy

Mark Oates: Okay, Here's one I created with my "Deluxe Pong" game (not sure what is deluxe about it). One day's work, I started on it yesterday, it has sound effects, nice little graphics (rendered ;)) and it is playable. No scoring yet. Written quickly using (eventually) Allegro 4.4 (I spent lots of time on this because Allegro 5 was giving me headaches, once I switched back to 4.4 I was able to spit this out quickly)... Just for laughs, you suggested it, I did it. heheheh... now for scores, maybe a background, shadows and anything else I can think of. Kind of fun working on something so simple. ;D

{"name":"603712","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/1\/e1f67394af2fb5645435a3a715966985.png","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/1\/e1f67394af2fb5645435a3a715966985"}603712

Oh, also, for the first time ever, all objects are C++ classes. My first C++ game. Hehehe... I am actually liking C++, I am seeing how it it really nice for games, making each object it's own class, kinda kewl. And my classes worked right away, I didn't have any bugs in them. Surprise surprise. :)

Onewing
OICW said:

I've almost thought that the second picture is from that dungeon game you've been working on - the one with generic world etc.

Yeah, I ran into a motivational debunk when I started working on the UI for the game. I still have the idea in mind and plans for it, but it's still on hold. I've been thinking about taking the game, reversing the concept and making it for mobile (essentially, everything except for the battle is simulated). So there's no visual cue beyond a status bar to show you how far you are between point A and point B. Since mobile is such a quick experience, I want the user to be able to jump into battle within 30 seconds of starting the game, but yet their characters and we're they are in the game world is progressing simultaneously.

MiquelFire

I have like a year to go I think before I can upgrade without paying $500+ on a phone.

SiegeLord

Still working on a platformer with box2d physics... Not much progress on it since I'm so busy with my graduate work :-/.

{"name":"603715","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/0124ccd00b92dfe56ec7a410bf150b70.png","w":1024,"h":800,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/0124ccd00b92dfe56ec7a410bf150b70"}603715

Mark Oates
Quote:

my "Deluxe Pong" game. One day's work

ah! no way! :D

Looks fun. You gonna release it?

Neil Roy said:

Kind of fun working on something so simple. ;D

That's true. Usually I'm always working on something that's just beyond my abilities. When it comes time to do a simple project, there's a fun "skiing downhill" feeling to it. An enjoyable sport.

Quote:

My first C++ game.

Also good. C++ isn't as bad as people expect. There's a lot of useful stuff you get too, like vectors and strings.

Neil Roy

Release it? Sure, here you go.. what I have so far. No score yet, easy to add, I was just spending some time with my wife so I didn't get around to it.

In this zip is the game compiled up with a text file with instructions and ramblings as well as the source code and Code::Blocks project if you're interested.

DeluxePong.zip

tobing

Always working on my Villages and Cities, but going too slow because of such much other private life. :D

Mostly complete with moving to Allegro 5 now, I'll have to examine some details which are not as they were before, and then try to get it in 3D orthogonal projection instead of sprites which seem to be isometric.

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Neil Roy

tobing, looking good!

Jones64

Nice job Onewing, those maps look great! I'm hoping to be able to make such maps too sometime :)

Neil Roy said:

Jones64, that looks really nice!

Thanks! it took me a while to make though :P

tobing said:

Always working on my Villages and Cities, but going too slow because of such much other private life.

So true! don't you feel like you just want to quit your dayjob sometimes just so you can continue working on your project? ;) well, would probably be a bad idea anyhow :P
Btw, Screenshot is looking good! It gives me a simcity feeling somehow :P

DanielH

For what little time I have (and I mean little), I've been working on a game for Android. It's going slow, but I have made some progress. I was wondering what project to do that I could learn alot doing it. So I'm basically porting my Castle Adventure Clone. So far it looks decent, but that's about as far as I got.

Doing it in OpenGL ES and that's taking some time to learn.

kazzmir

I'm still working on Paintown. Probably will be for another 10 years or so.

video

tobing
Neil Roy said:

tobing, looking good!

Thanks a lot. The blocky graphics have to be texture with wood works or so (Fachwerk in german).

Jones64 said:

well, would probably be a bad idea anyhow :P
Btw, Screenshot is looking good! It gives me a simcity feeling somehow

Bad idea, indeed. Though it slows down my advancement on my game.

It should more remind you of Caesar III, the City Building Series games by former developer Impressions Games are what I want to continue with this development.

The trees are taken from Reiner's Tiles, and most floor tiles I made myself using sections of arbitrary pictures.

North~

Just doing a bit of experimenting with my game design club at school. Waiting on my artist to draw up some sprites, as now I'm just using some random "30-second" shapes i drew up in Gimp |3

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Sol Blast

Love your shots, Jones64. It looks like Amnesia circa 1994 :).

This is the game I'll be working on until I'm an old old man.
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Neil Roy
tobing said:

The trees are taken from Reiner's Tiles, and most floor tiles I made myself using sections of arbitrary pictures.

I love his tilesets. He uses Truespace to render by the way. He's been using that to create 2D isometric style graphics for a long time, it's what inspired me to do the same. I think he has a tutorial on his website about creating isometric graphics with Truespace as well as a few handy utilities. All free, it's a good place to grab some graphics, even if just for placeholders (I prefer to make my own, but I may use his trees and other plants sometime).

Edgar Reynaldo

@Sol Blast
I like the screenshot of your game! Will there be a demo out sometime?

cgman24

You guys have some wicked awesome-looking projects going on!

North~ said:

Just doing a bit of experimenting with my game design club at school.

I'm jealous. That sounds like a sweet club.

Sol Blast

I like the screenshot of your game! Will there be a demo out sometime?

In a few years, at this rate of work :P. Thanks though.
The artist wants us to to enter Dream.Build.Play and commit to it full-time (or as full-time as our jobs will allow). It's unlikely we'll finish in time, but if we make some real progress in the attempt then it'll be worth it.

gnolam

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Haven't had the time or motivation (at the same time) to work on it for ages though.

GullRaDriel

Hey Sol that's kind of a good looking game !!

North~
cgman24 said:

I'm jealous. That sounds like a sweet club.

I'm just glad I ended up in a charter school where there's more nerds like me instead of public school where I'm afraid to move around without getting shot |3

_Kronk_

Awesome stuff guys! I feel inspired :D

Neil Roy

Took my little Pong game and used the same code to create a breakout style game, just for laughs...

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Mark Oates

Cool. I still need to make a breakout game...

LennyLen

Cool. I still need to make a breakout game...

I made mine using a 3D engine. I made the level editor with Allegro though.

_Kronk_

It got dark!

603733

Blenders are cool 8-)

I'm just experimenting right now; hopefully I'll have a real lighting system to look at later.

Tobias Dammers
_Kronk_ said:

It got dark!

Cool. Add some fuzzy edges and it'll be great.

William Labbett

here's my project

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MiquelFire

Sort on Y please, the tree is overlapping the chimney. :P

William Labbett

:) Obviously I'm not going to leave it that way!

AMCerasoli

that is real 3D?

Oh... Nevermind... isn't...

William Labbett

yeh, it's drawn with perspective taken into account so it looks 3D. Took ages to do.

EDIT : I think Trent's looks best.

Trent Gamblin

Thanks William. I thought that house was rendered in 3d and then drawn as a sprite or tiles.

Neil Roy

Yeah, I love that house William, nice work. It really comes out at you. Now if you could render a few trees to look the same... it would be a kick ass scene.

I'm playing around with a little OpenGL today (Dev-C++ with MinGW 3.4.2) (straight Windows code, no Allegro, no SDL). I may try and port it to Allegro 5 using MSVC. Should be fairly straight forward as it is all OpenGL. I have a working map editor for this as well. It's a 2D editor, you place the buildings and roads... nothing too complicated yet, but it works. I need to learn more about collision detection in 3D, I cheat in this and use 2D collision detection. ;)

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_Kronk_

Nice! I'd like to do a 3d game someday.

Is this better Tobias?

603739
603740

I might make the ring of light larger and more detailed later...

Neil Roy

I thought about some of the sage advice in these forums and decided to give another crack at CodeBlocks + MinGW 4.5.2. I managed to get several projects working with a lot of fiddling around.

I loaded up another OpenGL 3D project I worked on in the past, the 3D project I listed in a previous post in here was pure OpenGL and windows code. This was one I had done before that using Glut. It's some terrain rendering from a greyscale heightmap I created using Terragen, I also created the skybox with Terragen and the terrain grassyness etc... you get the picture. I basically have added to this project every time I learn more about OpenGL. The last time I added to it was to add in real time shadows, although there is none for the basic trees I have yet. You can fly around this, walk, and swim in the water with sound effects, background ambience. No speed optimizations though, still learning that. Any collision detection is simple checking the heightmap and adjusting your height based on that, no REAL collision.

I took some ideas from Battlefield 1942 game at the time, they extended the terrain you were on and copied it so if you flew off the map, you would simply fly over a copy of the map again, this way things seemed to go on forever (until you died for going too far). Well in my project here I copy the map in all directions (8) so it appears as though you can travel on forever when in fact you're walking to the edge of the map (which blends seamlessly with the other edge) and it moves you to the opposite edge of the map. Because there is a copy of the terrain, you don't notice and it appears like you go on forever, only with repeating terrain. ;) Kinda kewl. I want to do more work on this and see where I can go with it.

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I also took the idea on how Battlefield 1942 done things and coloured the lower half of the skybox and the bottom the same as the fog so it blends nicely.

The water is also animated when you play this. A simple animated series of textures.

[EDIT] Just to note, this was all built with Dev-C++ and the latest MinGW, I ditched CodeSucks, too many problems with it.

Erin Maus

I've been working on a game-thing for a bit now. The few features I've implemented include vector graphics support (using a Lua-based file format), skeletal animations (again using Lua as the base file format), and a very generic event system.

Here's the skeletal animation editor:

{"name":"603820","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/e\/2e74db50bd58cf09398954f812930f59.png","w":830,"h":604,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/e\/2e74db50bd58cf09398954f812930f59"}603820

And the aforementioned skeleton in the game:

{"name":"603821","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32a4ab7d4d469104f553e622e36d695b.png","w":966,"h":568,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32a4ab7d4d469104f553e622e36d695b"}603821

The file format for vector path data and skeletal animations is just using Lua tables, really. Works nice and allows me to import the data directly into Lua (which is the core scripting language if it's not obvious :P) with no fuss at all!

Too bad it's not a game yet. :'(

_Kronk_

That looks cool! Vector graphics are pretty neat.

Phrasz

So I have been working on a few games here and there. More of proof of concept. Such as the CATAN-LIKE game I've been working on. I can spawn the game board, and keep stopping do to the multiple versions of allegro that keep coming out (-->4.2 ->4.9 ->5.0-> 5.0.1)

{"name":"603839","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7cfb0cfc0054b250f85cf3589b020efe.png","w":1200,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7cfb0cfc0054b250f85cf3589b020efe"}603839
{"name":"603838","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/7\/47035ddbb633f8fb4d6f7125e6511b10.png","w":808,"h":533,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/7\/47035ddbb633f8fb4d6f7125e6511b10"}603838

However, the one game that I've been working on game design/research/etc is IC:
{"name":"603840","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/f\/9f722e3771daade9d6385a39f2cde835.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/f\/9f722e3771daade9d6385a39f2cde835"}603840
Think Metro-vannia shooter meets Robot Western :). I want the whole game designed from the art/music/story/features etc .... before I even touch the engine.

Neil Roy

Not so much a project. Just basically playing around with different graphic styles using Tile Studio.

I created a tile set that looks like the one used for 2D in the game Space Rogue.

{"name":"603882","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb9d24e2f6199ac293c2da52b35165b5.jpg","w":460,"h":334,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb9d24e2f6199ac293c2da52b35165b5"}603882

Neil Black
Neil Roy said:

In this zip is the game compiled up with a text file with instructions and ramblings as well as the source code and Code::Blocks project if you're interested.

Much as it pains me to admit it, that source code is what finally helped me figure out how to do OOP in C++, despite knowing how to do it in Java for over a year now. Because I'm terrible at learning from tutorials and my lazy searches hadn't turned up any simple examples.

I'm loving the 3D projects I'm seeing here. I toyed with 3D for a bit, but I could never figure out how to use a 3D modeler, or how to use the models in my programs. Probably for the same reasons as why I've just now figured out how to do OOP in C++.

Mark Oates

I'm kind of waiting for allegro to have a native 3D API before I dig into 3D.

blargmob

I'm kind of waiting for allegro to have a native 3D API before I dig into 3D.

XNA, OpenGL, DirectX, Ogre3d, etc.

Why wait?

AMCerasoli

XNA and DirectX are not cross platform, you can't compare them with allegro.

If Allegro could create some kind of Add-on to use Ogre3D, would be great. since Ogre3D uses DirectX and OpenGL. But now Allegro has a port for iPhone so I don't know if the Allegro Library is always going to guarantee a compatibility with all platform or just say something like "The 3D add-on is not compatible with iPhone".

Edit: Reading on Google it seems that Ogre3D also has a iPhone port.

blargmob

XNA and DirectX are not cross platform, you can't compare them with allegro.

Of course you can. Really, only the fundamentals of 3d matter, which you can learn with something like OpenGL or XNA, then apply to Allegro3d.

Neil Roy

Much as it pains me to admit it, that source code is what finally helped me figure out how to do OOP in C++, despite knowing how to do it in Java for over a year now. Because I'm terrible at learning from tutorials and my lazy searches hadn't turned up any simple examples.

Glad I could be of assistance. That was my first REAL attempt at using C++ classes. That's a fairly simple example and my goal was just to get the simplest of games running using them. I was surprised that they worked right off, didn't have any errors in my classes. I just recalled that you're not supposed to allow direct access to class variables, which is why I provide functions to handle all accesses. I think this is so you can change the class later on without breaking someone's program that uses it.

I could probably have made a game class for that to handle all the screen updates, logic and whatnot I suppose.

Quote:

I'm loving the 3D projects I'm seeing here. I toyed with 3D for a bit, but I could never figure out how to use a 3D modeler, or how to use the models in my programs. Probably for the same reasons as why I've just now figured out how to do OOP in C++.

IN all the projects I posted about in here that I have fiddled around with, none of them actually load in an object yet. ;) I actually have another project I have worked on just for loading in objects so I can understand how to do that. I have it working fairly well now and will probably use some of the functions I created in it with another project and finally get actual models loaded in. I just need to add in code that loads in and applies textures to the models.

Reading in an object file is fairly simple. If you start with a 3D Studio ASC file, they're easy to read in. That's what I am using.

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