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Collaborators for Allegro Demo Game Competition?
Thomas Harte
Member #33
April 2000
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Apologies for slow reply - I broke the code last night while trying to fix the corner sticking problem that I mentioned earlier ("My only problem is that a fix to edge collisions so that a character standing precariously on the edge of a platform does the expected platform game thing causes some weird effects.") and for the sake of simplicity have made changes to the level format so that shared vertices are explicitly shared. Which has obviously meant code fixes and to make everything clearer I've broken Level.c in two and taken the opportunity to adjust a lot of the structures in Level.h for readability. And they now live in QuadTrees.h.

Anyway, things are 'pretty much' working again (some slight adjustments left) and better than ever!

Quote:

Alright, this is an 8-color sketch of the running animation.

...

By the way - the sprite is 36x36, not 32x32... hope that doesn't spoil everything

I'm going to get it going in the game engine and see how it looks. My imagination is too flawed to respond otherwise!

Jakub Wasilewski
Member #3,653
June 2003
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Quote:

I'm going to get it going in the game engine and see how it looks. My imagination is too flawed to respond otherwise!

OK. Just remember that the animation is meant for faster playback than depicted in the GIF...

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Thomas Harte
Member #33
April 2000
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My efforts are attached. I apologise for the weird jumping behaviour. I'm still trying to determine how that should work with respect to 'real' physics versus a game characters ability to control their jump height long after leaving the ground.

The sprite looks a bit odd at times, especially while flying through the air, an action for which I've simply halted the animation. Also I need to stop modelling the main character as completely square - try walking slowly off one of the two flat edges to see what I mean!

Otherwise I'm going to play around with it for a bit and see how it grows on me. As this is meant to be a community collaboration for commitment back to the community, comments are invited!

EDIT: play around with line 294 of Main.c to try different resolutions/colour depths and to switch full screen/windowed modes. Obviously some sort of menu will give the user these options before it is submitted as a potential demo game.

Jakub Wasilewski
Member #3,653
June 2003
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Well, the sprites looks weird because there is no standing frame, because the rotation distorts the edge, and, last but not least, because I suck :). I'll try to fix some of that when pixelling the final character. I'm afraid I don't have time to do that today (I've an exam tomorrow), I'll get on it as soon as I'm available.

Also, when jumping from a vertical or nearly vertical wall, the character should IMO be facing away from the wall, not up, flying head-first. Oh, and for the jumping frame, just use the most jump-like running frame ("man-frame1") for now.

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Neil Walker
Member #210
April 2000
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you seem to have forgotten to include stdio.h again ;)

very nice, but i did notice the following:
1. the sprite renders very badly on the rotate, half the black pixels round the outside disappear like a sort of dashed line.
2. pressing jump make it jump far too much unrealistically from what i remember from the square block from yesterday.

Nei.

Neil.
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gnolam
Member #2,030
March 2002
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I can't get it to compile with the latest MinGW. :P

[EDIT]
Found an updated archive buried in the middle of the thread.

What specific sounds do you need?

[EDIT2]
Hmm, I managed to fall through the platform and off the screen...

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Thomas Harte
Member #33
April 2000
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Nei said:

the sprite renders very badly on the rotate, half the black pixels round the outside disappear like a sort of dashed line.

Anyone got any ideas about this? I guess the 'smart' thing to do would be to pre-rotate the sprite to about 8 variations, clean those up then just use the software rotate from the closest match at runtime. But we don't really have time for that.

Nei said:

pressing jump make it jump far too much unrealistically from what i remember from the square block from yesterday.

Do you release jump or keep it pressed? If you're releasing it 'early' then you're encountering my messed up attempt at that platform game jump staple: holding jump for a longer time to jump a greater distance.

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What specific sounds do you need?

I guess one for jumping, one for collecting a fruit item (or even five different sounds if you like as there are five different items - cherries, bananas, a wrapped sweet an orange and an ice cream cone), an end of level sound (although I'm not really sure how one ends the level yet) and possibly some thuds of different degrees depending on how hard the character hits the floor.

I guess if we're trying to show Allegro off then some music is required also.

Goodbytes
Member #448
June 2000
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I'll take a stab at an end of level sound... maybe some music too, but I can't promise that.

[EDIT] I've attached a sample. Right now it has a rather familiar tune to it, but I could tailor it to whatever the music ends up sounding like. I don't really know what theme your demo game is "going for" . . .


--
~Goodbytes

Thomas Harte
Member #33
April 2000
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Quote:

I've attached a sample. Right now it has a rather familiar tune to it, but I could tailor it to whatever the music ends up sounding like.

It sounds good to me...
</quote>I don't really know what theme your demo game is "going for" . . .</quote>
No, me neither. The target is: "something fun"

Quote:

Hmm, I managed to fall through the platform and off the screen...

This is explicitly meant to be impossible. I have adopted a 'continuous' time type simulation (as opposed to a discrete stepping thing) and have even included rounding error fixes. So I'm annoyed. Are you aware of roughly whereabouts in the halfpip you managed this?

krajzega > you're going to hate me, as I've changed my mind entirely about the main sprite.

The code and algorithms contained therein are based around a simple premise: that the main character is an exact square.

My intention was (or possibly is) that I would fix this to make the collision object a rectangle rather than a square by supporting a simple distortion of space. All collision geometry would be rotated relative to the player then scaled in one dimension or the other so that in that window into space the player rectangle looks like a square.

This affects all of the precalculated stuff such as surface normals but in a predictable fashion. We can just apply the inverse of the scaling to the normal to get a new valid surface normal. Since that part of the code doesn't require normals to be unit length there is no problem with that.

The problem is the complexity this adds to the code. For various reasons I do not believe that the necessary adjustments can be justified.

Firstly there is the simple matter of the intended audience for the game. The main intention must always be to provide something that shows Allegro off while also followable code. More complicated code is harder to follow.

Making those adjustments to code would also take me a few days. Evert has given us an implied slight time extension but we otherwise have to assume that the whole project must be complete in 10 days total. I therefore do not wish to expend this time when I could probably conclude the entire project coding in the same period.

What I would like to do instead is a classic hiding of the engine restrictions through art. Specifically, I want to put the main character on a skateboard. This not only gives a good flat base to the sprite explaining its behaviour on edges but also provides an excuse for the high flying behaviour of the main character and partly explains why the game is more of a racing thing than a traditional enemy bound platformer.

Would this be acceptable? Have I messed up your potential contributions and wasted your time?

Jakub Wasilewski
Member #3,653
June 2003
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Ok, I can do a skater. Not really that much of a let-down, as I'm becoming more and more disgruntled with that running animation - it doesn't matter how much I tweak it, it still isn't right.

So, what animations/frames are needed?

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Thomas Harte
Member #33
April 2000
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I guess him balancing with arms out, pushing forwards with his feet (as if attempting to speed up), leaning back so as to apply the brakes and maybe sort of holding on to the board while flying a great distance through the air? Although I'm not so sure about the last one.

Jakub Wasilewski
Member #3,653
June 2003
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Here. I tried to make the sprite as square as possible, but I couldn't make him stand on the ends of his skateboard (he'd look ridiculous). Other frames coming up. Tell me what you think. Oh, the sprite is of course magnified on the shot.

Oh, and we definitely need a grab/trick like frame for long airs. I'm a fan of THPS, you know :).

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Thomas Harte
Member #33
April 2000
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Quote:

Here. I tried to make the sprite as square as possible

That's cool. It doesn't really matter if it doesn't exactly line up. My main concern is covering the bottom edge and more or less meeting up with the left and right (so that 'pushing' against a wall doesn't look too odd).

I think he looks pretty cool. If there weren't already a game with the name, I'd suggest Rad Gravity for this project!

Quote:

Oh, and we definitely need a grab/trick like frame for long airs. I'm a fan of THPS, you know

I've never played it. I don't know exactly, but I believe it came out after my Playstation died and the only replacement I could afford - a second hand Saturn - has never seen a version.

I think what I need to get on with now is some sort of full size level. I'm a bit concerned about that and may extend the file format in a few simple ways so that its easy to hand duplicate things and write some code to spit out some nice shapes.

If anybody felt like writing or adapting an existing level editor, I'd be very supportive!

Jakub Wasilewski
Member #3,653
June 2003
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Alright, that's it for today. I created only three frames: slow speed balancing, high speed balancing (lower stance), and a multi-functional (laziness :)) break/landing/really high speed frame. Attached.

That leaves three frames for pushing, and one for the air trick. I'll try to do that tomorrow, together with a disappearing anim for the fruits. Do you need some more gfx (like, I dunno, an exit sign)?

Quote:

I've never played it. I don't know exactly, but I believe it came out after my Playstation died and the only replacement I could afford - a second hand Saturn - has never seen a version.

That was only the first of, let me count, six games :). I like THPS4 the most, which, I think, is available for the Macs.

About the editor: Maybe James Lohr could help? I believe he made one for Hippy's Trip, which had a somewhat similar way of representing the terrain.

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Goodbytes
Member #448
June 2000
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Suggestion: Put Alex on the skateboard. The current character is cool, but you can't deny the Allegator's marketing potential. It would be nice to acknowledge a mascot, too.


--
~Goodbytes

Thomas Harte
Member #33
April 2000
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Quote:

Suggestion: Put Alex on the skateboard. The current character is cool, but you can't deny the Allegator's marketing potential. It would be nice to acknowledge a mascot, too.

First of all I have to acknowledge the purpose of the demo game and the intended target. As the successful game will be bundled with Allegro I have been preparing this possibility as a work under the Allegro license. As a result I naturally don't presume any control over the work once I am finished.

More than this, as I am unable to produce my own art I am necessarily required to forego any control over graphical elements.

In other words, if the thing I am piecing together from the work of others + myself becomes the Allegro Demo Game, I am aware that it isn't me making any sort of decision about whether or not Alex goes in.

However my thoughts on the topic are that I'm adverse to the suggestion on three grounds.

The first is that I don't agree with the idea of a 'mascot' for Allegro.

To me mascots are a lowest common denominator pushed by corporations in need of an identity. When imposed they reek of an attempt to make people conform and of an effort to place marketing above substance. They ignore any idea of a federal community.

I'm vaguely aware from poor imported sitcoms I've seen and wikipedia that the American way of life is much more mascot orientated than the rest of the world. I certainly have none of the positive connotations implied by wikipedia ("American university and school sports teams are often identified primarily by their mascot").

The second is that I don't agree with Alex as a mascot. The work Johan has done with him is excellent but it is all of a particular mode in that it tends to ape the 8bit and 16bit console games of old. If this is all Allegro aspires to be then so be it. If not then I wouldn't pick Alex.

Finally, I just don't like him. If he were the generally accepted Allegro mascot and I were not already in the community, I would chose not to join. He's too cute and too childish.

EDIT:

Quote:

About the editor: Maybe James Lohr could help? I believe he made one for Hippy's Trip, which had a somewhat similar way of representing the terrain.

Alas it is AllegroGL dependent. And I'm still unable to get that to work in OS X.

Evert
Member #794
November 2000
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Personally, I consider Alex a bit of a gimmick. Something which hints at Allegro without being too blunt, but maybe that's because he's shipped as alex.xpm with Allegro and is the default icon under X11 (which maybe we could/should replace with the icon Matthew uses for Allegro.cc). Personally, I certainly have none of the negative conotations with the term `mascot'. Maybe `mascot' is also too big a word in this case. It would perhaps be better to call him an Allegro Icon, just as Mario is a Nintendo Icon. I'll fully admit I find Mario too childish though.

There is also no reason why you cannot feature a graphically enhanced cool-looking Alex, if the console-feel he represents is bothersome.

All that said, Thomas, this is still your game, never mind if it ends up under Allegro's license or not, your opinion is certainly a valid (and as always valuable) one, especially when it comes to what happens with the demo game you create.

I think it would bring some sense of familiarity to the game if it featured Alex in some way, but I don't feel that he should nescessarily be in it. This is, after all, an Allegro Demo game, not Alex the Allegator 5. And that's not what it should try to be either.

The Allegro logo is a requirement at the start of the demo, as is Shawn's `Welcome to Allegro' at some point (maybe the start of the level?). That's it as far as artistic requirements are concerned.

Neil Walker
Member #210
April 2000
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Quote:

Personally, I consider Alex a bit of a gimmick.

Do you think he thought if Linux works with a penguin, Allegro will work with an alligator ;)

Quote:

Anyone got any ideas about this? I guess the 'smart' thing to do would be to pre-rotate the sprite to about 8 variations, clean those up then just use the software rotate from the closest match at runtime. But we don't really have time for that.

I had the same problem with my tranz am game for the car. The problem with rotating a sprite is it is just apply a mathematical formula to the pixels without knowing what the image is. On my car rotation of about 5 degrees or so in code always made the wheels look stupid. I did have a series of 8 hand drawn sprites that were lovely but i wanted more than 8 so I called rotate with a larger angle of about 15 degrees and things seem to look ok.

Neil.

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

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Jakub Wasilewski
Member #3,653
June 2003
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Quote:

More than this, as I am unable to produce my own art I am necessarily required to forego any control over graphical elements.

I think you're exaggerating a little. You just gave me very vague directions ("soil texture", "ice texture", "texture that would resemble water", "some sort of fruit/coin", "character sprite"...), so I just went with what I felt would look the best. If you would've said "I want the main character to be a red possum on a yellow modded-up rocket skateboard", I'd even look up "possum" in the dictionary :P. Just share your vision with me :).

On the topic of Alex: First of all, all available images of Alex that I'm aware of are suited for 320x240. So, at the very least, the sprite would have to be rescaled and then hand enhanced, which is tiresome. Even after I'm done with that, I would still have to put him on a skateboard, make him look reasonable on it, and animate him, which I would probably fail at.

However, if Thomas/community/whoever really wants Alex, I can try and draw him. But it's ten times more fun to pixel your own character than to copy someone else's ::).

[EDIT]

I just remembered:

Quote:

Anyone got any ideas about this? I guess the 'smart' thing to do would be to pre-rotate the sprite to about 8 variations, clean those up then just use the software rotate from the closest match at runtime. But we don't really have time for that.

I tried to draw the new sprite without using black edges and relying on one-pixel lines, so this one should look better when rotated. At least I hope so :-/.

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Thomas Harte
Member #33
April 2000
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Quote:

It would perhaps be better to call him an Allegro Icon, just as Mario is a Nintendo Icon.

Mario just happens to be foremost amongst Nintendo icons, alongside characters from Zelda, Metroid and Donkey Kong. And in terms of games usually associated with Nintendo even though they probably shouldn't be we can throw in Megaman, the guy from Castlevania and probably even the cast of Contra.

Quote:

All that said, Thomas, this is still your game

Well, the splash screen will be pure Allegro (that's where I intend to throw in the logo & sample), the menus will be miran's work and at present the art is all krajzega's. The only sound effect so far obtained is by Goodbytes. In an ideal world I will be able to find or create some sort of level editor within the next few days that mean the level needn't be all my work although that's looking ever less likely.

In addition to the pure facts of my contribution not being a numerical majority of the potential submission, I don't want my own prejudices to negatively affect the thing. If I'm just being stupid about Alex then I don't want my stupidity to impact on something that is meant to be "for the community".

Quote:

The problem with rotating a sprite is it is just apply a mathematical formula to the pixels without knowing what the image is

Yeah. A vector format character would be the best thing but that isn't going to happen.

BAF
Member #2,981
December 2002
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I skipped most of this thread :-[, but:

Quote:

edit: also, you forgot to include stdio.h in Level.c, now it complains that it doesn't know FILE*

It IS Allegro afterall, you shoudl be using PACKFILE *'s :P.

gnolam
Member #2,030
March 2002
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Thomas Harte said:
Quote:

Hmm, I managed to fall through the platform and off the screen...

This is explicitly meant to be impossible. I have adopted a 'continuous' time type simulation (as opposed to a discrete stepping thing) and have even included rounding error fixes. So I'm annoyed. Are you aware of roughly whereabouts in the halfpip you managed this?

Right in the middle of it, after a jump off one of the walls.

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Richard Phipps
Member #1,632
November 2001
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Looking at what you have so far I'd be tempted to make the main character a ball or marble and have levels filled with half pipes, tunnels, loops and ramps. The idea being you move the marble to create momentum to get around the level. Remember those marble contraptions you could build and run marbles around Thomas?

I think that would be quite fun with some elaborate level sets with collection of fruit too. :)

Thomas Fjellstrom
Member #476
June 2000
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Reminds me of Sonic. :) I liked Sonic.

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Evert
Member #794
November 2000
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I attached some sound effects to my second post as well, [url http://www.allegro.cc/forums/view_thread.php?_id=500102#target]. They're from BlitzHack though, so I'm sure Goodbytes has them as well.



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