[C#] TLF Rollaway - Game Development Thread

AceInfinity

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I'm working on a new game, so far got my map laid out and all the images (EVERYTHING, orbs, main ball, tiles) were created by myself in Photoshop.

Newest Preview:
JVsps.png


I'll be working on backgrounds later, so that black will go away...

50p / orb
100p / superorb
Timed levels
Music & SFX
10 second bonus time for grabbing the watchglass

Still need to fix jumping and get the collisions right, however I have all the movement so far. The timer is now working as well. I can get it to count down from 30 seconds to 0 seconds and display GAME OVER when it hits 0.

Maybe 3 Lives as well for not making it before the countdown?
 
That looks very nice! This seems like it will be a lot of fun to play just from the screenshot and descriptions you're giving. Do keep us posted on it.

Maybe 3 Lives as well for not making it before the countdown?

I'd say 3 lives, but it's subjective to whatever you feel an average player would require.
 
Alright, well here's a video preview then :)


I'm working on another game though currently, decided to challenge myself a bit. Here's a preview, I'm using my own representation of Knuckles from Sonic:
NxkjX.gif


Just got the walking, running, and jumping down, working on the punching and all that now for my character class.
 
The game looks nice from the video. Are you going to have the ball roll more fluidly ( stops slowly, picks up speed slowly ), or are you keeping it like this? I'd think that making it roll more like a ball would make it more interesting for sure :).

As for the other game, it looks like you're making a 2D-Platformer fighting game. If you can, I bet it would be cool to post updates on that game as well here. :)
 
This is XNA yeah :) C#, although it was told to me that Microsoft released it for VB.net as well. I'll never use it though, only for C#. Makes it more enjoyable, however documentation is still lacking, you need to learn a lot of this stuff on your own from my experience.

OpenGL and DirectX are fun as well.
 
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This is XNA yeah :) C#, although it was told to me that Microsoft released it for VB.net as well. I'll never use it though, only for C#. Makes it more enjoyable, however documentation is still lacking, you need to learn a lot of this stuff on your own from my experience.

OpenGL and DirectX are fun as well.

I have dabbled in XNA a little bit before. I made one very simple game and then did other stuff.

I like DirectX as well (OpenGL not so much).
 
If I have time, hopefully some of my own characters if I can do a well enough job and I have a nice enough "idea" for the way a character will look, otherwise i'll just build my own boss and make some really simplistic looking enemies.

It takes a LONG time to create the movement of a character though if you're creating your own images. Actually just getting a good movement is time consuming already, took me about a week to get my main character where he's at, and it takes about 30 seconds to a minute to build/compile my project to debug, and all I have is the class for my main character and the background lol.

I was thinking on including my own representation of Shadow the hedgehog in here as well, but i'd either have to find a fan created version or create my own representation of this character.

 
If it wasn't for the mixed storyline Sega gives him ( to controversial ), I bet he would be even cooler than he is now. He's my favorite character in the game series, so having him in there would certainly at least gain you one player :).

It sounds like a lot of work, though it also sounds like you're enjoying the challenge and productivity. Keep it up man, as I'm getting quite interested in this thread more and more.
 
It's been a slow process, so It's also been slow with proving my work done on it lol, but i'm doing my best to keep the code clean and optimize things for the best so it's not as chaotic when I end up with 10 different classes of characters and others for backgrounds, sounds, effects, helpers, menus, etc...
 
Not a problem, don't feel rushed to give progress. I doubt you do, but you would be surprised how many people would agree in saying they don't want progress to be fast, rather to be clean, reliable, and working. If anyone here knows a hint of programming, they'll know not to try rushing you. If by chance someone does for some odd reason, I would ignore them for the most part.

What kind of AI are you thinking about adding in? Not necessarily their names or anything, but their general behavior in-game.
 
What kind of AI are you thinking about adding in? Not necessarily their names or anything, but their general behavior in-game.

I was used to AI in LISP, one of the great languages for a real artificial intelligence, i've never tried to create a "brain" in other languages, but for some basic difficulty in enemies and bosses, with games like this, it's nothing quite as difficult as monitoring the player and adapting to the way they play to ensure a suitable difficulty, it's just standardized based on maybe a menu difficulty at the MOST.

I know most Sonic games that I used to play on the old Sega Genesis, all they did was move back and forth, and spawn maybe a few spikes that would arc out on each side every 5-10 seconds or so, then you'd see all your rings fly away lol. Great times those were. I'm not sure, making the guys just follow a simple back and forth path like in the classic game style they always had, or create it to follow your player position, i'll have to think about that.

You brought it to my attention, but creating these game characters is a bugger! Very very time consuming, I'm sure if I was a game developer I could have this done within a month, but since i'm not, it's kind of an on and off hobby, and i'll release it for others to enjoy hopefully when I finish this. But the bigger I make this game, being only 1 developer, that means more debugging for me, so I really want to absolutely nail down this movement, and the collisions, then that allows me to have the setup for the other characters as a template.

So there's some strategy in my madness lol. Movement, game objects, collisions, characters, then adding things like the score and all that is all tied in with the "extras" of the collisions, and various other functions to say whether or not you've beat the level and such or whether you've lost.

This is really only my second game with the XNA libraries, it's fairly new to me, but it's still C#, and that's a language i'm very comfortable with, along with most .NET languages. I did C back around NT 3.5, then decided that I could advance to C++, but for quick development, and for the jobs i'm seeing today, C# takes the cake, unless you're a top shot developer, you won't get too many jobs that use C++, or absolutely require them. It's only for the bigger applications, and I know Adobe is infamous for having C++ developers. As well as most of today's people in Game development industry, but now that we're in the age where Microsoft is making things easy for everyone, and same with Apple, development for a simple game or a stupid iphone, itouch, whatever, app is almost mindless. Yet you can still make a pile of money off of it!

The programming that I do mainly requires C#, Java or C++. But things like this, this is what I really enjoy doing, just putting my brain to something that I have set out to create, and I make it. I'm sure you can relate to programming as a kind of hobby as well (hopefully) as I've heard you're a decent programmer as well. :)

You're done reading my bible of text though, I get carried away too often with forum posts. If you only seen some of the posts i've made on even my own forum you could see it's just habit for me :lol:
 
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I was used to AI in LISP, one of the great languages for a real artificial intelligence, i've never tried to create a "brain" in other languages, but for some basic difficulty in enemies and bosses, with games like this, it's nothing quite as difficult as monitoring the player and adapting to the way they play to ensure a suitable difficulty, it's just standardized based on maybe a menu difficulty at the MOST.

Having difficulty being adjusted is something I haven't seen in a classic Sonic game, though I bet you could do something cool with it.

I know most Sonic games that I used to play on the old Sega Genesis, all they did was move back and forth, and spawn maybe a few spikes that would arc out on each side every 5-10 seconds or so, then you'd see all your rings fly away lol. Great times those were. I'm not sure, making the guys just follow a simple back and forth path like in the classic game style they always had, or create it to follow your player position, i'll have to think about that.

Most AI back then was like that when I think about it. You of course will have such AI, but I can see you having more than that unless you're going more strict on the classic genre. Thinking about your expectations on this matter would probably do the project good :smile9:.

You brought it to my attention, but creating these game characters is a bugger! Very very time consuming, I'm sure if I was a game developer I could have this done within a month, but since i'm not, it's kind of an on and off hobby, and i'll release it for others to enjoy hopefully when I finish this. But the bigger I make this game, being only 1 developer, that means more debugging for me, so I really want to absolutely nail down this movement, and the collisions, then that allows me to have the setup for the other characters as a template.

Having a base class for the characters sounds like grade A OOP to me :smile9:.

So there's some strategy in my madness lol. Movement, game objects, collisions, characters, then adding things like the score and all that is all tied in with the "extras" of the collisions, and various other functions to say whether or not you've beat the level and such or whether you've lost.

This is really only my second game with the XNA libraries, it's fairly new to me, but it's still C#, and that's a language i'm very comfortable with, along with most .NET languages. I did C back around NT 3.5, then decided that I could advance to C++, but for quick development, and for the jobs i'm seeing today, C# takes the cake, unless you're a top shot developer, you won't get too many jobs that use C++, or absolutely require them. It's only for the bigger applications, and I know Adobe is infamous for having C++ developers. As well as most of today's people in Game development industry, but now that we're in the age where Microsoft is making things easy for everyone, and same with Apple, development for a simple game or a stupid iphone, itouch, whatever, app is almost mindless. Yet you can still make a pile of money off of it!

I'm new to C#, but I have fell in LOVE with its standard library. It's so feature rich, so easy to understand, and it's not buggy! My primary language is C++, mainly because I love the syntax and use it to make games. I got into C# for the first time to get some Windows applications done faster and better equipped with features. I'm not going to lie here, if I stop making games and simulations I'll make C# my primary no doubt.

The programming that I do mainly requires C#, Java or C++. But things like this, this is what I really enjoy doing, just putting my brain to something that I have set out to create, and I make it. I'm sure you can relate to programming as a kind of hobby as well (hopefully) as I've heard you're a decent programmer as well. :)

So those are your 3 primary languages? Pretty nice if you ask me, as you basically have the three that are a "must learn" priority in the field. C++ for games and simulations, C# for Windows applications and/or Windows/Xbox 360 game development, and Java for mobile apps, platform independent programs, and embedded applications. I need to get back into Java, as it was my first language to learn. The standard library for it is just messy at times, but is feature-rich.

Programming is my hobby, so I can relate :smile:.

You're done reading my bible of text though, I get carried away too often with forum posts. If you only seen some of the posts i've made on even my own forum you could see it's just habit for me :lol:

No worries, I can get long posts too.
 
I've got it broken up and organized into a few classes so far so it does seem pretty OOP so far :)

So those are your 3 primary languages?

Nope, I would say probably C#, Powershell, Perl, VB.NET and C++ on occasion are my main ones, I do know a few others though just because of similar syntax. I never did like Java actually, If it came down to it I would probably choose C++.
 
Java does have quirks and a relatively messy standard library, but it's still #1 in where in can be used ( I don't see this changing anytime soon ). Although I might not like it a lot, I think getting back into learning it and using it is a good call.

You currently top me in how many languages you know, as I only use C, C++, and C#. I have been taking a few glances at Python, but haven't taken the time to learn it yet.

Can't wait to see what the next project update will hold! Keep us posted! :smile:
 

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