Rates Received - AntonioR

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1
Quake / Re: If Quake 2 was 2D
Insightful Insightful
on July 09, 2021, 03:32:12 AM by yahoo
It's been 4 years since the last post and almost 5 years since the last demo, but here it is. This video shows big update in destructible physics. I will spare you the details and let the weapons and destruction speak for themselves.

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/ZugWhTfs7vE/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/ZugWhTfs7vE"></iframe></span></span><br /><a href="http://www.youtube.com/v/ZugWhTfs7vE" target="_blank" class="new_win">http://www.youtube.com/v/ZugWhTfs7vE</a>

If you want you can download it on my blog or ModDB:

https://antonior-software.blogspot.com
https://www.moddb.com/engines/broken-mug-engine/downloads/tech-demo-destructible-2d-terrain-and-objects
2
/dev/random / Abuse 1996 - 20th anniversary source port
Nice Job / Good Work Nice Job / Good Work
on May 09, 2016, 04:26:23 PM by yahoo



When I released my Quake 2D demo in 2012 many compared it to Abuse, a game by Crack dot Com released in 1996 http://www.mobygames.com/game/abuse. No wonder it looked like Quake since it was founded by a guy from id and Bobby Prince did the sounds.

It was released for free, and I wanted to check it out. Playing a DosBox at 320x200 wasn't fun. I read about a high resolution mode in the readme and searching for a fix to make it work I found out the source code was released and several ports were made during the years, but mostly for Linux. Then I finally found a abandoned working Linux, Mac and Windows version on GitHub and one thing lead to another, and I ended up messing around with the code instead of playing the game. Here is the final result and the list of updates I made (the video gets loud):

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/0Q0SbdDfnFI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/0Q0SbdDfnFI"></iframe></span></span><br /><a href="http://www.youtube.com/v/0Q0SbdDfnFI" target="_blank" class="new_win">http://www.youtube.com/v/0Q0SbdDfnFI</a>

Quote
Abuse SDL 0.9a:
- Enabled custom resolutions and enabled lights on high resolutions
- Re-enabled OpenGL rendering to enable vsync
- Game screen scaling in window and fullscreen mode using F11 and F12
- Enabled some high resolution images from the 1997 Mac OS release
- Fixed level music not being played correctly, added "victory" music in the end game screen
- Fixed the health power image, fixed mouse image when choosing initial gamma
- Added or re-enabled various settings in the config file (borderless window, grab input, editor mode, high resolution images...)
- Local save game files and configuration files
- Quick load using F9, quick save using F5 on save consoles
- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower
- XBox360 controller support with rebindable buttons
- Updated abuse-tool so it can extract the images in Abuse SPEC files to modern image formats as individual images, tilemaps or a texture atlas with information about image, tile and animation frame sizes and positions


If anything, this is the only version where the music has finally been fixed. If you want you can get the links on my blog. I also extracted the textures and converted music to MIDI. I tested it on my old and new PC on Windows 7 32bit and 64bit. If anything I would like to know if it works, and how does playing with the Xbox controller feel, because I want to use the same controls for my own engine:
http://antonior-software.blogspot.hr/2016/05/abuse-1996-sdl-port-09a.html

The source code and the binaries are also on my GitHub page. The game physics are locked at 15 FPS and the rendering is a bit slow, since it is all done by pushing around bytes of data on the CPU. I would like that to be improved:
https://github.com/antrad/Abuse_1996

I only compiled it for Windows, but it should also compile for Linux and Mac if I didn't mess something up. If someone compiles it for Mac and Linux I will link to them too.
3
Quake / Re: If Quake 2 was 2D
Demonstrates Exceptional Knowlege of the Game Demonstrates Exceptional Knowlege of the Game
on December 09, 2015, 03:37:00 PM by yahoo
AntonioR,

I happen to have a well-underway, halted Java game engine that uses OpenGL + JBox2d (direct Box2D port for java). Called it Slayertech, then Slayrtech (to avoid Kerry King suing us :P) and now just JPhysGear. Me and a bunch of friends were actually gonna make a game called Elemental Fury with it. Long story, sad story; we ended up splitting and didn't finish it. I now have the engine, my friend has the assets. Funny thing is: one of the IndieGoGo admins kept mailing us after we halted saying that it's a shame and that he really wanted to see the game being done. So apparently physics platformers are at least a bit demanded out there.

Anyways, about Box2D: do you handle (n>5)-gons? I'm sure you already found that Box can't handle hexagons or greater, concaves, etc. If you want those, you'd need to triangulate or better, pentangulate (Bayazit decomposition method?), break it up into fixtures per body. I'm curious about how you're gonna/did approach that. Also, do you keep your units large (i.e. to pixel dimensions) or do you have a virtual metric system? Apparently Box2D gets jittery with large unit amounts.

Nice work, btw.

Hi. Not sure about Java, but in C++ version of Box2D convex polygons can have up to 8 vertices by default. You can however increase that number in the source code, in C++ it's maxPolygonVertices in b2Settings.h. I personally try to stick to the 8 vertices limit, and I use Poly2Tri library to triangulate the polygon if I need to
http://i.imgur.com/OYheXSo.gifv. Triangulation often makes triangles with sharp angles which can cause problems for Box2D collision handling, so I try to avoid it.

Speaking of object size, I try to keep things realistic as possible. Player is the size of a normal human, so 1.8-2 meters tall. On screen he is around 80 pixels tall, that means I use a conversion where 40 pixels on screen is 1 meter in Box2D world. So, whenever I create new objects in Box2D world or get data from it I need to convert the values; pixels to meters, or meters to pixels by this factor. In the manual it says "Box2D has been tuned to work well with moving shapes between 0.1 and 10 meters. So this means objects between soup cans and buses in size should work well. Static shapes may be up to 50 meters
long without trouble."
I may eventually increase the size of the player in the Box2D world because individual body parts are very close to that 0.1 meter limit. Maybe make him 3 meters tall, and use something like 1:30 ratio. I will try to test it more.


Speaking of Box2D, I also use it for my new dynamic 2D light system. Here is a video showing it in action. You can find the technical details on my blog

http://antonior-software.blogspot.hr/2015/12/dynamic-2d-light-and-shadows.html

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/b1xP75VsOc8/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/b1xP75VsOc8"></iframe></span></span><br /><a href="http://www.youtube.com/v/b1xP75VsOc8" target="_blank" class="new_win">http://www.youtube.com/v/b1xP75VsOc8</a>


4
Quake / Re: If Quake 2 was 2D
Demonstrates Exceptional Knowlege of the Game Demonstrates Exceptional Knowlege of the Game
on August 01, 2015, 03:55:30 AM by yahoo
The development has been pretty slow lately, lost motivation. Few weeks ago I rewritten some of my code, and I don't want to get technical, but I can do stuff like this now. It's not Super Turbo Turkey Puncher 3, but close enough.

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/yrHRcrnoSwI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/yrHRcrnoSwI"></iframe></span></span><br /><a href="http://www.youtube.com/v/yrHRcrnoSwI" target="_blank" class="new_win">http://www.youtube.com/v/yrHRcrnoSwI</a>


To stay on topic I want to add that only thing missing to completely port Quake 2D to the new engine is the AI, but I'm just not in the mood for it. I don't want to force it and end up with shitty code.
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