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Messages - AntonioR

Pages: [1] 2
1
Quake / Re: If Quake 2 was 2D
« on: September 12, 2021, 11:28:39 PM »
Here is something you have never seen before; Captain Quake, a mix of Quake 2 and Claw, the ultimate 1997 game that never was.

<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/Xgr8R7aC5Rw/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Xgr8R7aC5Rw"></iframe></span></span><br /><a href="http://www.youtube.com/v/Xgr8R7aC5Rw" target="_blank" class="new_win">http://www.youtube.com/v/Xgr8R7aC5Rw</a>

This is a little project mixing Claw and Quake 2 with a bit of Metal Slug on top. It was supposed to be quickly finished in summer 2019 and has been sitting on my drive for 2 years. It is a very short demo, but it is running on my own Broken Mug Engine written in C++ and using SDL 2, OpenGL, Box2D, FMOD and some other libraries.

The idea was to test how fast I can prototype a simple game in my game engine and to spark my interest in this hobby again, unfortunately it didn't end as planned and I am releasing it as-is and unfinished 2 years later. All maps, characters, animations and particle effects are made using the built-in editor and everything is highly customizable using external XML files.

You can download the playable demo from the links in the video description and look around if you wish. Don't expect anything more than you see in the video.

Disclaimer: I don't own any of the textures and sounds I borrowed from other games. This is just a hobby project, not commercial.

2
Quake / Re: If Quake 2 was 2D
« on: July 09, 2021, 01:32:14 AM »
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

3
Quake / Re: If Quake 2 was 2D
« on: March 05, 2017, 01:43:50 AM »
Just to remind a random reader this project is still not dead...

I added a simple animation frame interpolation, with basically single line of code, to make the animations smoother:

current_angle = last_frame_angle  + (time_elapsed_since_last_frame/frame_time)*(next_frame_angle-last_frame_angle)

Left is old animation, right is with interpolation, slowed down.



I'm using the Bionic Commando dude here, and not the Quake guy, because the skeleton is a bit higher resolution.

4
Quake / Re: If Quake 2 was 2D
« on: October 08, 2016, 11:45:54 PM »
It's been a while since I posted any updates. I completely lost motivation and haven't made any progress lately. Last thing I worked on was a new particle system and I stopped working on it in March. I finally managed to force myself to work on it a bit and made a video showing the particle system itself:

Really nice!

How are you implementing the 'flashes' at the moment the fireworks explode? (Is it an effect that's separate from the particle system?)

P.S. have you tried your hand at https://www.shadertoy.com/ ? From the looks of your particle video, seems like you could make some fun shaders.

Regards,
quadz

Thanks for the reply. The particle effects can be made of several emitters. In this example the flash is actually just a separate particle emitter that creates only one big particle that lasts for just a moment. Emitters and particles can also have a light object attached to them, so I could use that to create a flash, but since the background is empty in this example you wouldn't see it.

I heard about shadertoy, but I am not sure what it has to do with this. I am not using shaders for this, these are all just small textured quads, very basic, it doesn't work via shaders.

5
Quake / Re: If Quake 2 was 2D
« on: October 07, 2016, 01:54:14 PM »
It's been a while since I posted any updates. I completely lost motivation and haven't made any progress lately. Last thing I worked on was a new particle system and I stopped working on it in March. I finally managed to force myself to work on it a bit and made a video showing the particle system itself:

<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/c9Pwl61xkPM/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/c9Pwl61xkPM"></iframe></span></span><br /><a href="http://www.youtube.com/v/c9Pwl61xkPM" target="_blank" class="new_win">http://www.youtube.com/v/c9Pwl61xkPM</a>

It is not fun when you have to force yourself to do something. I don't have any big fancy features to add to the engine except some form of AI, so the next update, when or if it comes, will probably be something actually playable. Probably one test map showing of enemy AI.

6
/dev/random / Abuse 1996 - 20th anniversary source port
« on: May 09, 2016, 02:23:33 AM »



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.

7
/dev/random / Re: The last movie you saw....
« on: December 10, 2015, 08:55:17 AM »
Yeah, Gensys sucked. In the first two movies it took them the entire movie to kill just one terminator. In the first ten minutes of this one they killed two of them. Yes, they were prepared and stuff, but still, it makes the terminators look like a joke and not a threat.

And it doesn't end there. In first two movies they manage to escape the terminator by sheer luck or something, but here they easily beat the shit out of the main terminator every time they saw him, I was sorry for the poor guy.

It had nothing what made the originals great, the pacing was lame, the characters were never vulnerable (not to mention Klye Reese was a super soldier on roids this time), it was just a dumb action movie.

8
Quake / Re: If Quake 2 was 2D
« on: December 09, 2015, 05:32:41 AM »
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>



9
Quake / Re: If Quake 2 was 2D
« on: October 13, 2015, 06:49:28 AM »
Using Eclipse I managed to compile and run the game on Ubuntu/Linux inside VirtualBox.
I have little experience using Eclipse, virtual machines and not to mention Linux, but it works more or less:

- I can't load shaders and make FBOs, but that is probably because in VirtualBox I can only get OpenGL 2.1.
- FMOD doesn't work in the game and even the examples provided with the API don't work. It plays a sound for only one frame and turns it off. It could be a problem with the library, the way I installed the library, or the audio drivers in VirtualBox.
- Game crashes randomly.


10
Quake / Re: If Quake 2 was 2D
« on: August 25, 2015, 03:53:32 AM »
I added buoyancy physics:

<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/-2CzcHcjdSo/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/-2CzcHcjdSo"></iframe></span></span><br /><a href="http://www.youtube.com/v/-2CzcHcjdSo" target="_blank" class="new_win">http://www.youtube.com/v/-2CzcHcjdSo</a>

11
Quake / Re: If Quake 2 was 2D
« on: July 31, 2015, 09:09:42 AM »
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.

12
Quake / Re: If Quake 2 was 2D
« on: May 08, 2015, 03:49:55 PM »

Interesting article on 2D camera control:

https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub

That's a pretty useful article, a better camera control is on my TODO list for months. Thanks.

13
Quake / Re: If Quake 2 was 2D
« on: May 08, 2015, 12:50:03 AM »
I've made some kind of 2D ambient occlusion, I've also written a bad tutorial on my blog: http://antonior-software.blogspot.com/2015/05/ambient-occlusion-in-2d-scene.html. I think it's OK, the map doesn't look so flat, and it beats placing textures around manually ?

No ambient occlusion


Manually placed textures in Quake 2D (2012)


Ambient occlusion using FBOs and a blur shader

14
Quake / Re: If Quake 2 was 2D
« on: April 13, 2015, 10:59:17 AM »
I need help guys. I made this Soldat meets Quake 2 multiplayer prototype using SDL_net and made a fancy video:

<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/I5iACJYq9qI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/I5iACJYq9qI"></iframe></span></span><br /><a href="http://www.youtube.com/v/I5iACJYq9qI" target="_blank" class="new_win">http://www.youtube.com/v/I5iACJYq9qI</a>

When I thought I was done and wanted to upload it, I realized all this time I was using local IP addresses of computers connected to my wireless router(192.168.x.x) to test it (basically LAN).

When I host a server and try to connect using its public IP address, it fails. I did port forwarding on my router, but it didn't help. I don't know if the problem is with my code, or router and firewall settings. I newer hosted a online multiplayer server, so it would be great if someone more experienced would try to test it out.

I tried a program called Simple Port Tester to check if the port is open, but it failed to detect it, even though netstat -a in cmd listed the port to be open. I also downloaded a game called Teeworld to test their server and game. Sometimes I can connect, sometimes I don't, so I assume it's because of my router or firewall.

More info and download link is on my blog, so I don't have to repeat myself everywhere. If you would try to run a local game with "bots" and give some feedback, that would also be something.

http://antonior-software.blogspot.com/2015/04/sdl-networking-and-multiplayer-test.html

15
Quake / Re: If Quake 2 was 2D
« on: March 24, 2015, 01:56:19 PM »
That's cool. Nice progress.

Thanks :)

I added explosions, it0s not perfect but it will do.



Other stuff:
- random joints, holding the body together, are deleted, so you can see players leg and arm being detached from the rest of the body
- weapon spawning on the right
- kill message and respawn timer

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