Author Topic: If Quake 2 was 2D  (Read 39639 times)

Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #45 on: July 15, 2014, 05:29:53 AM »
Thanks for the update. This looks like a lot of fun. There are plenty of people around here that would be interested in your progress and would be up to play.

Thanks :)

so, it's like soldat?

Well, in a way. But soldat is multiplayer focused, this is singleplayer. The 2012 version had also splitscreen coop, but I haven't fully implemented that in this new engine.

I did experiment a bit with networking, but didn't get far. I can send data between two players, but synchronizing everything is a whole new subject...
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #46 on: July 21, 2014, 10:37:58 AM »
Dodge this !



Skeletal animation to ragdoll transition. I hope you like it  8)
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Offline ex

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Re: If Quake 2 was 2D
« Reply #47 on: July 21, 2014, 07:10:04 PM »
Ely where you been?  We miss you.   :heart:
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #48 on: August 05, 2014, 02:43:26 PM »
Thanks Ely.

Here's some progress. Using poly2tri to triangulate complex polygons, then using the triangles to form Box2D bodies with multiple fixtures:



http://antonior-software.blogspot.com
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #49 on: August 08, 2014, 06:16:13 AM »
I've made a new type of event listener which triggers an action when player presses a keyboard key or mouse button. Still need to make it block/unblock player controls, so the player sprite doesn't move if it controls something else, but whatever...

As an example I made a vehicle which can go left, right and break, all via event listeners and actions that control a Box2D joint motor. It's all done in the map editor.

I never used other editors, so I am not sure how confusing or not does all this event-action stuff looks. You could also make those actions trigger engine sounds or a particle emitter for the exhaust. It gets messy pretty fast.


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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #50 on: August 28, 2014, 05:30:04 AM »
This one is a bit off topic, but I made a little demonstration of Worms like destructible terrain.

<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/Qkh8PMwOgQ4/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Qkh8PMwOgQ4"></iframe></span></span><br /><a href="http://www.youtube.com/v/Qkh8PMwOgQ4" target="_blank" class="new_win">http://www.youtube.com/v/Qkh8PMwOgQ4</a>

You can read about it on my blog http://antonior-software.blogspot.com

Currently I am working on pathfinding and line of sight, but more about that soon-ish.
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Offline quadz

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Re: If Quake 2 was 2D
« Reply #51 on: August 28, 2014, 08:24:50 AM »
This one is a bit off topic, but I made a little demonstration of Worms like destructible terrain.

Nice!


:beer:

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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #52 on: August 28, 2014, 01:08:33 PM »
Thanks.

I made some progress with the line of sight stuff.

It's cool that I can get the area of the enemy/player which is visible, so let's say if enemy can see only a small part of the player it doesn't have to attack, but get "nervous" or something...

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Offline bluemeanies

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Re: If Quake 2 was 2D
« Reply #53 on: August 29, 2014, 12:15:29 PM »
Sweet
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #54 on: September 02, 2014, 07:03:03 AM »
Thanks :)

Since I have no AI that could use line of sight, I revisited my old dynamic light code(which was used to make line of sight in the first place), and replaced it with the line of sight stuff. It inherits a sensor class which keeps track of objects inside it, and then calculates the shadows/final light shape for rendering.

You may notice lights are rendered with additive blending.

If you look at the health packs you will see this methods flaw. It is vertex based, so if a texture has transparent areas, you can see obvious gaps.

It also currently only supports convex shapes, and I would like to make light outlines on the sprites that the light hits.

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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #55 on: November 25, 2014, 09:05:30 AM »
In the spirit of id I am releasing the source code of my 2012 Quake 2D demo to public. You can download the code on my GitHub page. Do note it has nothing to do with the stuff I was posting about in the last few months, it's a completely different engine.

http://github.com/antrad

I have also uploaded a video that shows in game secrets, cheats and different player models. It was also recorder in 60 FPS in HD since now my PC can handle it. At 0:45 you can see where that Steam key was hidden in the game.

<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/M_Vbn4ssY-M/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/M_Vbn4ssY-M"></iframe></span></span><br /><a href="http://www.youtube.com/v/M_Vbn4ssY-M" target="_blank" class="new_win">http://www.youtube.com/v/M_Vbn4ssY-M</a>
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #56 on: December 06, 2014, 07:51:24 AM »
OK, now to get back to the present. I made a short preview of my new map editor.
It only shows basic stuff, nothing fancy (even though it all requires a ton of code and GUI elements):

<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/Ploy4yeB5aA/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Ploy4yeB5aA"></iframe></span></span><br /><a href="http://www.youtube.com/v/Ploy4yeB5aA" target="_blank" class="new_win">http://www.youtube.com/v/Ploy4yeB5aA</a>

If you want to try it out you can find the link on my blog. I am slowly updating the manual as I release new builds.
http://antonior-software.blogspot.com
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #57 on: December 20, 2014, 06:18:08 AM »
I uploaded a video showing five scenes with 2D ragdoll physics and some other fun stuff that can be made using Box2D and my editor. You can download it if you want. There are some rendering glitches, that luckily aren't appearing in the video.

http://antonior-software.blogspot.com/2014/12/broken-mug-engine-2d-ragdoll-physics.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/watch/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/watch"></iframe></span></span><br /><a href="http://www.youtube.com/v/watch?v=RCBEOd0Frp0" target="_blank" class="new_win">http://www.youtube.com/v/watch?v=RCBEOd0Frp0</a>

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Offline Th0m@s29

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Re: If Quake 2 was 2D
« Reply #58 on: December 24, 2014, 01:12:28 PM »
Quake 2D Would Suck Even As A Past Time Joke Complete Waste Of Time And Creation Effort Better Useful Elsewhere For Other Reasons And Things.
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Re: If Quake 2 was 2D
« Reply #59 on: December 24, 2014, 02:11:50 PM »
Quake 2D Would Suck Even As A Past Time Joke Complete Waste Of Time And Creation Effort Better Useful Elsewhere For Other Reasons And Things.

Way to be supportive, mister fuckin' negative nancy.
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