This is a platformer game I've been working on for quite a while. It is composed of three projects:
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SFMLStart: a simple library that handles input and assets for SFML.NET games.
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SFMLStartPhysics: a library that handles AABB collision detection and resolution for SFMLStart games.
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Unnamed Platformer: the first game using both SFMLStart and SFMLStartPhysics - a Oddworld-style platformer with emphasis on puzzle solving and user-generated content. Comes with a very powerful editor.
2D Platformer engine - features:
AABB collision detection and resolving
Custom unlimited spatial hash for broad-phase collision detection
2D Unnamed platformer:
Gameplay: Similar to Oddworld but more focused on the "
puzzle"
aspect. Expect to find many mind-bending puzzles, some platforming sections and some survival sections.
Setting: As the dark and minimalistic graphics, the atmosphere of the game is sad and oppressive. Your goal is to survive (and help others survive) against a stronger force that made all of you slaves.
Videos are better than text! I've made 30+ devlogs with voice overs. Take a look at two example puzzles.
Companion, gates and crate stacking puzzle http://www.youtube.com/watch?v=cou_tVcgT38
Introducing companions http://www.youtube.com/watch?v=oLuvmKUxvf8
12 minute video (puzzle creation + playthrough) http://www.youtube.com/watch?v=ht1J-nGpc2g
Also, have some gifs of the player getting crushed.
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Latest testing build + walkthrough video
Click here to view the secret text
×
Here is the (NEW [5]) test build :
http://dl.dropbox.com/u/3724424/Programming/PlatformerTest5.rar
Changes:
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Changed spatial hash to a quadtree (huge performance gains should be expected)
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Added a stress test level "
stress"
(please report FPS here)
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Fixed a bottleneck in the editor
And a video walkthrough:
http://www.youtube.com/watch?v=psFfbDrRR9Q
Limitations/bugs found so far:
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When an entity is very small collision resolution screws up. Minimum entity size is 6x6 pixels.
This is not supposed to be fun or to be working correctly. Don't expect to download it and find a playable game. If you want to help development, your goal is to test the stability of the collision system and report any bug / unintended behavior.
This is a very early build and does not represent by any means the final product.
It's supposed to be buggy, unstable, horrible, et cetera.
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Game controls:
F5 > Swap to editor
ESC > Exit game
R > Reset game
Left > Move left
Right > Move right
Z > Jump
X > Shoot
C > Cycle weapons
1 > Say "hello!"
2 > Say "wait!"
3 > Say "follow me!"
M > Zoom out
N > Zoom in
L > Load level
K > Toggle body visibility
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Editor controls:
F5 > Swap to game
ESC > Exit editor
R > Reset editor
Left > Pan left
Right > Pan right
Up > Pan up
Down > Pan down
M > Zoom out
N > Zoom in
Left mouse > Place entity
Left shift + Right mouse > Erase entity
Left control + Left mouse > Rotate entity clockwise
Left control + Right mouse > Rotate entity counter-clockwise
Middle mouse > Apply arguments to entity
X > Next entity
Z > Previous entity
1 > Jump to 1XXX entities
2 > Jump to 2XXX entities
3 > Jump to 3XXX entities
9 > Jump to 9XXX entities
S > Save map
L > Load map
K > Apply snippet
Left control + X > Cut
Left control + C > Copy
Left control + V > Paste
C > Copy arguments
P > Paste arguments
Left control + R > Hide rotation tag
Left shift + Left mouse > Select
Right mouse > Cancel selection
P > Pick entity
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Please report:
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Computer specs
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FPS in an empty level
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FPS in "
companions"
level
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Collision strange behavior
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Collision bugs
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Good results obtained by messing around with "
CellSize"
and "
Offset"
(any FPS gain without strange collision behavior)
Good luck finding bugs and thanks for your help.
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Development showcase thread (I will update this one the most):
http://www.facepunch.com/threads/1108238-My-unnamed-platformer
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http://vittorioromeo.info
[Last edited by vittro at 07-22-2011 04:12 PM]