Saturday, March 21, 2015

Explosions and random gibbing


What you see here:

- replay bot helping me over the gap
- player is killed and when the rocket explodes a circular sensor is created with outward force which makes the players body fly away
- 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

Wednesday, March 18, 2015

Replay bots

I made "replay" bots for target practicing...and vice versa:




I just save my input commands in a file, and during the game another player entity reads the file and uses it to control/move itself. Only aiming is "real time". It's good enough to test stuff, and I already discovered a huge physics bug with it. Hopefully it all works now.

Here are some highlights. It's usually me who gets his ass kicked, because bots are always aware of players position. Still need to add explosions and bullet impulse on hit.




Wednesday, March 11, 2015

Focus

I'm trying to remake this: http://www.youtube.com/watch?v=cNkiVTTVtGI


 in my engine:


Took some time to get motivated again to deal with all the bugs, missing engine features and physics that don't want to work the way I want.

Thursday, March 5, 2015

Sensors

I updated my sensor class (based on Box2D sensors) that keeps track of all the bodies(or fixtures) that are colliding with it. I can override its update method to do stuff with the bodies inside it. I'm using it as a player feet sensor, line of sight, dynamic light and as shown here to apply a force/impulse.



Tuesday, February 24, 2015

Particle emitters 2

Kame hame ha !



In other words, added weapon fire delay. This was the machine gun.

Btw, Dragon Ball is better than Dragon Ball Z.

Sunday, February 1, 2015

Particle emitters

I worked a bit on particle editor and emitters. Changed the way they are added to the map, being updated, etc. There are lot of variables, so it's very time consuming.





Saturday, December 20, 2014

2D ragdoll physics using Box2D

This video contains five scenes showing 2D ragdoll physics and some other fun stuff that can be made using Box2D and my editor. The engine is written in C++ and is based on SDL2 and OpenGL.





Here are some features that can be seen in this video:

- skeleton flipping/scaling, joint limits
- custom gravity for maps, mouse joint
- skeleton animation to ragdoll transition
- player controlled vehicles (event-action)
- removing bodies and joints in realtime - railgun
- adding joints in realtime - stakegun



Big thanks to thecplusplusguy and iforce2d for their tutorials. Without those I probably wouldn't even start working on this:
http://www.youtube.com/watch?v=QEzcr7AfZ0o
http://www.iforce2d.net/b2dtut/

You can download and try it out. There are some rendering glitches that can appear, I don't know what is causing those.
MD5:0ABEE9443CB08D1F30128B400070AC44

Saturday, December 6, 2014

Map editor preview

I had to make a map for another video, so I decided to record it and upload a time-lapse. I thought it will go faster, but it took me over an hour. This is the first time I used the new editor to actually make a map. It's great that I managed to work on a map for that long without any crashes.




This video shows only the basic features:
- multiple layers
- adding sprites
- changing textures
- scaling and resizing (vertex and line based)
- rotating
- delete, copy, cut, paste single or multiple sprites using a selection box
- paste preview
- moving sprites in front or behind each other
- moving sprites to a different layer
- parallax scrolling
- basic Box2D bodies

I have uploaded it as Public Build 1 and updated the manual. You can download it here: