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Old games double feature!
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professor_scissors



Posts: 1033

PostPosted: Sat Sep 23, 2006 2:27 pm    Post subject: Old games double feature!

I thought I'd drop by and talk about/share two of my older projects which I'm more or less done with: RRRRRPG and Vertical.

Vertical


This had big plans to be some huge epic game where you climb a massive tower while battling dramatic bosses. It fell apart, and all that is left is this neato platforming engine. I still might eventually use it for something, but not for a long time. Contains: Grappling hooks! Walljumping! Relaxation! No enemies! Lonely game!
Mac version available here.


RRRRRPG


This game, I never had too much planned for. I wanted to make a completely content-free RPG. A number-increasing game, with no plot or characters, just you and the numbers. I don't know how this managed to be entertaining, but somehow it does! Contains: Numbers! Increasing! Polygons! Experience points! SECRETS!
If you want a more coherent goal, then try to beat the game at the lowest level possible. My record is 33.



So there you go. A simple game and a simple engine, both there for your playing enjoyment.
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Patrick Alexander



Posts: 29

PostPosted: Sat Sep 23, 2006 9:05 pm    Post subject:

Re: RRRRRPG: I'm not gonna download it just yet, but I just wanted to say: I'm so glad someone has made this game. Thank you.
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L



Posts: 145

PostPosted: Sat Sep 23, 2006 11:23 pm    Post subject:

What do the four R's stand for?
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James



Posts: 1735

PostPosted: Sat Sep 23, 2006 11:52 pm    Post subject: Re: Old games double feature!

professor_scissors wrote:
This had big plans to be some huge epic game where you climb a massive tower while battling dramatic bosses.


I'd really like to play/contribute to a game like this. Could I mail you any ideas I might have on the subject, provided I have some in the future?
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professor_scissors



Posts: 1033

PostPosted: Sun Sep 24, 2006 12:04 am    Post subject:

L wrote:
What do the four R's stand for?

Officially, nothing. Unofficially, Really Really Really Random.
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junkboy



Posts: 13

PostPosted: Sun Sep 24, 2006 1:01 am    Post subject:

I really enjoyed Vertical. You should use the engine for a ninja game!
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Screwtape



Posts: 81

PostPosted: Sun Sep 24, 2006 4:51 am    Post subject: Re: Old games double feature!

professor_scissors wrote:
RRRRRPG
This game, I never had too much planned for. I wanted to make a completely content-free RPG. A number-increasing game, with no plot or characters, just you and the numbers. I don't know how this managed to be entertaining, but somehow it does! Contains: Numbers! Increasing! Polygons! Experience points! SECRETS!

This one strikes me as more than vaguely reminiscent of a little-known webcomic called Triangle and Robert; although that's mostly because it has the same goals of minimalism and polygons. Perhaps of more relevance to this forum, the same guy has occasionally done game-a-day sprints where he tries to come up with a new and interesting game mechanic every day for a month. As you'd expect, not all of them are ZOMG AWESOME but there's some interesting little gems in there.
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Mr. Business



Posts: 1530

PostPosted: Sun Sep 24, 2006 12:55 pm    Post subject:

Prof, I finally mastered some pretty slick maneuvers in Vertical. It's a crazy game, for sure. And it gets extremely green, the further up I go. The gameplay has a damn lot of promise. Almost makes me wish that I had an idea that I could apply the engine to, because it's quite nice.

I have a hypothesis about what the noise is that I'm hearing when I play the game. How muce file i/o does vertical perform while the player is actively playing. I get the feeling that what I'm hearing is my HDD spinning.
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professor_scissors



Posts: 1033

PostPosted: Sun Sep 24, 2006 1:32 pm    Post subject:

Mr. Business wrote:
Prof, I finally mastered some pretty slick maneuvers in Vertical. It's a crazy game, for sure. And it get extremely green, the further up I go.

I have a hypothesis about what the noise is that I'm hearing when I play the game. How muce file i/o does vertical perform while the player is actively playing. I get the feeling that what I'm hearing is my HDD spinning.

Uh.... none. None at all. It loads the sprites at the beginning, then nothing. The tower is randomly generated. As is the color.
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mechanori



Posts: 623

PostPosted: Sun Sep 24, 2006 2:55 pm    Post subject:

Wow, prof. Vertical is fantastic. I mean, it's brilliant. I would only change the grappling hook to a "hold" button rather than a "toggle" button. I mean, I just played it for 15 minutes. If the background slowly got lighter, that would be pretty cool. But as it is, wow. It's just awesome.
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Brock



Posts: 421

PostPosted: Sun Sep 24, 2006 4:57 pm    Post subject:

Any chance of doing a quickie Mac port of these, Vertical in particular?
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oligophagy



Posts: 110

PostPosted: Sun Sep 24, 2006 6:21 pm    Post subject:

I only see an SDL dee-el-el; I'd be willing to throw your Vertical my xcode's way. (WEAK SPOT . . . IN HEART . . . FOR GRAPPLING).
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dessgeega



Posts: 3317

PostPosted: Sun Sep 24, 2006 8:26 pm    Post subject:

vertical is amazing.

i would suggest reassigning the grappling hook to X, since shooting serves no real purpose.

i might tigsource these if that's okay with you.
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LegatoB



Posts: 1546

PostPosted: Sun Sep 24, 2006 9:11 pm    Post subject:

Vertical is awesome mechanics just waiting for an actual game.

I hope you get back to it sooner rather than later.
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Zmann



Posts: 21

PostPosted: Sun Sep 24, 2006 9:39 pm    Post subject:

Vertical is unplayably slow on my laptop ;_;

And being a poor college student, that's all I have.
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professor_scissors



Posts: 1033

PostPosted: Sun Sep 24, 2006 10:06 pm    Post subject:

oligophagy wrote:
I only see an SDL dee-el-el; I'd be willing to throw your Vertical my xcode's way. (WEAK SPOT . . . IN HEART . . . FOR GRAPPLING).

I'll toss it at you.

dessgeega wrote:
vertical is amazing.

i would suggest reassigning the grappling hook to X, since shooting serves no real purpose.

i might tigsource these if that's okay with you.

Let me touch Vertical up a little first. I'm probably gonna just get rid of the shooting all together.
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oligophagy



Posts: 110

PostPosted: Mon Sep 25, 2006 11:07 am    Post subject:

Vertical on your Mac, check Help for controls: http://professor.fireandrobot.com/vertical.dmg
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Sawtooth



Posts: 2350

PostPosted: Mon Sep 25, 2006 4:34 pm    Post subject:

awesome! Thanks! New forum heroes itt :D
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dark steve



Posts: 3002

PostPosted: Mon Sep 25, 2006 4:48 pm    Post subject:

What are you guys getting for performance? It's choking the life out of my G4.
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Sawtooth



Posts: 2350

PostPosted: Mon Sep 25, 2006 5:26 pm    Post subject:

Yeah, just tried it, and it's a bit slow. G4 here too, 1.5 ghz.
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oligophagy



Posts: 110

PostPosted: Mon Sep 25, 2006 6:04 pm    Post subject:

It uses SDL, and SDL goes mad slow windowed on Mac, I'm remembering (didn't notice with dual G5 oops). Will add fullscreen.
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Sawtooth



Posts: 2350

PostPosted: Mon Sep 25, 2006 6:14 pm    Post subject:

oligophagy wrote:
(didn't notice with dual G5 oops)


oh you

thanks for keeping your obsolete laptop homies in the loop!
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professor_scissors



Posts: 1033

PostPosted: Mon Sep 25, 2006 7:08 pm    Post subject:

Updated links in the first post: Windows vertical now has speedrunning mode (press 'r'), which records your best times of climbing very high, very fast. Linked mac version should have improved performance!
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oligophagy



Posts: 110

PostPosted: Mon Sep 25, 2006 8:18 pm    Post subject:

about the mac improvement: i forget to change to pure opengl from a deprecated opengl / sdl hybrid mode, which is why the windowed mode here was so slow even Zombie City Tactics ran fine. so it should work as is now; let me know if not.

(if you really want, apple-f will go fullscreen, but this is really slow for some reason i can't yet comprehend. but i'm learning!)
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dessgeega



Posts: 3317

PostPosted: Tue Sep 26, 2006 4:57 am    Post subject:

( b^_^)b
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Screwtape



Posts: 81

PostPosted: Tue Sep 26, 2006 6:12 am    Post subject:

oligophagy wrote:
about the mac improvement: i forget to change to pure opengl from a deprecated opengl / sdl hybrid mode, which is why the windowed mode here was so slow even Zombie City Tactics ran fine. so it should work as is now; let me know if not.


I think this latest version runs perhaps even slower than the original on my G5 1.6. For comparison, Umihara Kawase runs at about 50% CPU in SNES9x while Vertical pegs it at 100% every time. :/

I think I might have spotted some dithering activity in full-screen mode - you're not picking a mode with a mismatched colour-depth, are you? It does seem to run a little faster in 'Thousands' rather than 'Millions'. Also, are you doing the ol' double-buffering-and-SDL_Flip() trick so it waits for vblank? My occasional forays into SDL stuff tended to get much more CPU friendly with that.

Other minor suggestions: I second mechanori's suggestion of making grappling-hook a 'hold' rather than 'toggle'. Also, how difficult would it be to make the game read keycodes rather than characters? I'm one of those cursed Dvorak-keyboard users, and it's a bit annoying to have to switch to US-English every time I want to play. Alternate solution: add support for gamepads.

I'd like to know how far I've climbed, although putting a stark number on the screen would rather destroy the nice sombre atmosphere. I like the gradual colour change, except that it loops and I'm never quite sure how many iterations I've seen. Perhaps 'one loop' could be calibrated to be the high-score?
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L



Posts: 145

PostPosted: Sun Oct 01, 2006 12:09 am    Post subject:

oligophagy wrote:
Vertical on your Mac, check Help for controls: http://professor.fireandrobot.com/vertical.dmg


Well hey it won't run in OSX 10.2.
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oligophagy



Posts: 110

PostPosted: Sun Oct 01, 2006 11:55 am    Post subject:

L wrote:
Well hey it won't run in OSX 10.2.

oh man did i do everything wrong this time.

this i can fix; just forget to switch the target SDK from 10.4 to 10.2.8. will post soon. but these performance issues? STUMPED.
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Toups the Elder



Posts: 508

PostPosted: Sun Oct 01, 2006 1:24 pm    Post subject:

I bet SDL is not getting an accelerated context to draw in. That can really kill performance.
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schmeetz



Posts: 353

PostPosted: Sun Oct 01, 2006 2:25 pm    Post subject:

No problems here, using a G5 though. Good stuff though!
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professor_scissors



Posts: 1033

PostPosted: Wed Nov 01, 2006 10:15 pm    Post subject:

NEW VERSION 0.4 of Vertical released!
New features:
-Tower no longer has walls, but instead has Kid Icarus-style horizontal scrolling.
-Less-boneheaded programming means the game will run MUCH faster and consume less CPU power.
-Pressing V toggles between normal view and a zoomed-out view.
-Pressing S when not in a race enters Space mode.
-Pressing 2 when not in a race enters Doublejump mode.
-Pressing H will toggle a display of how high up the tower you are.
-At extreme heights, the tower becomes more difficult to climb.

At this point, I'm going to promote it from "engine" to "toy."
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GrimSweeper



Posts: 530

PostPosted: Thu Nov 02, 2006 5:02 am    Post subject:

Yay! My laptop couldn't handle the previous version well (it slowed to a crawl). Let's see if this is any better.

It is, excellent. However, whenever I try to initiate a race, moving while throwing my grapple hook will make it cancel. I'm not THAT good to make it to any height just by jumping around.
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professor_scissors



Posts: 1033

PostPosted: Thu Nov 02, 2006 6:59 am    Post subject:

Argh! I could've sworn I had gotten rid of all those.

Bug fixed, download at same location.

EDIT: New minor update at same URL makes the Space mode physics more fun.
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Screwtape



Posts: 81

PostPosted: Fri Nov 03, 2006 2:32 am    Post subject:

oligophagy: Mackertosh lovin' for the new version of Vertical?

*puppy-dog eyes*
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professor_scissors



Posts: 1033

PostPosted: Sat Nov 04, 2006 8:45 am    Post subject:

MAC VERSION of latest version of Vertical up. Needs testing.
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Screwtape



Posts: 81

PostPosted: Sat Nov 04, 2006 4:00 pm    Post subject:

professor_scissors wrote:
MAC VERSION of latest version of Vertical up. Needs testing.

Works fine on this here G5 1.6GHz. Having no walls as backups sure makes life more challenging... as intended, I guess. Space mode works remarkably well for such a simple debasement of the original rule-set, as does double-jump mode.

I shall play with it further!
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duckzero



Posts: 244

PostPosted: Sat Nov 04, 2006 7:09 pm    Post subject:

Works fine on my g4/400 with 512mb of ram, i was actually a little suprised how well it ran on my old hardware. This game is fun though!
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oligophagy



Posts: 110

PostPosted: Sat Nov 04, 2006 8:00 pm    Post subject:

framerate is go?

YAY.
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Monthenor



Posts: 455

PostPosted: Sun Nov 12, 2006 8:05 pm    Post subject:

Why can't I stop climbing? I hate you, professor_scissors. I can't stop climbing.

This one I should probably not bring to the office.

EDIT: Uh...now what?
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Screwtape



Posts: 81

PostPosted: Fri Nov 17, 2006 6:45 pm    Post subject:

Yeah, I hit a situation like that last night, where the next platform above me was just a few blocks higher than I could send my grapple straight upward, even if I jumped first.

Other things that have occurred to me recently:
  • When my grapple is dragging me sideways and I get stuck on something, when I slide past that something I suddenly zoom sideways, as though horizontal momentum isn't being zeroed by hitting an obstruction the same way vertical momentum is.
  • A tiny field of movement inside a large, static desktop gives me motion-sickness after a while; a full-screen mode would be great.
  • I got bored in my lunch-break at work the other day, and decided to find out how difficult it would be to port to Linux (my workstation at work runs Fedora Core 6). Having snaffiled the source-code, I got a makefile together fairly quickly but I got stuck when I discovered that the published code depends on the Windows-only "glaux" library. Obviously oligophagy must have gotten around this somehow for the Mac port, is the 'portable' version of the source available?
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Monthenor



Posts: 455

PostPosted: Fri Nov 17, 2006 7:16 pm    Post subject:

I'm actually now at 8879. It turns out the tower re-rolls the random platforms if you get far enough away, so eventually it gave me a platform to hang onto. Also I've finally gotten the hang of slingshotting straight up in the vast void.

Oddly, past 7500 there are occasional platforms again.
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Screwtape



Posts: 81

PostPosted: Fri Nov 17, 2006 7:37 pm    Post subject:

Monthenor wrote:
Also I've finally gotten the hang of slingshotting straight up in the vast void.

I have decided I shall direct my scientists to research this exciting new technology.

Oddly, past 7500 there are occasional platforms again.

Hmm.. the highest I've ever gotten is about 2500 or so. Clearly I must abandon reasonable sleep cycles in the attainment of this goal.
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Monthenor



Posts: 455

PostPosted: Fri Nov 17, 2006 8:52 pm    Post subject:

Screwtape wrote:
Monthenor wrote:
Also I've finally gotten the hang of slingshotting straight up in the vast void.

I have decided I shall direct my scientists to research this exciting new technology.


This makes the climbing go much faster: fall down below a block and shoot your grapple straight up so it'll catch just at the edge of its range. Hold Z and steer so you're just to either side of the block. Release grapple when you're even with the block. Catch major air.

It's all about the rubber-band physics. With careful falling and slingshotting you can conquer even the great empty spaces in the Upper Wastes.
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professor_scissors



Posts: 1033

PostPosted: Sat Nov 18, 2006 9:11 am    Post subject:

You should also hold Up during these slingshots, to minimize the length of the rope for extra pull.

I'm aware of the horizontal momentum glitch, but I am also pretty baffled as to what causes it or what to do about it.
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