Trillek2D Alpha 0.4
Posted by Gold Prognosticus Aug 20 2013 20:18 GMT in Gold Prognosticus
- 1 Like?

Latest Version: http://st0rage.org/~hunterx/trillek/Trillek2D%200.4a.zip

AKA Gold's sort-of-unnamed attempt at making an 0x10^c alternative, AKA Betalands: Space DLC.

Arrow keys to move, Z to jump, and Q to toggle the debug stats (though those aren't much use outside of development). There's not an awful lot to see at present, but it represents the completion of most of the key framework elements of the engine (and completed faster than I have ever managed to do in the past to boot), allowing the development of more advanced fuctionality, and I figured I'd post it here so that in the event of this project ever making it past three or four public builds you can see the progression of the game throughout the development cycle.

You might need the XNA Redistributable or some other stuff to run it, but I don't have time to go find the links to them at present. If Google hasn't helped by morning I'll find the links then.


Replies:

What is it with shitty programmers and being completely unable to make a cross-platform game. It's like watching someone slip on a banana peel. "Oh, what, Clang? SDL? I, uh, no, um, Windows only! Whew, That was a close one, I almost let everyone run my program for a second there!"

Reply by Fortran Aug 21 2013 01:20 GMT
Because Mac is for losers.
Reply by Ignorant Aug 21 2013 01:35 GMT
Francis owns a Mac
Reply by Fortran Aug 21 2013 02:07 GMT

Point proven.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

pls dnt ban me

Reply by Ignorant Aug 21 2013 02:16 GMT
I'd say Francis has good taste in using a POSIX-compliant system but he uses Sublime Text so that goes out the window. I don't know why he doesn't just use GVim or Cream.
Reply by Fortran Aug 21 2013 02:26 GMT

I'm just going to pretend I didn't see the implications about my programming skills and point out that XNA programs can be ported to Mac via Monogame at a later date. I'm using XNA because that's what I have installed at present and I wanted to get back into the swing of things before I started messing around with a new engine.

Edit: Also Ignorant, I'm not sure why your copy isn't closing. Do the escape key and the close button not work? Were you doing something specific at the time or did it happen on startup?

Reply by Gold Prognosticus Aug 21 2013 10:51 GMT
Isn't XNA a dead platform that MS no longer supports?
Reply by Lord Crump Aug 21 2013 11:47 GMT

Microsoft are no longer providing updates for it, but as it stands it's pretty well established and does what I want it to. And if/when the time comes where I need it to do something XNA cannot provide (such as cross-platform support), it's easy enough to port the project to one of the open-source equivalents such as Monogame.

In other news the camera now moves a lot more smoothly, the player sprite is animated and the controls can be user-specified. Gonna try and add some more interactivity next, so there's a bit more to do than just walking and jumping.

Reply by Gold Prognosticus Aug 21 2013 12:44 GMT
dude, just use unity
Reply by Lord Crump Aug 21 2013 16:52 GMT

Despite the fact that I am inexperienced with Unity and development would likely be slower as a result (though this obviously decreases with practice), it appears trying to do 2D games in Unity is somewhat convoluted.

Interaction with objects is in place, albeit offering little to interact with at present. Currently working on level editing tools, then I need to get the menu system sorted, and then maybe I'll venture into the dark arts of networking for some kind of basic multiplayer.

Reply by Gold Prognosticus Aug 21 2013 17:48 GMT
Doing 2D in Unity is simple, yo
Reply by Lord Crump Aug 21 2013 18:36 GMT

Hmm, maybe I'm overthinking it then - all the guides I've found involve messing about with sprites on 3D objects and fiddling with the camera and physics axes to make it look 2D.

Level editor is coming along nicely but isn't fully functional yet, gonna take a break for a bit to play a game then sort out the menu system.

Reply by Gold Prognosticus Aug 21 2013 18:46 GMT
This thread is a good, humorous example of how consumerism and America's entitlement issues has formed modern independent game creation.
Reply by Fortran Aug 21 2013 20:59 GMT
>unity's even worse than xna
spoken like someone who has never used xna and unity
Reply by Lord Crump Aug 25 2013 17:51 GMT
can we keep the development shitstorm to the chat?
Reply by lain Aug 25 2013 17:55 GMT
skrillex2d is my favorite dubstep!
Reply by weedlord bonerhitler Aug 25 2013 18:21 GMT

I'm just not going to get involved in this argument; too much stress than it's worth.

Level editor is done, along with a few backend enhancements to interactive parts. I also worked in optional animation between part states. All that remains is to sort out popups and the menu system and I will have reached my next milestone. After that it's either basic networking or building gameplay on top of the newly completed framework, I haven't decided yet.

Reply by Gold Prognosticus Aug 26 2013 09:57 GMT
Help guys there's a man in my house with a lead pipe
Reply by Super-Claus Aug 26 2013 19:58 GMT
nobody can help you, it's going up your ass
Reply by MM Aug 26 2013 23:07 GMT
You know what's in your ass? YOUR MOM! zzzzzzzzz
Reply by Lord Crump Aug 27 2013 23:07 GMT

http://st0rage.org/~hunterx/trillek/Trillek2D%200.2a.zip

Version 0.2a Changelog:

  • Smoothed out camera movement.
  • Animated player sprite.
  • Added support for animated parts, as well as multiple part states and transitions.
  • Added player interaction with parts (X key by default).
  • Implemented basic level editing tools. (Keys 1-5 to select the editor mode, and keys A and S to scroll through parts when in the Build Part mode)
  • Added several new parts.
  • Added a placeholder startup screen and pause menu.
  • Enabled customizable key configurations (open Keys.cfg in a text editor and adjust the values as you wish, but keep in mind it is case sensitive).

Up next I plan to start work on gameplay features such as having parts do things that actually matter, along with basic ship control and such. It's possible I may also port to Monogame at some point in the near future.

Reply by Gold Prognosticus Aug 31 2013 16:40 GMT
lookin good so far. Also it works for me now so yay! Anyways before you switch to monogame you may want to check the multiplayer capacity it allows.
Reply by Super-Claus Aug 31 2013 18:02 GMT

http://st0rage.org/~hunterx/trillek/Trillek2D%200.3a.zip

Version 0.3a Changelog:

  • Improved the main menu.
  • Added options and credits menu screens.
  • Added support for parts to generate controllable popup screens when interacted with.
  • Created a basic hull system for ships, generating a rectangle around all of the current rooms.
  • Implemented a representation of space containing a number of test ships. The edges of the region wrap around on each other Asteroids-style, though collision detection does not yet wrap around as well.
  • Added basic Helm part - each button represents a toggleable direction for the ship's movement, select the active direction to stop.
  • Added Radar part - the light green rectangle is the current ship, all other rectangles are ships in the current region.
  • Added Airlock - when the ship overlaps another ship that also contains an Airlock, interacting with it will allow the player to change ships.
  • Added Random AI chip - when placed in a ship, causes it to move around randomly. One of the test ships in this build is an unmanned probe that will fly around via this part.

Next up I'm gonna add a proper system for building and editing ships, rather than just adding and removing things at will. Monogame ports for OpenGL and Linux are in progress, but I'm getting some errors from the content files so they're not quite ready to release yet. And while Monogame supports Mac ports it does require a bit extra work, so that might take a little longer.

Reply by Gold Prognosticus Sep 04 2013 20:18 GMT
hey gold i found a bug; when i press the switch button and hold down at a door i fall through the ground and off the screen
Reply by Lord Crump Sep 05 2013 03:42 GMT
It's a known issue with the collision detection, should have a fix for it by the next build or so.
Reply by Gold Prognosticus Sep 05 2013 07:53 GMT

GOOD LORD I ACTUALLY CONTINUED ONE OF MY PROJECTS, THE END TIMES ARE UPON US

http://st0rage.org/~hunterx/trillek/Trillek2D%200.4a.zip

Version 0.4a Changelog:

  • Expanded test region size.
  • Added a simple chat feature - press T to send a message viewable by all other characters on the same ship.
  • Added simple NPCs, capable of movement and speech (two new test ships contain bots demonstrating each of these) and theoretically interacting with parts, but this is not used yet.
  • Added player/NPC names above characters. Press Y to toggle this.
  • Added a DCPU-16 part with built-in LEM-1802, keyboard and clock hardware components, conforming to the 1.7 specification on the dcpu.com website. Keep in mind that this feature is highly experimental and may well collapse upon attempting to run programs - if you are able to identify specific areas in which the DCPU does not conform to the specification please let me know and I can correct it. Hardware currently all connects to the first DCPU created (including the on-board components of secondary DCPUs), and will be re-connected to the earliest created remaining DCPU if the first is deleted. Also note that the DCPU is not presently speed-limited, so attempting to run multiple DCPUs simultaneously (redundant since only one can see the hardware at present) is likely to lag the game. Included is diag.dcpu, one of the programs I have been using to test the DCPU.
  • Added Engine part to automate ship movement via the DCPU (see XIPC specification document).
  • Added basic eRadar part to provide ship info to the DCPU (see XIRI specification document). As with ship collision detection, it may be confused by the edges of a region wrapping around on itself.
  • Adjusted version code slightly to allow for better version handling in the future.
  • Removed framerate from the diagnostic screen, since it didn't work anyway.

If any of you are interested in learning more about the new DCPU system, you might want to take a look here or perhaps here. It's all a bit convoluted, but it should allow for some fancy things in the future.

Reply by Gold Prognosticus Dec 19 2013 12:04 GMT
How does your custom hardware, like a ship engine, connect to the DCPU? Is it functioning as a keyboard? not sure what you mean by XIPC and XIRI
Reply by Francis Dec 19 2013 15:11 GMT
XIPC and XIRI are acronyms of the Propulsion Controller and Radar Interface documents included in the Docs folder of the game. At present any part containing hardware (in this case the DCPU part, the Engine or the eRadar) is automatically linked to the first/earliest built DCPU-containing part which can then query said hardware via the appropriate machine code commands; later you will be able to specify which hardware components are linked to which specific DCPUs. When the DCPU part is interacted with and the screen becomes visible, the game captures the user's keyboard and sends that to the Keyboard hardware component within the part (though the keyboard is still buggy and doesn't respond correctly/at all to particular keys at present).
Reply by Gold Prognosticus Dec 19 2013 17:50 GMT
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