Homebrew The start of a 3D platformer...

relminator

#AnyaBasic
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This started off a a request by a friend of mine for a PC code that would make his life easier making a 2.5D platformer.

The idea is to use screen-dimension-friendly coordinates for your 3d scene, low memory footprint and fast enough for any type of game. So this engine can also be used for Pacman clones, Space shooters, etc.

I was easy enough coding it for the PC but very hard when I rescaled it to the DS. So instead of each tile being f32(16x16), I just used f32(1x1). Yeah DS's v16 vertex suxxors.

Anyways, I'm posting it here for some of you who may want to develop this into say a paper mario, metroid, megaman type of game.


Update:

Screen:
jo-rass-screen01.png


DL:
http://www.rel.phatcode.net/nds_temp/Jo-RassicPlusNo%24GBA.zip


1. Used JP's sprite as the main char.
2. 4 types of projectiles (Y)
3. Castlevania SotN style familiars (Damn Iike Hooke's Law in spring physics!)

I still have no idea how to use the familiar fairy but it's there when we need it. :*) The idea came after JP pointed out a nice DS game called "Moster Tale". Maybe we can use it for shields and short range attacks?
 
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relminator

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I just got the 'Megaman" ladders working. I mean it behaves like that of megaman(x). Level texturing(placeholders for now) are done.

Now for some questions:

Since i would like this game to to fit in the 4MB limit(for compatibility), I would guess imported(not procedural) 3D models are a no go. With regard to procedural models, I could do spheres, toruses, superhapes or just about any common quadric. That means by using procedural models, while hard to code, would make the memory footprint low. But we are limited as to what models to use.

If however we use 2D billboards(ala paper mario), we would have a 3D world with 2D sprites, which doable inside the 4MB limit.

What do you guys think?

1. Full 3D with animated models(Megaman on the PSP) but use nitroFS or /data folder.
2. Full 3D using procedural models inside the 4MB limit but would look like crap.
3. 3D world with 2D sprites inside the 4MB limit.

If it's Cave Story were gonna do, I would need someone who can do 2D GFX. Textures I could make with some of my own tools here.

Also the maps are gonna be text-based (It will get optimized on load).
Something like:
# = Bricks
$ = Ladders
etc.

AW: I'm downloading the PSP version of Cave Story(IDM says it's finish in 2 hours, yeah, I have a sloow connection). I'll try to get a feel of it after I finish.
 

Another World

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2d in 3d sounds perfectly old school to me. that gets my vote.

that 2 jump button system of jnkplat makes jumping extremely precise. it allows you to hop around the level without touching the dpad. most hate it, some never get use to it, but i embraced it.

-another world
 

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I think I'd go for either using nitroFS or just using 2D sprites. I could attempt making graphics (if there is anyone else that actually has aptitude towards it, please go ahead), though I can't say I'm all that great at that sort of thing (I'm not a very imaginative person when it comes to making my own graphics).
Rather than a straight up clone of CaveStory (which actually might end up getting a C&D letter), it would probably be better to just build an engine that could be used to make something that just happens to be similar to CaveStory :D.
 

relminator

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JP: Yeah, getting a C & D would suck, so I guess we'll try this thing as an experiment (a gbatemp community project pehaps?).

Here's the new build(GFX are placeholders for now but I knda like how a 32x32 texture works with the blocks):
http://www.rel.phatcode.net/Temp/Platfom25Dmmxstyle.zip

Screen
25dscreen.png


AW: it's 2D sprites in 3D world combo so you're gonna like it..
 
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Another World

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if you want to do some type of gbatemp collaboration, i wouldn't mind writing some type of short story for the thing. due to a lack of time i can't write an entire script that dictates how the game should be made. if you guys come up with a game idea and some gameplay examples and then you need a story to bring it all together, let me know. that would be something really fun to work on.

just so you know i'm a fantasy fanatic. i'd love to see an adventure-platformer game that involves some type of wizard and a few hundred spells. =)

-another world
 
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TripleSMoon

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if you want to do some type of gbatemp collaboration, i wouldn't mind writing some type of short story for the thing. due to a lack of time i can't write an entire script that dictates how the game should be made. if you guys come up with a game idea and some gameplay examples and then you need a story to bring it all together, let me know. that would be something really fun to work on.

just so you know i'm a fantasy fanatic. i'd love to see an adventure-platformer game that involves some type of wizard and a few hundred spells. =)

-another world
I can't believe I didn't think of this myself. :blink: I happen to be an amateur sci-fi/fantasy writer myself, so if you need more than one writer, I'm sure I have time to get involved, if you guys want. :)
 

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Well, I thought I would give a shot to see if I can actually even make pixel art (this is pretty much my second or third time doing pixel art-ish anything). If you all are ok with the little sprite below, that is about the best I can do at the moment. It's not amazing by any standards, but it is all done by hand, so at the very least, I don't plan on suing people.
SVQ2s.gif


-edit-
The preview seems to be resizing the image a little, so here's a direct link:
http://i.imgur.com/SVQ2s.gif
 
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TripleSMoon

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I'd actually done tests for something like that a few years back; a real 3D smash bros game for the DS is entirely doable tech-wise, the only real problem is creating content, balancing and getting gameplay right.
smashbros2.png
smashbros3.png
Yeah, but if previous attempts to make Smash Bros. DS mean anything, it's really hard to make the game enjoyable using sprites. the previous DS Smash Bros. homebrews were terrible simply because they had no real hit lag since the animations of sprites are so limited.
 

relminator

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Discostew: Yeah, I made that Billboard code in preparation for this ;*) Which reminds me it's quite useless w/o textures so I'm gonna post a textured example there. Thanks for reminding. ;*)

Smea: nice looking engine but I don't have Lobo's 3D modelling mojo at my disposal. ;*)

xwatchmanx: I have not played any SSB games so I'd prolly mess it up if I make one.

AW: Yeah we could make something like a switch based puzzler. Magic based projectiles are gonna be cool too.

JP: That image speaks of awesomeness! I'll be on Mirc later, but in case we you're asleep, Standard tiles are 32 x 32. Player can be of any size as long as width is
 

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