The Begining of Kill da Ducks

Learn how it was at the begining.

Last progress entry

See how the game development is going

Grav

A WIP arcade hard game you should check :P

Last Bug revealed

Look at the game's bugs and have some fun!

About me

Just a bit of information about myself.

Showing posts with label progress. Show all posts
Showing posts with label progress. Show all posts

Oct 21, 2012

Game Engine, Lua, Box2D and other things

Hi there, it have been a long time, I apologize...
Well as You can imagine the game engine progressed a lot, well YOU'RE WRONG! I started it over again (this is the last time, I promise) and I did it like pi times better! I rewrote how the depth is handled, added Lua support and added Box2D for physics and better collisions.

But before talking about the new engine I need to say that someone joined the team, even is he's not always active :P, he participates in the game design, the programming and ideas. He's named Senryoku over the net, here is his GitHub page.

 I talked about Lua, well, he was the one who introduced the idea in the game, we talked about it and decided that adding an interpreted language to the game would make it easily expansible allowing for example to create dynamic levels or even to create your own enemies, weapons or objects, and this is quite exciting because we want to provide a big amount of functions and classes to let Lua get acces to everything someone will need to make a custom story. Yes, I picked that name from Amnesia, it's almost the same concept but even more customizable, we will allow you to prevent the player from playing and moving thing around, adding text, creating bodies, trigger functions to make things happens under some conditions etc. And that simply mean AWESOMENESS TO THE MAX!

I also implemented Box2D as the physics and collision engine for the game. I'm currently wrapping code to allow Lua to create joints between bodies. It's not difficult but it takes time to warp correctly because I have to test everything and well, I also have fun doing senseless things that move, destructibles joints, etc.



I already implemented the particles to Lua, meaning that you can create any kind of particles and particle modifiers (emitters, destructors, attractors). I may create more things to add more fun and customization  but with these tools you can already create complex effects. The things runs quite smooth at the moment, even with large amount of particules but they're not thought to be use a lot so you wouldn't be able to have more than 2000 of particle, I may optimise this later using a direct OpenGL drawing instead of using my own Sprite class based on SFML (which relies on OpenGL but it's not the same ^^) What's interesting about these particles is that they are actually textured and well that obviously makes it
slower...



The particles and the bodies are created through Lua code like that:


w = 15
h = 25 body = Body:new(x, y)
body:setAsCircle(w, dynamicBody);
body:setTexture("mini");
body:setAnimation("s_box.png");
body:setSpriteScale(w/4, w/4);
body:setSpriteOrigin(4, 4);

This will create a simple dynamic Circle. The particles code is a bit more complicated because it involves attractors and emitters ^^.

As you can see there is nothing specific to KDD for the moment, that's the purpose, an engine optimized for games like KDD that will allow to develop other games in the same style. And well that will be all for the moment! I'll try to write more often from now on!

Nov 6, 2011

Grav alpha release tomorrow!

Grav is going very well even if I had not a lot of time to code it, I porgressed in the project a lot, and I have good news! I have a song, well I'm not completly sure about song yet... but I'm sure about the artist. LukHash has composed really nice music and i contacted him today to ask the permission about adding to the game and even about adding them to Kill da Ducks (since they fit very well) and guess what... he is ok! He was very kind and answer fast my petition, I liked that.
Here is his website: http://www.lukhash.com
It's a very polished flash-based website, you should check it.
The song i'm going to use is that one:



Well about Grav, let's take a look to it.



As you can see it's almost complete, (for a playable version). I need to do an update checker (easy and fast) and a text showing you highscore on the game screen, that's all! So I'm pretty sure that tomorrow I will post a playable version ^^. It will be avaible for Windows and Mac, I'm sorry about Linux, I still have some problem to compile run SFML Applications And I didn't find a solution...

Post any suggestion, thanks.

Oct 21, 2011

Some progress in Grav!

Hi! I have been coding a bit the game, but not very much because of the exams, in fact I still have two next week, but these one are about compuer science. Anyway, what I have been working on is the timer, the sequences, the play... everything to be more precise.
You can now play a classic game, that looks a lot to super gravitron with the same sequences but with a better and more intuitive movement control, you'll see veyr soon what I'm talking about ;)
Your stats are now saved automatically to the server, you only have to create an account an the beggining with an ptional password (not implemented yet in the game but already done for the database). By stats I mean the time you have been playing, the deaths, the best time, registration date... I may add more stats later, I accepts any suggestions :)

The connections are called in threads, so they doesn't interfer with the gameplay.






Post some comments if you read something, I would really appreciate it, it fells as if nobody read something that blog!

Sep 11, 2011

A lot of progress!

I have been working a lot on the game, and yes... I have abandonned this a bit, even if I have posted every update trhough Twitter, but anyway I don't feel anyone caring about that since I cannot see anybody commenting!

So... I added the player, BUT I will still not release an alpha version since you cannot shoot! lol, in fact that's not the reason, the reason is that I want to have something playable. By playable I mean something where you can spend a few minutes, with some sort of gameplay. When I add enough enemies and weapons to create a endless/survival mode I will create it and THEN I will publish and post it here! I want to have  nice impression ^^
If you really want to test it out, check the GM version (for windows only) in the section "Demos" (on the top)

I promised a release for the last week, but since I moved on France to keep my studies, I had not enough time to code... Anyway! I will post via Twitter and via this blog all the updates as I can and as soon as I can publish a version, I'll do it!

About the game progress... the player moves correctly, he can grab weapons ans switch them, when he shoots no bullets are created but the light and sounds are. There is an old movie effect on the screen for slowmotion mode, and to show it all, here it is a new video:


The "old movie" effect is done! In action it looks ... on Twitpic

Sep 7, 2011

Enemies!

I just solved the bug that made the game crash when I try to make Ducks to "quack", so here it is a video of how it's going on! I'm very impressive on how SFML is efficient!


Now I'm just going to add the flesh, I mean the body's pieces when Ducks are killed. Then I will add the weapons, then a bullet, the flash, the bullet hit effect and finally the player! I may release an alpha there ^^


Aug 31, 2011

Some Sound test

I coded the sound manager and the sound loader, and here you can see the result: YT messed up the final result, the original video sync the audio perfectly...

Aug 30, 2011

Having some fun with the Blood

Here it is:

Aug 26, 2011

Found it!

I was reprogramming the engine, ans as I said I was working on the blood since I knew that the texture error that I previously showed up had something to deal with that... And I figured out what it was. Appareantly SFML 2 has some bugs when creating surfaces (textures) and I need to create them 2 times. It's pretty strange, but well, it works, and here I have a screeny to show that ^^

Now that that bug is cleared, the developpement should be fast. This mean that I would have a Demo in the week, probably in the end. I'm also a bit busy as it's the end of the summer and I will soon have to leave Spain to go to France because I study there.
Be patient is all I can say, it will worth it :D

Aug 25, 2011

KilldaDucks.com is now the new adress!!

The only thing I wanted to say is that I just bought the domain http://killdaducks.com the blogspot will never appear again in the address! It’s a happy new, at least for me, because the project is serious even if I still don’t know if it will be free or not. By the way I just added the Demos page to let people download the last versions, I'm goind to do some changes to the blog about the photo viewing engine, since it's not working at all...

Since this is too short I will talk a bit about how it’s going on with the new engine:
I’m still working with the surfaces, I mean the effects that must be drawn into textures to appear on the screen, I started to deal with shaders which allowed me an easier work for the light and the wall effects.
So far I have not done a lot, but that’s because I’m testing everything again and again since I’m not an experienced C++ programmer (yet!) so I need to ensure myself about what I’m doing. So far I added the light, the physics, the levels loading, the resources loading, and some blood; currently I’m working on the wall effects and the blood spatters. I promise to post an alpha version when the ducks are done in order to let people to kill some of them ^^.


Aug 19, 2011

Reprogramming the whole engine!

Yes... it's a bad thing... but it will also make the game better, more efficient ^^
As I had some issues with the images (as you saw in an older post of bugs) and as my engine is not very well coded, it doen't even respect the "members of a class are always private", and i used namespaces instead of using static members so... here i am i reprogramming the whole with an unified Object Manager that will allow me to simplify the codingt too (making it faster too)!
I have only done the object manager and a first object, fundamental: Block
i'm adding the light and the blood as they were causing the issues so i should start by that (I need the blocks to do it!)

mmh I have not an image for this entry, so here i ave an awesome picture:

Aug 17, 2011

Changing the Level Converter

Looking at my level converter and what levels look like inside the file i decide it would be better yo do it in another way. The file was modifiable even if it was difficult to understand what is written inside ^^. So i decide to write the file in another way, and the file that first looked like this: Old file
now look like that:
Old file wich is much better ^^ I also added more functionality for the future editor such as editing the initial life of an enemy ^^

Aug 16, 2011

look at that Bug!

Yesterday I said to myself it was time to update the version of SFML 2 since there was a big change: Image class was separed into 2 classes, texture and image, basically i neede to replace each image ocurrence in my project with texture, but it was not enough... i got this funny frustrating bug that made me give up and wait until next day. Here are some screenies...
Buggy! Buggy 2! When blood is created...
and a short video:
After seeing that I started to play Team Fortress 2 since it becamed FREE!!

Aug 13, 2011

Alpha progress 5

it has been a while lol.
-I created a level converter that allow me (or even other people) to convert old levels files (*.lvl) to new level files (*.kdd) i also adde the possiblity to load them frm the game so i can test better teh engine itself ^^ thought some items will not work anymore
-Added the sawlauncher but still working into the cutting effect (duck are slashed i loe it ♥ )
-The light have been optimized and i added lamps (directional lights)
-Added more blood ♥
-Player jump time corrected
-Some opacity bugs corrected
i still want to end all the wepons before adding more enemies

Blood ♥

Aug 5, 2011

Alpha progress 4

Added explosion with Light and smoke effect
Added the Nade for the grenadelauncher

Explosions are funny!

Aug 3, 2011

Alpha progress 3

Corected bugs of the Light Engine
Compiled a win7 version

Some colored Lights


Link is down for a moment, I will reupload later

Alpha progress 2

Added a simple Duck Enenmy
Added a fast Duck enemy (he moves faster when he sees you)
Added the player
added 12 Weapons
added some nice effects like lights

I only have to reprogram everything for SFML 2 it was already done for 1.6 an dit was easy ^^

Shotgun

Jul 30, 2011

Alpha progress 1


Since this is the first post i will explain a bit what I do..
here i post what's new on the game/engine and i also can post pics, videos or alpha versions.

Light Engine complete: Lights are now dynamic and light the blocks too
The wall-effects are also working (blood, hits etc)
view is working too.

Shadows & Lights

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