Phantom Demake (bgmc 13)

Hi all heres my progress so far, i changed my mind about stuff half way through the week.
Iv been wanting to make a DeMake of phantom dust for a while and this seemed like the perfect opportunity.
Desiced to make it look like a mixture of wolfenstine and mariokart.
Using sprites as characters that always face the camera.


I do have a question though , I turned off mipmapping in the system preferences and everything looks good, but when i exports as exe it looks yuck again , is there a way to turn off mitpaps in exe.

hope everyone else’s games are going well.

Wow, this seems fun.

I don’t know how to turn them off.

Found out how, :smiley: its a python thing
heres a video by solar lune about it , thanks

the code is :

from bge import render

render.setMipmapping(render.RAS_MIPMAP_NONE)

Thanks again solar lune , I added the effect you linked on the main bgmc page and it just poshes the edges to the extreem and feels like it could almost run on snes.



I added a few new things like the lamp posta and the tree in the middle, Think im still under the poly count 172 tris so far and will only be a few more for enemies and stuff.
Just need to get the actual game running , wont get the deck building set up :(, will just have a basic deck of dumed down skills to play with , woudl like to get 2 player in but might just be single player against stupid ai.

Also dose anyone know why my python movment script wouldn’t work when the game is saved out to exe?

heres the code:

import bge
import Sprites

cont = bge.logic.getCurrentController()
cubeOBJ = cont.owner

scene = bge.logic.getCurrentScene()
keyboard = bge.logic.keyboard

movementSpeed = 0.05
rotationSpeed = 0.05

stateAnim = 0

sprite = cubeOBJ.children[0]

def main():
if stateAnim == 0:
sprite[‘sprfps’] = 8 # Playback FPS
#up
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]:
cubeOBJ.applyMovement([0.0,movementSpeed,0.0],True)
sprite[‘spranim’] = [“PlayerWalkU”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#down
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]:
cubeOBJ.applyMovement([0.0,-movementSpeed,0.0],True)
sprite[‘spranim’] = [“PlayerWalkU”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#left
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]:
cubeOBJ.applyMovement([-movementSpeed,0.0,0.0],True)
sprite[‘spranim’] = [“PlayerWalkL”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#down
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]:
cubeOBJ.applyMovement([movementSpeed,0.0,0.0],True)
sprite[‘spranim’] = [“PlayerWalkR”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SPACEKEY]:
print(“space press”)

if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.QKEY]:
    #print("Q pressed")
    cubeOBJ.applyRotation([0,0,rotationSpeed], True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.EKEY]:
    #print("Q pressed")
    cubeOBJ.applyRotation([0,0,-rotationSpeed], True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.CKEY]:
    print("Q pressed")

main()

Hmm, I like the art design! The character sprite is looking good too.
What goes on in the game? I’ve never played (let alone heard of) Phantom Dust.

Frankly, this is the only BGMC13 game I’ve seen that actually looks like a SNES game. It looks AWESOME. Keep it up =o

Thanks @MichelleSea, ye im trying to stick in the bounds as mutch as possible.
And @RandomPickle97, The game is really unique, The story has so many twists and turns but its all weasome , but the game play is what makes it fun and strategic. Its basically an arena fighter, but instead of having standard buttons to do standard attacks or a combo system , you build a deck of skills before hand which are then spawned in the level at 3 skill spawn locations , if you stand on the spawned orb and press a face button that skill is assigned to that button till it ether runs out or gets replaced by another skill. Some skills are offensive, some are defensive, some do special things like dash or levitate, healing etc. Theres a lot of depth and its a lot of fun. It only came out in japan and america so a lot of people didint hear about it.


couldnt help myself gona try to get split screen working

I like it.
Will you do a basic color switch for the other players? Perhaps different color jackets?

Ye for now , in future i would like to sprite up other characters font the game but for now , its just a color shifted skin to kind of resemble another character.


Heres the build
http://www.pasteall.org/blend/31149

keymap?

I can’t seem to move…

It ain’t workin’ for me either.
The “Phantom Demake” Logo is nice though :ba:

Glad to read it’s not just me. I agree the logo looks great! When I press space it dissolves and I see what looks to be a split screen game, but nothing happens. This looks really cooll

Hi all soory about the controlles , i didint add the sprites .py script , here it is re packed
https://drive.google.com/file/d/0B1uee0Nf50b8c05KY2x4SHZPZTg/edit?usp=sharing

hopefully it works now

Nice work!
Just got it to run :smiley:

Thanks Glad you like it. I just need to make it work more like intended now. might get some people to help out.

Also bgmc got mentioned on phantom dusted forum
http://phantomdusted.com/phantom-dust-demake/