Tested on Linux with intel graphics card. Let me know if it works for you.
Tested on Linux with nVidia graphics card.
I had some fun (aka wasted several hours) on a 2D filter that shades areas close to the camera red, and gives them speed ‘streaks’.
Current Time use:
1.5 hours planning (while on a plane trip)
5.3 hours - All flight mechanics, shield, boosting etc, Basic map generation, appearance testing, 2d filter construction
4.5 hours - HUD, level tweaking, wasting time because it’s too late at night for this
It would have been faster but for the massive jet lag that mean development has been happening while my brain has been dead. It’s also been without internet access up until now which may or may not have helped.
Nice. Are there going to be any pickups? Infinite runners and the like are mostly based around the idea of choosing the best line so you can pick up the most coins or whatever as you go along. Because they don’t have a set layout you have to see the patterns approaching and try to anticipate them while avoiding the fairly infrequent hazards.
This is one of picking the best line to avoid hitting the walls. There will be shield, boost and slow-mo pickups which you can collect. You get points for using boost and the distance you travel.
As you can see, it has a HUD, which has some bars on it (indicate shield, boost and slow-mo) - as well as a collision direction indicator (red glow - in the bottom images it’s at the bottom, but it points around based on where you got hit). The green crosshairs is the momentum of your vehicle.
Todo:
More intelligent map generator
Player death in a satisfying way
Menu
Music
Currently this runs in regular BGE, but I can’t get uniforms into the 2D filter to tweak things like the ‘streakyness’ dynamically. Maybe I’ll make an UPBGE version afterwards.
If it’s a 2d filter you should be able to use gameobject properties to set variables in the filter. Just make sure you set the properties on the object before runtime because if they don’t exist on initiation of the filter it’ll fail to work properly. Only floats and ints work though.
Our games are completely different, and my gane is definitely not a better puzzle-solving-escape-game…
Keep it up
If it’s a 2d filter you should be able to use gameobject properties to set variables in the filter. Just make sure you set the properties on the object before runtime because if they don’t exist on initiation of the filter it’ll fail to work properly. Only floats and ints work though.
I had completely forgotten that! For the past age I’ve ben working with regular shaders where I can use setUniform(). Thanks, I’ll do that this morning.
Edit: Done and it worked nicely. Thanks again
Very good! Looking fforward to play
With a bit of luck I’ll have a demo out this evening, so you’ll get your chance…
Yeah, pretty much everything uses that pixel-noise texture.
Tomorrows job is to add a scoring system, and maybe some more tiles - and then I’ll call it done.
Really great so far. I love the music, though it’s a bit jaunty for such a serious subject as fleeing an inferno…
I think you need some braces or girders dividing the flow of the level, right now it’s not that difficult to just keep flying, you only really crash when you get bored of dodging. Maybe some crates or scrap lying around?
I don’t know how that might mess up your self leveling mechanism though.
The player slowly gets faster, I’ve upped the difficulty (I did all my initial testing with a touchpad) it’s now rather hard to make it to the end of the song. However, the game does need some reward system, so if I get time tomorrow, I’ll add more environment tiles and perhaps some sort of scoring/high-scores.
I just overhauled the self-leveling so it’s a fair bit better now, it should now be able to handle lots of clutter.
Very addictive game! Well thought gameplay, I made almost 1000 meters. Very good game architecture! Nice filters and well executed UI.(specifically, your UI is something, I can not do by myself, kudos for that.)
We definitely should team up along with some other BA members, sometime and make a game…“The game”
I use managed lists for the UI haidme
Element =
[ “elementToSpawn”, [initial data to set], [update each frame], owner]
If len Element<5:
(tab)add element object to scene, append to element list, pack data into object
else:
(if owner or target invalid, add to pop list, else update using property list)
And each element can handle what it does with data presented to it.
(this handles overlay text, health bars, pie menu etc in wrectified and manic mack)
The code is called UI_handlez in manic mack I think*
This is fast and flexible, and modular.
The update system is generic, and calls functions (update pos, update rot, update text etc)
I intentionally made it designed to work with any game.
(I know there is no standard way, but I am trying to help change that)