A Peach Story - ** Updated May 2013** - Level Creator 2.0

@Lakitu That’s weird, it works on my computer and laptop, and seeing the other reactions I think it works on their pc’s as well… Here’s a direct link to Vimeo, maybe that will work. :wink: http://vimeo.com/21260975

@SolarLune Thank you :slight_smile:

@KeyFinder Thanks :slight_smile:

@Gudra Uh… what?


Anyway, I just saw this topic got over the 1,000 hits :stuck_out_tongue: I thought it would be fun to show some pointless statistics about the game so far:

Total number of faces: 191,624
Faces per level: ~25,000
Faces per battle: 15,000

Total number of objects: 3,040
Number of materials: 102
Ipo’s: 57

Blendfile size: 1.2 gig

Also, the peach has 676 faces, 19 sensors, 18 controllers and 18 actuators.

The next update will have a new level. :slight_smile:

http://i1131.photobucket.com/albums/m555/Mirata/APeachStory-1.png

Haay,

I’ve finally started working on the second world. I’ve also improved the gameplay and added snow. The first level is completed and I’m now working on the second level.

Level 1

http://i1131.photobucket.com/albums/m555/Mirata/SnowLevel1WholeLevel.png
http://i1131.photobucket.com/albums/m555/Mirata/SnowLevel13.png
http://i1131.photobucket.com/albums/m555/Mirata/SnowLevel1.png
http://i1131.photobucket.com/albums/m555/Mirata/SnowLevel12.png

Level 2 (just started working on this)

http://i1131.photobucket.com/albums/m555/Mirata/SnowLevel2Preview.png

Something I want to try out with this world is adding alout of AI and puzzles.

Comments are ofcourse very much appreciated :smiley:

Very cool looking level design. I think that the background (space) could be significantly darker, perhaps with a moon in the black to help accentuate the level and make it different from the first. So far, though, it’s looking pretty good.

Making the background darker is a good idea, it would make the snow stand out better. I have already created a (moving) moon which I planned to use in the first world but never did.

Thank you for the reply :slight_smile:

I like level 2, the only “problem” or the only thing I think I would add. Would be a backdrop…the map looks like some kind of cloud palace or something. Maybe some distant mountains in the background.? Of course it could still be snowing…but panoramas are nice.

Backgrounds will be added in all the levels, non of them are finished already. :wink:

I admire the texturing of the models in the game; the concept of the game is very interesting, please continue your fantastic progress.

Thank you very much!

I have alot of trouble finding good textures for the models…

Btw, which one looks best?:

http://i1131.photobucket.com/albums/m555/Mirata/TextureTest.png

I think I like the left one the most…

I’ve been trying out backgrounds and remade the moon…

http://i1131.photobucket.com/albums/m555/Mirata/Backgroundtest1.png

I want to improve the glow effect behind the moon, it has the same texture as a snowflake right now. I’m also not sure about the color, but I do like the green. :slight_smile:

Look at 1:35 in this video. Look at that backgrop, I think you should go for something like that instead. Like high up on some palace in the sky. The cloud palace, or the sky palace. You know that open feeling just like in the vid.

@Mirata - the second planes are the best to me. Also, I don’t think you should use a real picture of a moon, but should paint one yourself. It doesn’t really fit… I think Gudra makes a good point in that I don’t think it should just be stars, but could have mountains or other backgrounds. Also, I think a dark blue would be better than the green for the sky color. That’s just my two cents, though.

Damn, I really liked the mint-green…

Anyway, the background is a background scene, meaning it can’t be anything but a still image (it can’t move along or react on the peach). I can try adding a simple background, like just black mountains or black trees. I can’t make high detailed mountain backgrounds because a normal computer won’t be able to handle that. The forground is just taking up so much memory already that adding backgrounds like in Mario would kill the framerate. Also, because everything is flat and I can’t make he mountains have a moving effect, it will be hard to see forground from background.

I plan to make the backgrounds kinda like the way they are in the battle’s (so having a forground (playfield) middleground (between for and back) and a background (stars)).

I do want to keep this moon. It’s a very high texture and I don’t think it’s that out of place. If I would draw one it would look cartoon-like, and that would look very weird behind such a forground.

Thank you for your criticism! :smiley:

http://i1131.photobucket.com/albums/m555/Mirata/Backgroundtest6.png
http://i1131.photobucket.com/albums/m555/Mirata/BackgroundTest4.png

I like the moon, but I do need to soften the edge between the moon and the glow. And I think the sky-color is okay, it has a good contrast with the forground and snow.
Don’t be suprised if I change it again for about ten or twenty times, though…

I prefer the first example; I believe that the normal mapping of the second example is too pronounced.

This game is looking it’s shaping up to be really good, good work on the graphics and the levels.


Anyway, the background is a background scene, meaning it can’t be anything but a still image (it can’t move along or react on the peach). I can try adding a simple background, like just black mountains or black trees. I can’t make high detailed mountain backgrounds because a normal computer won’t be able to handle that. The forground is just taking up so much memory already that adding backgrounds like in Mario would kill the framerate. Also, because everything is flat and I can’t make he mountains have a moving effect, it will be hard to see forground from background.

However, high quality parrelax and 3D-looking backgrounds are possible to use with 2D games made in Blender, you probably have your camera in the background scene already, now create, model and texture the meshes or billboards that will make up your background (using an array modifier to repeat it across the length of the level), and make sure it’s a perspective camera.

Give the background camera these properties

BG_Height - float
BG_Distance - float

Then apply this code to the camera in the background scene (in a python controller attached to an always actuator, works in 2.56)


import GameLogic

c=GameLogic.getCurrentController()
ob=c.owner

sceneList=GameLogic.getSceneList()

scene=sceneList[1] #get the scene containing the level

OL=scene.objects

if "Main_Cam" in OL:
    reference=OL["Main_Cam"]  

Px, Py, Pz = ob.position
Vpx, Vpy, Vpz = reference.position

Px = Vpx
Py = Vpy
Pz = Vpz

Hz = Vpz+ob['BG_Height'] #set the starting height of the background

if "Background_Cam" in OL:
    Dx = Vpx+ob['BG_Distance']-60 #get the starting distance from the background

ob.position = (Dx, Vpy, Hz)

If you implement it right you should have a 3D perspective background for your level with automatic parallax, do note that this may take a little while to load after the main scene loads if it’s complex, this can be masked by a simple loading screen that starts in front of the camera and slides out after the FPS goes up when the loading is done.

The cool thing is that since the distance and height is adjustable by changing the properties, you can have the background zoom in and out and go up and down independent of the player’s movement if you wanted to.

when you release this I wanna play it!!!

Here learn from a guy that has got taste :wink: Of course the background would need more tweaking but you get the idea. Maybe a blur filter or something…
http://img269.imageshack.us/img269/4498/screeeeee.png

lol it looks like ICe Miners from Wii

@KeyFinder Yes I thought the same thing, I’m using the left one. :wink:

@Ace Dragon Thank you very much for your reply. Till now, I’ve only been using logic bricks but I can make an exception :slight_smile:

Question though, does the script work in Blender 2.49b? I think I’ve set it up like it should but it doesn’t work.

http://i1131.photobucket.com/albums/m555/Mirata/ScriptSetup.png

Am I doing anything wrong here? Do I have to name the Always sensor something else?

@Evil Moon MOose Thanks! :smiley: Releasing this is going to take a while. I’ve made 5 battle’s and 6 levels now and I plan to make 20 battle’s and around 30 levels. I could, however, release a demo over the next few moths. :slight_smile:

@Gudra I like the idea, but if I would make a background it would be mountains and tree’s made with Blender. Using a real image would be out of place with the Blender graphics. :wink:

I see your problem, you put - float in the property names, I used that to say that they should be floats (which - float is something you do not put in the name). A float is what the property is when the value can have decimal places, it is a property type (which you set in the second column just to the right of the ‘del’ buttons), you can have whatever name for the property you want and it will still be a float. (though if you change the name, make sure the property names match those in the code (where you have ob[‘property_name’], which the part between the brackets and the quotes hold the name of one of the properties you set in the properties panel which has to precisely math one of the names in the properties panel (which they should with - float removed which includes the space before the slash)

Also, do note that you may or may not need to change the number in sceneList[#] to actually get your background scene (because all the active scenes are stored in a list and in the case of my game was the second in the list).

To help get the right scene, you can write print(sceneList) at the bottom of the script to get the list of scenes in their positions in the list (which will print in the console).

And I’m not sure if this will work in 2.49 (though you can try), all the work I do in the BGE is now exclusively in 2.5 and there’s been a number of changes and additions to the API that are not in 2.49 (though the print function in 2.49 is not the same as the one in 2.5, which I think in 2.49 would be print.sceneList with a period instead of parenthesis)

Ah stupid of me, I should have seen that…

Anyway, I think the only problem I have right now is that it doesn’t print the scenelist, so I don’t know which number to fill in.

http://i1131.photobucket.com/albums/m555/Mirata/Pythonerror.png
http://i1131.photobucket.com/albums/m555/Mirata/script.png