(3-31-12 UPDATE) Hey. As you probably know, this project, GridSpace, was something that I wanted to make and complete. However, I’m not planning on doing much else with it (as I’ve already got too much on my plate game development wise), so, I’ve decided to open-source this project, letting whoever wants to, to step up and check out the source .blend file and see what they want to do with it. Thanks a lot for checking it out and looking into it. I might stop by once in awhile to work on the project, depending on what people do with it.
If you want to use the source commercially, you have to get permission from me.
The SFL, XEmitter, XParticle, and BGHelper are public modules that you may use commercially, however.
This version contains my first release of SFL, which is a screen filter module. It contains lots and lots of useful filters, like Desaturation, Radial Blur, Bloom, Cross-shaped Bloom, and many others. It’s pretty useful, I think. The advantage of it is that it’s far easier to integrate into your project, and you can customize it. The general idea is like this:
from bge import logic
import SFL
cont = logic.getCurrentController()
filter = cont.actuators['2D Filter']
filter.shaderText = SFL.Bloom() # Set the filter's shader to low-quality bloom
filter.shaderText = SFL.Bloom(quality = 2) # Set the filter's shader to higher-quality bloom
cont.activate(filter)
As you can see, the SFL module consists of functions that return a shader, customized to your needs. Each shader has different parameters that you can use to customize its behavior. It’s fairly useful. By the way, I think I got the Chromatic Aberration filter from leonn, and the bloom filter is credited to the Yo Frankie! project.
Well, here’s the blog page that leads to the download.
----- OLD NEWS -----
Hey. So here, I present the work-in-progress of my current amount of time spent on the BGE - GridSpace. I liked Geometry Wars and its fun, arena-style gameplay, but I feel that it’s a bit restricting to only battle in one area, and to only use a single weapon to fight. So, this is my attempt to rectify the problem in the form of a game.
So far, I’ve got enemies and a melee weapon to fight with, and the game’s looking pretty good overall. It’s made in Multitexture mode with a couple of screen filters on it.
A little shameless plug, heh. Anyway, what do you all think about it?
Quickie Update: I got a better reflection going. The previous version was on a black image - now, it’s actually alpha-enabled. This fixes a bug where the reflective object was drawing above the grid.
–5/7/11 Update–
Oddly enough, I can’t get the thumbnails for my images to show up. Anyway, here’s my update so far:
I’ve updated the world to look more like the screenshot above.
Also, I’ve got the NPC’s dialog going. I’m trying to choose between having the dialog appear in 3D above the NPC, and having the dialog appear in the grid spaces. I personally like the grid space idea, but for the dialog, it’s a bit hard to see it. I’m also running into a bit of trouble with transparency.
I added a small detail of little ‘bits’ scrolling down the grid lines (the white blocks you can see in the screenshots). It adds a bit to the feeling of being in Grid Space - I probably should have it so you can turn it off.
As you can see in the shot below, the grid lines are overlapping the message image (which isn’t what I want). The problem is that both the grid and message are alpha-enabled, and there’s some Z-fighting issues going on (I think). Also, the ‘Alpha Sort’ button doesn’t work for fixing this issue… Anyway, I think I’ll fix it by pushing some of the planes to background scenes, if possible.
Updated World, Transparency Issues
I’m getting pretty tired of having my pictures fill up my post, but not be visible with thumbnails, so I think I’m going to just link them, since that’s how it appears anyway…
– 5/8/11 Update –
I added a new background galaxy, as well as fixed the alpha issues. The problem remains on the particle effects, but that’s too small of an issue to worry about. I also added a galaxy in the background that’s a bit bright, but works well.
– 5/10/11 Update –
I’ve gone ahead and registered as an indie game developer on IndieDB (along with GridSpace)! Check it out here.
– 5/10/11 Update (Again) –
Did quite a bit today - got a nice town-type of area (an outpost), where you will be able to at least customize your character a bit - probably also be able to buy some upgrades. I got a video up, now. Sorry about the quality and black screen at the end. Anyway, here it is.
– 5/17/11 Update –
A little update. Got a new enemy up and running - it chases after you, and you’ll have to battle it out, either with long-range shots, or up-close attacks. Once it’s finished, I’ll probably post a screenshot.
–5/17/11 Update (Again) –
Another little update. Working on a shop - it’s going alright. I’ve also got a new enemy created - a Gear. It’s got melee spinning capabilities like the Player’s base ship - I’ve been thinking that maybe a good reason not to tangle with a Gear would be that melee spinning attacks wouldn’t work on it. What do you guys think?
–5/23/11 Update–
Hey, what’s happening? So, I’ve got a preliminary shop working. Why? So that I could sell a new weapon - the LightBead! I know, it doesn’t sound great, but it’s just a simple manual pistol-type of weapon. I also have a radar type of capability implemented to enable an easier, assisted aiming function that makes it easier to fire at enemies.
– 5/29/11 Update –
Hey, so I’ve got a video up and running showing the new things that I’ve added. I say it in the YouTube video description, but I’ll also say it here - sorry about the low quality of the audio.
– 5/30/11 Update –
Aw, crud. I left my computer on all night and it made some sort of corruption panel… area… thing in the game! What am I gonna do?! I don’t see this working out to my advantage at all… LOL
Just kidding around.
– 6-6-11 UPDATE –
Hey. So, today I worked on the 2D filter and managed to make a cross-shaped bloom, not unlike Unity’s. It looks pretty good to me, though you can’t really see it in this screenshot.
I’ve also started working on the corruption zone a bit, as can be seen here.
– 6-17-11 UPDATE –
I’ve worked on a new enemy - the Tank. It fires a laser at you. You can dodge it with an accelerated body type, but it’s still pretty dangerous. Homepage updated with news.
10-16-11 UPDATE
I added a picture of the progress currently achieved in making trees on page 6, as well as my blog / IndieDB (awaiting authorization) page.
Anyway, follow GridSpace on my personal game development blog (separate from my tutorial site), for SolarLune Games, here.