Pixie - New Version

I just finished ironing out basically all the bugs. The only problem is though, now you have a new physics problem to deal with. When the game starts, the player goes haywire for about 15 seconds. He moves really fast, and if you hold in spacebar to jump, he flys until you release the button. I think I’ll call it:
Peanut Frenzy

The file comes to 6mb as a .rar so for those who either can’t or can’t be bothered to, I have some more screenies.

( ! ) NOTE

To run the game without any bump maps, thus making it run faster, disable the use of Blender Materials. Beware, you will need a pretty good computer to run the bump maps without undue lag. Also, you’ll require a GLSL supported graphics card to view the bump maps and lava shader. The further zoomed out the camera is, the faster the game will run.






Controls

-Keyboard-
W - move forward
A - strafe left
S - move backward
D - strafe right
M - pause/ menu
SPACE - jump
1 - assign bomb
2 - assign lantern
3 - enter first person bow view
4 - assign mario-mallet

-Mouse-
LEFT - sword
RIGHT - use assigned item
MIDDLE - throw bomb or pot
SCROLL UP - navigate menu up
SCROLL DOWN - navigate menu down

Storyline

I’m still working on a storyline, but what I have is this:

You’re a little glowing sprite (like the fairies in the Legend of Zelda,) who possessed and molded a large rock from the jelly mines into a suit of armour that protects your body and gives you the appearence of a person. So you do this because this evil army of peanuts has invaded the forest you live in and forced you little sprite fairies to illuminate the jelly mines in the southern desert. So you were coincidentally out deep in the woods where the peanuts didn’t find you so you aren’t taken. Upon returning to your little village, you see the peanuts leading your townsfolk away. And I’m still working on it.

Changes

-Now it’s easier to tell when you’ve been hurt because a red overlay appears over the camera
-Bump maps have been applied to most objects
-Fixed the physics glitch of falling to slow
-Re-added the lava shader
-Removed arrow quantity

Anywho, here’s the .blend file:

http://www.savefile.com/files/864278

Please post any crits and comments. And feel free to edit in any way shape or form.

Hey Dakka Dakka,

I’m really impressed with your game. It’s got plenty of little glitches, but overall it’s a fairly interesting little world to explore. Switching to the arrow view was particularly neat.

Some quick notes:
-The character moves a bit slow. You could either speed him up, or add a run button.
-The water moves too fast. I’d slow it down to make feel a bit more natural.
-I’d ditch all the GLSL stuff, and spend more time learning how to texture stuff. It runs alright on my computer, but I have a feeling it will be too slow for alot of people.

Also, i think the blender GE would be much better suited towards the Wind Waker style, rather than shooting for realistic textures. You might want to experiment with that direction.

dakka^2 , the character is slow a little bit

skull bunny , what happened to your side scrolling weapon changing game

As a matter of fact, back a while ago it was intended to be a game based off the Wind Waker. Their graphics were simple but wonderfully done. I’m still experimenting with various shaders and such. When I next iron out some glitches, I might put the game into a little toon shader. Thanks for the comments. I’ll get to work improving the players running.

-I’d ditch all the GLSL stuff, and spend more time learning how to texture stuff. It runs alright on my computer, but I have a feeling it will be too slow for alot of people.

I agree with skullbunny. Not just did it make the game run twice as slow, but the graphics didn’t even work on my computer. You should avoid using (relying) on GLSL.

Also for the framerate, with materials enbled, I got about 4 fps. With materials disabled, I got about 8 fps.

What is your framerate?

Mine is about 1 frame faster than yours. But now I’ve dividied into small sections on different scenes. They run at about 20 fps with materials, and 30 without. All I need now is a way to stop rendering the inactive scene. (By that I mean a scene that was active and now the player moved to a new one, making it inactive but still rendering.) Does anybody know how to do this?

I got a chance to download this yesterday, but I’ll admit that I haven’t really figured it out yet. I was immediately turned off by the disabled escape key, as I couldn’t figure out how to quit. I finally did find it (M-key) but pressing M when you want to Quit is very counterintuitive. I haven’t yet figured out what, if anything, I’m supposed to do yet, either. I’ll try again later and maybe I’ll figure it out the next time around.

About the textures, I think the bump maps destroy the game’s look. I’ll warn you that I have a bias against bump maps in games (I think they’re usually more of a gimmick than a useful feature), so my opinion here is somewhat slanted. Personally, though, I think the bump mapping, rather than making the game look more realistic, makes everything look as if it’s coated in varnish. They looked good on the water, but not much else. As others have already said, learning to use the spiffy new features will not help you if you haven’t first learned to texture.

All that said, you have a good start here, and it looks like a promising beginning. Congrats on the controls, (where the Forward key always makes the character walk away from the camera.)

I’m going to remove all the bump maps except for the character and the water. That should solve the much despised bump maps. And should make it run faster as well.