Super Block World (Major internal and some visual changes)

2.5 version (With a completed World1 and first 2 levels of World2), (Blender 2.57 and later recommended)
http://www.mediafire.com/?eakv14xw5vy4rgy

2.4x version
http://www.mediafire.com/?c2dyykjonko

NOTE: Always start at Level 1-1 or the Intro as that’s where some core GameLogic variables like score are initiated, use the debug key or pass the 1st level to go to the second level. Also use a build after the recent revision that fixes the graphical issue pertaining to multi-material objects with modifiers for the World2 background to display properly.

DEV SCREENS::











(Blender 2.49b required) (GLSL support required), (or Blender 2.5 alpha 2 for the 2.5 version)

Left and Right arrows to move, space to jump (known issue, jump sensitivity is not perfect on steep slopes going down)

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What’s done or mostly done

-Core gamelogic for a single level and going from level to level, enemies, health and points
-Design and graphics for the first world, the first boss, the bonus level, and a sneak peak at world 2
-Design and graphics for the first two levels of world 2.
-Intro
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I have to say, I never made a serious attempt to get a 2D game working in Blender (if this will be one), providing the polygons give you more freedom of shapes and graphics than flash (flash games often look like typical vector art in motion).

Has all the features of my 2D game template except for the teleporters (hidden out of view though they would still work), but does have the checkpoints.

Textures, logic, levels, and the majority of the tunes are made by me (with the exception of two Creative Commons licensed tunes from Incompetech for world 1 (before I had Mixcraft 5 to make my own)

Have fun with whats there so far

NOTE: DO NOT ASK ME TO MAKE A VERSION IN MULTI-TEXTURE OR TEXFACE:
-The game utilizes nodes for some materials and several stacked textures for others, converting to multi-texture would be very impractical as many materials use things only done in GLSL.

This looks pretty simple. But still it could be fun and it has nice graphics! Keep it up. These are the games that acctually get finished. :slight_smile:

Got point objects and health objects done and working with the checkpoint/spawning system.

The health objects took hours to get it working right with the spawning system, particulary since they take 2 hits to get any health from them and I had to accomodate the existing logic I made for it. The final solution isn’t super complex and slots right into the existing system, but it took quite a while to figure it out.

Issues faced included Health packages not respawning and variable hitpoint levels. I finally tried to simplify the python code for respawning and spawner creation and redid the logic brick connections and now things are perfect.

So now the first level has 2 health packages and a bunch of point objects, the first hit turns the health objects orange and the second hit destroys it and you get health.

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Do note all the objects use only one spawner object, each object type has an identity and it gives the created spawn object a unique value for a property called ‘key’ (different per object), the result is not having to make a new spawn object for every object, when I made the 2D game template I tried to make this system expandable without too much work, which for most cases it works fine.

Very fun, but those green cubes are scary when they keep chasing you. And maybe there should be a you win message instead of just dieing at the end.

You’re reading my mind, I got a signpost type deal made to put at the end of the levels just this evening, the plan is you’ll wait for 10 seconds or so then you’ll go to the next level, I was planning on putting up a screenshot of it.

It rotates when you move in front of it and creates smoke particles that go up (the smoke and look of the post is seen in the screen I just put up, but didn’t capture the rotation well.)

Updated version uploaded (could be called version 0.02)

-Health and point objects
-Start of the 2nd level
-Points get transferred between levels

Update:

CHANGES:
-Can now play through level 1-2 and get to level 1-3, 1-3 is unfinished but gives you a new game element.

Looking good! Maybe get a better HUD though. I could help with the 2D aspects of the HUD if you want :slight_smile:

Updated:

-Level 4 WIP, can now play through the first 3 levels, level 4 is the first to have the risk of falling off the bottom and dying between the start and end.

Looks nice, just a question. Why make a 2D game in a 3D engine?:eek: You should try to figure out how to make something like Pandemonium 2.5D…

2D games are possible in the BGE ever since Erwin added 2D physics capability. And I’m not the only one who has started a 2D game in the BGE.

I like how the BGE can handle 2D games because with it I can do all sorts of things that the old 2D engine I used (GameMaker), can’t do like total freedom of level layouts and graphic eyecandy (GameMaker made you use tiles which restricts freedom in this sense), true 3D effects with lighting and with no restriction (like on the cliffs in the 4th level and the 3D spheres that make up the health objects)

Don’t forget total freedom of scaling and rotating objects (like Flash, GameMaker can’t do this in the room editor), freedom to make your moving platforms go in any route, any direction you want (GameMaker has a path editor, but to do it to 100’s of platforms in the game would be rediculous and that’s without the level being viewed), and much faster (GameMaker slows down on heavy 2D scenes, Flash can also slow down as seen in some browser games).

So I find Blender much nicer for 2D level building than most 2D engines.

Really fun, but I can’t get pat level three. how do you get up to those really high blocks?

See the 4th screenshot, there’s physics enabled blocks (same color as the decoration boxes, only above the ground) that you need to push through the level to those high blocks so you can jump on the block you pushed to make it up.

You can stick to the side of the physics boxes as well if you push against the sides, use that to get them over things like a small step or small spike.

Oh, thanks, I was wondering what the block at the beginning was for.

I always like what you come up with! Your simple ideas that make a game fun! I played the first level, and it was entertaining and addicting… But like your car game, you need to add thigns to make it fun, like power ups… Maybe making the box bigger, maybe downgrads, make the eneme’s better… Things like that.

Although the game is looking really nice, keep it up!
Linkxgl

New update:

You can now play through 4 full levels, level 4 is the first to utilize pitfalls in the middle of the level and is also the first to use a one way platform (like in the first levels of Sonic 1 and 2, seen in the 5th shot).

-New enemy starting in the 4th level, a red cross which goes left or right until it hits something or an invisible object forcing it back to the left, position is reset when you die and is indestructable (so you have to go across the area avoiding them, not just waiting for them to come to you so you kill then and then it’s just easy the rest of the way).

TECHNICAL NOTES:
-Last minute decision to have the crosses reset their position when you die (so in case a cross falls out of the level), linear velocity is completely reset to 0 when crosses are moved back to their start positions based on code I had for the handbrake in my Survival Course game (with a small change considering it didn’t work perfect from a straight copy/paste job)

Thanks CD! Will be glad to play your game with the updates - this may keep me busy for a month of Sundays at least.

Current progress::

-Level 5 being made, makes bigger use of the one way platform mechanic, also has buttons that cause a wall of boxes blocking your path to lower.
-Altered behavior of the red crosses, some of the movement values I inputed seemed a little sloppy without good checking, found this out when putting them at the beginning of the 5th level
-Objects to turn enemies around (to allow open spaces for enemies without penning them in with hills (can only do that so much))

Updated:

-Level 5 complete, uses quite a bit of the one way platform mechanic using those special objects where applicable
-Some optimizations regarding level 5 to decrease logic overhead.
-Level 5 has a 5 minute background music track (in case you wonder about the increase in file size)

NOW WORKING IN 2.5: (latest revisions)

2.5 version contains
-completed 6th level
-The clipping out of everything outside the camera (replaced with black), that’s default behavior in 2.5

I was able to find a number of missing/broken features in 2.5 (new revisions) while creating level 6, all were posted in the thread where Letterrip was asking for missing/broken features in 2.5 when compared to 2.4x.

The 2.5 version was tested and plays like a charm