Levels wanted for a game


bzar

A Commando
Joined
Sep 22, 2008
Messages
4,500
Location
Finland
Website
Visit site
The game: http://ew.dy.fi/code/random/wiki/Torqueball
(You can download it by checking out the current svn release "svn co http://ew.dy.fi/svn/random/python/torqueball")

First of all, this game was never actually intended to go this far. It was meant to be a prototype for a PandoraPanic minigame, but turned out a bit time-consuming for that. I am very well aware that this game is half-assed. Regardless of that it seems fun and deserves some nice levels :). I may continue its development after the pandora arrives (when I see how well it runs in its current shape), but for now I'd like to concentrate on my next project (http://ew.dy.fi/code/random/wiki/POC-wars).

I have no quality standards for the levels. None. If someone makes a campaign, that's nice. If the graphics hurt your eyes and you make better ones, I'll take them too. Current graphics are quick placeholders anyway.

The levels are ascii, so you can even paste them here :D
 
Dude... I'm developing a game almost exactly like this, but in 3D... Talk about a coincidence...
I can send you a very-extremely-pre-alpha if you don't believe me...
EDIT: see here: http://dssdp.dyndns.org/uploads/project ... HOT.tar.gz

(Differences: You can only control my ball in horizontal directions, no jumping etc; and your level tiles have integer positions, while you can position the blocks in my game any way you like)

Oh, and the egg fails to install with "gcc version 4.4.0 20090506 (Red Hat 4.4.0-4) (GCC)", the Box2D wrapper fails because of invalid casts.
 
dflemstr said:
Dude... I'm developing a game almost exactly like this, but in 3D... Talk about a coincidence...
I can send you a very-extremely-pre-alpha if you don't believe me...
EDIT: see here: http://dssdp.dyndns.org/uploads/project ... HOT.tar.gz

(Differences: You can only control my ball in horizontal directions, no jumping etc; and your level tiles have integer positions, while you can position the blocks in my game any way you like)
I would've believed you without the alpha, but it's always nice to try out things people are developing :). I also remember you mentioning your game idea some time in the past at an idea thread on gp23x boards. Looking nice so far :)

dflemstr said:
Oh, and the egg fails to install with "gcc version 4.4.0 20090506 (Red Hat 4.4.0-4) (GCC)", the Box2D wrapper fails because of invalid casts.
The pybox2d egg? Could you make an issue of it to the team developing the wrapper http://code.google.com/p/pybox2d/issues/list?
 
bzar said:
dflemstr said:
Oh, and the egg fails to install with "gcc version 4.4.0 20090506 (Red Hat 4.4.0-4) (GCC)", the Box2D wrapper fails because of invalid casts.
The pybox2d egg? Could you make an issue of it to the team developing the wrapper http://code.google.com/p/pybox2d/issues/list?
Yeah, basically. But there's nothing they'd want to do about it, my platform is just too cutting-edge-ish (short of being Gentoo-based :p).
Maybe when gcc 4.4.0 becomes mainstream they'll try to fix it.
Can someone make a 64-bit build of this? I would very much like to try it out!
 
dflemstr said:
Dude... I'm developing a game almost exactly like this, but in 3D... Talk about a coincidence...
I can send you a very-extremely-pre-alpha if you don't believe me...
EDIT: see here: http://dssdp.dyndns.org/uploads/project ... HOT.tar.gz

(Differences: You can only control my ball in horizontal directions, no jumping etc; and your level tiles have integer positions, while you can position the blocks in my game any way you like)

How about merging these projects then and keep the 3rd dimension and make it possible to place invisible bounds for 2D maps?
The 2D style is awesome, but nothing beats 3D - its by far more impressive and will probably atact a lot more people, especially with graphicly simple game like this.
 
JayFoxRox said:
dflemstr said:
Dude... I'm developing a game almost exactly like this, but in 3D... Talk about a coincidence...
I can send you a very-extremely-pre-alpha if you don't believe me...
EDIT: see here: http://dssdp.dyndns.org/uploads/project ... HOT.tar.gz

(Differences: You can only control my ball in horizontal directions, no jumping etc; and your level tiles have integer positions, while you can position the blocks in my game any way you like)

How about merging these projects then and keep the 3rd dimension and make it possible to place invisible bounds for 2D maps?
The 2D style is awesome, but nothing beats 3D - its by far more impressive and will probably atact a lot more people, especially with graphicly simple game like this.
First of all, the final version of my game will me much less 'graphically simple' :p (The version I linked to already supports user-added custom blocks that can do anything within the limits of OpenGL, Bullet and Java (look at the levelfile, you just load your own classes there and use them)).
Secondly, my project is written in Scala/Java while bzar's is in Python, so yeah...
And finally, I'm currently rewriting the whole project from scratch so as to support more platforms, making it easier for block developers and with maven support.

And what do you mean, 'invisible 2d bounds'? That there should be a loader that converts a 2D map into a 3D map with a XY plane of blocks and limiting blocks on the Z-axis, effectively limiting the movement to the XY-axes?

BTW, I'd like to not talk about my project for now and instead talk about the topic at hand; I'll announce my game when it's gotten past the demo-stage.
 
Back
Top