Posts Tagged ‘3D’
Asteroid Explorer Video
Asteroid Explorer
Asteroid Explorer by McFunkypants

A Molehill tech demo programmed in 48 hours for the LD48 game jam.

Featuring high-poly Flash 3d hardware acceleration, .obj file parsing, heightmap terrain generation, terrain “splatting” multi-texturing, cube-mapped skybox, mp3 engine sound with pitch-shifting, rigid-body car physics simulation, flash sprite 2d overlays, and Molehill (AGAL) vertex and fragment programs.

This game requires Flash 11 or the incubator beta version which can be downloaded here:
http://labs.adobe.com/downloads/flashplatformruntimes_incubator.html

Please visit my blog: www.mcfunkypants.com for more games, music, art and code.
I warmly invite you to follow @McFunkypants on twitter (I *only* tweet about game development)
Play the game here:
http://www.mcfunkypants.com/LD20/
I would LOVE your comments and feedback:
http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=2297
good morning [the mailman]
here is my task list :
1. build models :
1.1. mailman
1.2. zombie
1.3. kitten
1.4. building
1.5. sidewalk
1.6. street
1.7. shotgun
1.8. street light
2. prepare sound effects
2.1. define sound track
2.2. record zombie sound
2.3. record kitten sound
2.4. record shotgun reload sound from nerf ![]()
2.5. find shotgun shooting open sound
2.6. find steps sound
2.7. create sound track
3. create user interaction
3.1. arrange in the scene the first city with some streets (copy real neighbour ?)
3.2. add camera to the character
3.3. move the character
3.4. define positions to generate zombies
3.5. define kitten positions
4. prepare actions
4.1. get weapon from kitten
4.2. display and count lifes
4.3. game over scene
4.4. shoot and kill zombies
4.5. count zombies killed
4.6. deliver letter
5. add main screen menu
6. add final score screen
lets do it !!
Snowboggan!
LD48 Entry: http://www.ludumdare.com/compo/ludum-dare-19/?action=rate&uid=2297
Play the flash game here: http://www.mcfunkypants.com/2010/snowboggan/
Snowboggan! is a 3d flash game. I’ve always wanted to write a toboggan simulator, where you can speed down a snowy hill on a sled, dodging trees and smashing into snowmen. This weekend’s game jams finally gave me the chance. Check it out! I would love to read your comments and warmly encourage you to let me know what you think.
Use the arrow keys to go left and right, and try to take out as many snowmen as you can!
In this game, you are immortal. It was created for fun, and no matter what happens you can always climb back to the op of the hill and start again. There is a hint of danger, however: if you smash into a tree or hit the “thin ice” signs, you might get flipped over! If you do get flipped over, simply hit the “Click to restart” button on the top left.
The objective of the game is to discover gravity, prove that snowmen are not at allimmortal, and avoid the thin ice while gravity is constantly drawing you to the bottom of the hill. These words are bolded because those were the secret “theme” words for the game jams I participated in.
This game was programmed using FlashDevelop for a pure as3 project, compiled using Flex, and the engines are away3d for graphics, jiglib for physics and Flint for particle effects. All sounds were created by me using a microphone. The guitar and snow sounds were done with my hands and mouth, and the sliding snow sound was the microphone rubbing up against my winter jacket. It was an absolute blast to program and I learned a lot. Thanks for playing. Enjoy!
Here are screenshots of the game in action:
Flash gets hardware 3d
Ahahaha, finished Booon (XNA library)
Well, I managed to do as much as I thought I could. Now with nice particle systems and a couple of other enhancements.
Source code: http://haitaka.googlepages.com/Booon.zip
Time to go find myself some food, and possibly a quick shower before the compo starts.
Booon – release 1 done
This is a little library for XNA to help with game making. It wraps stuff like object management, asset loading, shaders, etc. into a compact package. The idea is to make it easy to bang out something double-quick.
The library is based on Mike Schuld’s tutorials (www.thehazymind.com).
It’s not complete, but I don’t have the energy to finish it right now. Will try to add more functionality before the compo begins. No documentation but there’s an example program.
http://haitaka.googlepages.com/Booon.zip
Also, I made a page for my compo entry, whatever it will be.
http://haitaka.googlepages.com/ludumdare14
Blah, must sleep now. It’s 1 am here.
Do shaders count as “content”?
Just wondering:
Do HLSL shaders count as “content” (in which case they must be written during the compo) or “part of a graphics library” (in which case they can be written before the compo)?
a bit late, but done!
Ok, I am about 10 minutes late. I had to clean up everything bundle into a zip. I only had time for one level, BUT you CAN modify or replace the level. There is a level definition file named level1.txt if you want to peek at it.
INSTRUCTIONS:
arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!
http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB
The Mighty Penguin!
It would seem that I will be another heretic not using Python. I’m not a fan of scripting languages, so I’ll be using good old C++ with OpenGL
I will be trying to do something in 3d and I’ve prepared myself a small framework using SDL (loading models, loading images, window initialization etc.) Apart from that I will be using only free ( as in freedom
) tools, so no Visual Studio or Photoshop for me. But that’s ok, I always prefered KDevelop and GIMP.
It’s still a couple of hours till the compo. I just can’t wait. It’ll be my first LD actually. I tried to participate in LD10 but due to some circumstances I wasn’t near my computer through the weekend.
I hope I won’t be the only one developing on a Linux powered machine
Good Luck!
Cubetendo
Sunday, February 24th, 2008 8:57 pmBit of a late entry for me, but oh well, here it is anyway:
Download: cubetendo.zip (Updated with trivial fix for ATI cards)
Windows exe and source code included (compiles in Linux). Requires OpenGL 2.0. If it crashes, try running it from a console (updated the zip with a bat file that does this).
A screenshot at last..
Ok, here is my first screenshot. I have been wrestling a lot with the underlying code, so things have been a bit slow. Plus I have to re-familiarize myself with a number of graphics tools.
![]()
The premise of this game is that you have a flying island high above a windswept planet. On your island you must gather the precious gas resource and defeat your rivals for control over it all. You have the choice of whether to build gas gathering buildings, defensive turrets (pictured), offensive missiles, or stability buildings.
The chain reaction is that when your island is hit with missiles neighboring areas begin to weaken. If there is too much weight on a weakened area from your buildings, whole parts of your island may crumble.
Ok, time for some shuteye and then the final push!
Uplighter
Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.
It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.
Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.
You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.
Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.
Swarm
Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games
This is an in-development screenshot, showing some octree debugging going on.
That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)
Here’s a mirror of the original submission: Swarm













