My Super Monkey Ball look-a-like game
Posted: Sat Jan 24, 2009 2:01 am
Hi, all. This is my first time visiting here though I'm aware of GyroVorbis's game dev adventures, and I found this place through LusikkaMage's YouTube page. I program as a hobby (currently working as a web developer) and one of my hobby projects is this Super Monkey Ball clone I call Roll 'em Out. It's nowhere near a full game right now, just a working demo with the minimum details.
A video of it is found here: http://www.youtube.com/watch?v=n-xiip6IucQ&fmt=18
(the score display is just for mockup purposes- it will be different in the final version)
This is done in C++ with SDL/OpenGL handling the input and graphics. No engines are used, just my code for the graphics, and physics painstakingly done after reading a bunch of math-related physics tutorials. I started in late 2007 developing it on Windows XP (which is what you see in the video) and then didn't touch it for about a year. But I started working again on it this January with my new MacBook, of course on the Mac platform so it has been ported.
A very important part of this game will be the physics, which are far from perfect. They are very glitchy on edge collisions and with slanted surfaces, but then again it is still very playable as long as the levels only use evenly flat surfaces. I guess the next thing to do would be a level creator (the level is just hard coded into the source).
A video of it is found here: http://www.youtube.com/watch?v=n-xiip6IucQ&fmt=18
(the score display is just for mockup purposes- it will be different in the final version)
This is done in C++ with SDL/OpenGL handling the input and graphics. No engines are used, just my code for the graphics, and physics painstakingly done after reading a bunch of math-related physics tutorials. I started in late 2007 developing it on Windows XP (which is what you see in the video) and then didn't touch it for about a year. But I started working again on it this January with my new MacBook, of course on the Mac platform so it has been ported.
A very important part of this game will be the physics, which are far from perfect. They are very glitchy on edge collisions and with slanted surfaces, but then again it is still very playable as long as the levels only use evenly flat surfaces. I guess the next thing to do would be a level creator (the level is just hard coded into the source).