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Quest For Mario

Posted: Wed Jun 09, 2010 11:26 am
by SD021
Hey guys.

Dunno if you would be interested in this but I am planning on making a 2D platformer this summer and am going to document my progress on Youtube. I'll be posting a video hopefully once every week since I have nothing but time at the moment. I hope to be able to share code and insight into how I solved different problems that I come up against etc.. The name comes from the fact that every time I am trying to implement something I seem to always ask myself 'how did mario do it' :mrgreen:

So yeah, subscribe if you're interested and if you're not then no worries :)

I'll try and get the first episode up tomorrow just showing the base ~700 lines that I have so far and then I'll see where I go from there.

Thanks :)


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Re: Quest For Mario

Posted: Wed Jun 09, 2010 11:51 am
by hurstshifter
Cool, I will certainly follow this.

Re: Quest For Mario

Posted: Wed Jun 09, 2010 1:12 pm
by epicasian
That sounds really cool. I'll be following to as well.

Re: Quest For Mario

Posted: Wed Jun 09, 2010 8:40 pm
by X Abstract X
I subscribed :)

Re: Quest For Mario

Posted: Thu Jun 10, 2010 5:08 pm
by SD021
Thanks a million guys :)

Here's the first video. Nothing major. Just setting a starting point. Future vids will be more indepth :mrgreen:

- Cheers ;)

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Re: Quest For Mario

Posted: Thu Jun 10, 2010 9:01 pm
by Ginto8
SD021 wrote:Thanks a million guys :)

Here's the first video. Nothing major. Just setting a starting point. Future vids will be more indepth :mrgreen:

- Cheers ;)

[vid]
That looks cool! I like the programmer graphics. Keep up the good work! :mrgreen:

Re: Quest For Mario

Posted: Thu Jun 10, 2010 9:35 pm
by dandymcgee
300,000 particles?!?! :shock2:

Re: Quest For Mario

Posted: Thu Jun 10, 2010 9:52 pm
by Ginto8
dandymcgee wrote:300,000 particles?!?! :shock2:
if it's just points with random velocities, then 300,000 seems feasible to me.

Re: Quest For Mario

Posted: Fri Jun 11, 2010 12:05 am
by ibly31
Well how does he display them without being slow? If this is OpenGL, is he using GL_POINT?

Re: Quest For Mario

Posted: Fri Jun 11, 2010 7:25 am
by SD021
Yeah it does get very slow at the upper limit. I can maintain a good framerate up to 100,000. The video is somewhere between 10000-50000 iirc. I will have no use for more than 10000 anyway so it makes no difference xD

Re: Quest For Mario

Posted: Fri Jun 11, 2010 8:42 pm
by eatcomics
Awesome dude keep us updated :D

Re: Quest For Mario

Posted: Thu Jun 24, 2010 6:30 am
by SD021
Next instalment is live ;) Sorry for the delay. Collision can be a bitch to debug :mrgreen: It's starting to actually look like a platformer now :lol: . Next will probably do powerups/pickups and some level loading.


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Showing off and giving tips for Collision Detection and Response which I've been working on over the past few days. Enjoy!

Re: Quest For Mario

Posted: Thu Jun 24, 2010 10:13 am
by Ginto8
SD021 wrote:Next instalment is live ;) Sorry for the delay. Collision can be a bitch to debug :mrgreen: It's starting to actually look like a platformer now :lol: . Next will probably do powerups/pickups and some level loading.


[video]

Showing off and giving tips for Collision Detection and Response which I've been working on over the past few days. Enjoy!
looks nice, but why do you have an Initialize function instead of a constructor?

Re: Quest For Mario

Posted: Thu Jun 24, 2010 11:04 am
by SD021
Usually I prefer to use an Initialize function as it makes testing a little bit easier since you can call it more than once if needs be. It's not really a big deal though. Just personal preference.

Re: Quest For Mario

Posted: Thu Jun 24, 2010 11:23 am
by Ginto8
SD021 wrote:Usually I prefer to use an Initialize function as it makes testing a little bit easier since you can call it more than once if needs be. It's not really a big deal though. Just personal preference.
Same thing with constructors:

Code: Select all

Blarg x(...);
// do stuff
// reinitialize it
x = Blarg(...);