"wobble," my little 2D platformer
Posted: Sun Dec 04, 2011 4:23 pm
I felt like starting my own thread now, since I see I've been working on this thing (with long breaks and recommencements) for a year, but never actually finished it. I hope this will help me keep at it this time.
In retrospect, all started a year a go in a CS lesson where we got the assignment to make a game of any kind - in Visual Basic .net - in one month. System.Drawing aka GDI+ didn't really work as fast as I would have liked, so I abandoned that project and made a (in my opinion) small poker game. Still got the best grade... teacher said it was almost over the top, but anyway, I had this girl in my group, a really talented artist, and we originally had that idea for "wobble" which I couldn't complete. Instead of switching to xna or OpenGL or to any other framework than .net, I tried to come up with a solution to the speed problem and failed sort of. That was my second try, not too glorious.
Some days ago I rethought that whole program, started over again and that was when C# came into play, because of the nice features concerning pointers. I wrote a small library and figured accessing GDI+ through pointers had potential, so I optimized the shit out of that code and came up with something like a .net graphics framework that could render ~150fps in contrast to the previous 12-15fps, with exactly the same content and resolution. I was able to reduce the CPU operations/pixel to a value around 42.
I started writing a level editor first (lol yeah, first level editor and then engine does not seem that usual, but w/e) and it works quite well up to this point. I hope that I'll be able to add things like event triggers, manual collision for tile-independence (so that one can use his own artwork instead of tiles for the foreground and set collision point arrays), and background music in the next time, and after having that inside, I'm going to start working on the actual game. Which then actually is not going to be too much more than a loader for the compiled levels and worlds (= level collections) I created with the editor, which should on a later stage be able to create such worlds.
And now for a little screenshot of what I made. The artwork is original, except for the tiles obviously (I do have a version with an own foreground, but you get the point). I know there's no reason to call it wobble as for what you have seen now, but I'm just retaining the protagonist for one of the posts I'm going to make in the future.
Also I'm going to ask the girl in my group if she wants to make more stuff because it's partly her creation. Gotta see how I'll move on if she says no, but I'm going to convince her...^^
Feel free to comment
In retrospect, all started a year a go in a CS lesson where we got the assignment to make a game of any kind - in Visual Basic .net - in one month. System.Drawing aka GDI+ didn't really work as fast as I would have liked, so I abandoned that project and made a (in my opinion) small poker game. Still got the best grade... teacher said it was almost over the top, but anyway, I had this girl in my group, a really talented artist, and we originally had that idea for "wobble" which I couldn't complete. Instead of switching to xna or OpenGL or to any other framework than .net, I tried to come up with a solution to the speed problem and failed sort of. That was my second try, not too glorious.
Some days ago I rethought that whole program, started over again and that was when C# came into play, because of the nice features concerning pointers. I wrote a small library and figured accessing GDI+ through pointers had potential, so I optimized the shit out of that code and came up with something like a .net graphics framework that could render ~150fps in contrast to the previous 12-15fps, with exactly the same content and resolution. I was able to reduce the CPU operations/pixel to a value around 42.
I started writing a level editor first (lol yeah, first level editor and then engine does not seem that usual, but w/e) and it works quite well up to this point. I hope that I'll be able to add things like event triggers, manual collision for tile-independence (so that one can use his own artwork instead of tiles for the foreground and set collision point arrays), and background music in the next time, and after having that inside, I'm going to start working on the actual game. Which then actually is not going to be too much more than a loader for the compiled levels and worlds (= level collections) I created with the editor, which should on a later stage be able to create such worlds.
And now for a little screenshot of what I made. The artwork is original, except for the tiles obviously (I do have a version with an own foreground, but you get the point). I know there's no reason to call it wobble as for what you have seen now, but I'm just retaining the protagonist for one of the posts I'm going to make in the future.
Also I'm going to ask the girl in my group if she wants to make more stuff because it's partly her creation. Gotta see how I'll move on if she says no, but I'm going to convince her...^^
Feel free to comment