In progress updates
by Mark Schmidt · in iTorque 2D · 02/20/2009 (5:11 pm) · 3 replies
How about we start a thread on games in progress? Success stories are nice, but it would be cool to see where everyone is at with their game. I'll start it off. I present to you ZTown. Early build and it does run on the iPhone currently at about 20+ FPS though it can bog down if I repeatedly tap the screen. Flamethrower runs surprisingly ok (i.e. doesn't bring the game to a crawl though it is noticeably slower).
Here's a YouTube link... (P.S. graphics will be all redone since most of them are "borrowed")
www.youtube.com/watch?v=ymV1gxuKfOk
And yes, my guy runs really fast. I'm working more on writing code instead of tweaking gameplay variables. Additionally, what isn't shown is the splash screens and level transitions (e.g. hit a trigger to load next level). That stuff is in and working as well.
Here's a YouTube link... (P.S. graphics will be all redone since most of them are "borrowed")
www.youtube.com/watch?v=ymV1gxuKfOk
And yes, my guy runs really fast. I'm working more on writing code instead of tweaking gameplay variables. Additionally, what isn't shown is the splash screens and level transitions (e.g. hit a trigger to load next level). That stuff is in and working as well.
About the author
#2
This other one is a little iPhone game I'm a few days into making in my spare time. It's been a lot of fun learning ShiVa (www.stonetrip.com) while doing this, and it runs awesome on the iPhone!
Here is a web export of the prototype:
www.brooklawnstudios.com/castleguard.html
I've got the basic game technology settled, and got the following functionality working quite well:
1) Multi texture reskinning of created enemies
2) Arbitrary mounting and reskinning of weapons, configurable per weapon damage and effect (fire or lightning trail + particle)
3) Ranged vs melee
4) Arbitrary mounting and reskinning of props/items like helmets, hair, shoulderpads, etc
5) Nav Mesh and Dynamics for the enemies
I'm pretty happy with the optimization so far and can work on some basic menus, sounds, and a scene or two as well as import in more materials and props for the enemies.
I'm *really* happy with ShiVa, I did this prototype this week on breaks/spare time, and the exported stk game size is under 3MB for 15 weapons, 75 animations (only a few are active in the gameplay), the iPhone compile is at 7.5MB. It will probably be around 12-13MB by the time I add in the rest of the materials I need, and I don't know how much impact an outdoor scene will have. It doesn't have the 2d functions iTGB has though, so it's much harder to work with for pure 2d.
Load time on the iPod touch including startup screen is between 4 and 5 seconds.

03/05/2009 (7:13 am)
I can't show my iTGB game yet, another week or so. I stopped temporarily on the gesture recognition project because of lack of art and decided to work with 3D and ShiVa a little while.This other one is a little iPhone game I'm a few days into making in my spare time. It's been a lot of fun learning ShiVa (www.stonetrip.com) while doing this, and it runs awesome on the iPhone!
Here is a web export of the prototype:
www.brooklawnstudios.com/castleguard.html
I've got the basic game technology settled, and got the following functionality working quite well:
1) Multi texture reskinning of created enemies
2) Arbitrary mounting and reskinning of weapons, configurable per weapon damage and effect (fire or lightning trail + particle)
3) Ranged vs melee
4) Arbitrary mounting and reskinning of props/items like helmets, hair, shoulderpads, etc
5) Nav Mesh and Dynamics for the enemies
I'm pretty happy with the optimization so far and can work on some basic menus, sounds, and a scene or two as well as import in more materials and props for the enemies.
I'm *really* happy with ShiVa, I did this prototype this week on breaks/spare time, and the exported stk game size is under 3MB for 15 weapons, 75 animations (only a few are active in the gameplay), the iPhone compile is at 7.5MB. It will probably be around 12-13MB by the time I add in the rest of the materials I need, and I don't know how much impact an outdoor scene will have. It doesn't have the 2d functions iTGB has though, so it's much harder to work with for pure 2d.
Load time on the iPod touch including startup screen is between 4 and 5 seconds.

#3










03/10/2009 (2:08 pm)
OK, Hope this works, it's some in progress art from the game I've been working on since January, NinjaRally! Going to be out this month hopefully. This is a quick album up on photobucket:









Torque 3D Owner Dave Young
Dave Young Games
Of the other projects I do have one I am almost ready to show (still rough prototyping) but it involves some primitive gesture recognition and I'm excited about it. Maybe this week!