Author Topic: SuperUltraMegaShark  (Read 8173 times)

endlessdark

  • Guest
SuperUltraMegaShark
« on: February 15, 2011, 07:26:06 pm »
Ok, this is copied from my other thread:

I had an idea, let's see what you people think.
The game will be based in this famous scene from a cheap movie:
<a href="https://www.youtube.com/watch?v=V7u1vJlLFa4" target="_blank">https://www.youtube.com/watch?v=V7u1vJlLFa4</a>

The gameplay would be like a combination of the Genesis clasic ecco the dolphin and a popular flash and mobile device genre which I don't know how is it called. So let's call it the "Catch flying things" genre.

Something like this:

<a href="https://www.youtube.com/watch?v=RtR-mU3IQ70" target="_blank">https://www.youtube.com/watch?v=RtR-mU3IQ70</a>

The word that should define this game, as the scene in which is based in should be BADASS, so everything must be overexagerated, chomping on planes and ships and even make your shark reach satellites or thinks like that with an appropriate combo.

Of course and for more badassment it should feature backflips and frontflips to gain more points.
The OST should be something like this:
<a href="https://www.youtube.com/watch?v=wvuLTRuHoMM" target="_blank">https://www.youtube.com/watch?v=wvuLTRuHoMM</a>

And the GUI also has to be badass like flashes and COMBO sings everywhere.
The game will be called SUPERULTRAMEGASHARK

What do you people think about it? Help and criticism will be appreciated!

Here is a concept image (sprites are stolen so the final version will look different)


I am going to use this thread as a development diary and a help and criticism thread.

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #1 on: February 15, 2011, 07:33:26 pm »
I'm programming this using Eclipse and C++ and using this libraries:
  • SDL
  • SDL Mixer
  • SDL Image

SDL rotozoom will be also convenient, but I don't know if will be easy to use. I will take a look at this later.

At first, my first goal is to start making a really simple first demo. Just a swimming shark.
I also have problems about how control will be, If up/down should control heading or a any direction moving like the Ecco game.
« Last Edit: February 15, 2011, 07:38:48 pm by endlessdark »

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #2 on: February 15, 2011, 07:58:59 pm »
this is the first object decomposition for the first demo I want to do


endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #3 on: February 15, 2011, 10:55:09 pm »
I have provisionally selected a song from jamendo for the game, is this one:
http://www.jamendo.com/es/track/526080

SilverhawkBR

  • *
  • Posts: 390
Re: SuperUltraMegaShark
« Reply #4 on: February 15, 2011, 11:03:11 pm »
You really coding that? o.O

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #5 on: February 15, 2011, 11:57:48 pm »
You really coding that? o.O
Yep!

Moar update, I will decompose the scenery in these parts (its an infinite horizontal loop):


This is the test sprite background spritesheet I have made:
http://img155.imageshack.us/i/backgroundim.png/

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #6 on: February 16, 2011, 01:03:02 am »
Ok, I'm tired, enough coding for today. This is what I've done so far:
  • Music plays
  • Tiled scenery loaded from a file
  • Camera movement
  • Keyboard input
  • Shark image loaded and displayed, the animation is not done yet

This is a screenshot:
http://img705.imageshack.us/img705/2672/pantallazowb.png

Goodnight!

SilverhawkBR

  • *
  • Posts: 390
Re: SuperUltraMegaShark
« Reply #7 on: February 17, 2011, 05:15:06 pm »
Although i didn't really catch the idea of a shark eating an airplane, i guess its going to be a nice game after all  :)

campusten

  • Guest
Re: SuperUltraMegaShark
« Reply #8 on: February 17, 2011, 05:25:49 pm »
I like your dedication...I look forward to seeing the final product!

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #9 on: February 18, 2011, 03:56:37 pm »
Ok, now I have two serious problems.

1.- Can I use SDL_gfx for rotation? This way the shark can rotate in any arbitrary angle. Other way the shark should pass through some predefined angles 0-45-90 etc...

Possible answer:
Using sdl_rotozoom is way too slow for real time Dingoo usage. But it's possible not to use it realtime. You have to use precached. Rotated images and preferably not for the whole 360 degrees.  For example use sdl rotozoom to create 60 surfaces of an image increasing the angle 6 degrees and display the surface wich comes nearest to it.  Wel rotozoom is useable. That way without problems on the Dingoo! I already used it

2.- The shark movement is also a problem, for example, if I use UP to move the shark up (like in the ecco games) , will have an unrealistic behavior while flying.
If I use the UP key to rotate the shark, like in a motocross game, then the shark flying will be ok and backflips could be done, but then while swimming the shark would swim upside down, and I have never seen a shark swimming that way.
« Last Edit: February 18, 2011, 03:58:51 pm by endlessdark »

SilverhawkBR

  • *
  • Posts: 390
Re: SuperUltraMegaShark
« Reply #10 on: February 18, 2011, 04:31:21 pm »
Quote
I have never seen a shark swimming that way.

Also, i never saw a shark eating airplanes... Well, a upside-down swimming shark shouldn't be much trouble. After all, it is a "SuperUltraMegaShark" right?...  ;D ;D ;D ;D

C'mon, if you're going to come up with something insane, then make it VERY insane at least. Never played soldat? Well, i never heard about soldiers being able to fly, do backflips and aim snipers. At the same time.

Resuming: use the "motocross" thing.

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #11 on: February 28, 2011, 07:13:40 pm »
Lastly I'm having too much to do, so I wasn't able to work on this, however it's still under development.

Today I fixed a little problem I had rendering the background and created proper sprites for the space, and the space/sky border background.

Here is how it looks: http://img818.imageshack.us/i/pantallazoltr.png/

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #12 on: March 03, 2011, 06:33:42 pm »
Implemented rotational movement, the graphics rotation is made by using a spritesheet with the shark already rotated. Now I'm using this one:

The rotation is a little rough, but....
« Last Edit: March 03, 2011, 07:07:37 pm by endlessdark »

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #13 on: March 23, 2011, 04:44:08 pm »
Hello! I just log in to say that the development has not be canceled, I'm just superstressed because I have a lot of work to do and no time for working on my beloved shark, but I will continue it whenever I can.

Azm0deus

  • *
  • Posts: 76
Re: SuperUltraMegaShark
« Reply #14 on: March 23, 2011, 07:35:59 pm »
that's nice. Actually I was thinking about this project a couple of hours ago, and it's funny that today you came by to tell how's it going. Good luck and keep us informed.

cheers

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #15 on: March 25, 2011, 06:24:41 pm »
Implemented underwater movement, Smash a key to gain speed!  ;D

endlessdark

  • Guest
Re: SuperUltraMegaShark
« Reply #16 on: March 27, 2011, 03:47:22 am »
I have made "gravity" now the shark can jump and you can preview how the gameplay will be, and hear me smashing the spacebar.
Link to the Video

Azm0deus

  • *
  • Posts: 76
Re: SuperUltraMegaShark
« Reply #17 on: March 27, 2011, 02:57:35 pm »
sweet. It looks like Dolphin Olympics

hexed6

  • *
  • Posts: 31
Re: SuperUltraMegaShark
« Reply #18 on: March 29, 2011, 09:10:36 am »
Quick progress for sure, keep it up!  8)

smida3

  • *
  • Posts: 142
Re: SuperUltraMegaShark
« Reply #19 on: June 11, 2011, 06:28:08 pm »
Nice ,  ;D ;D ;D
keep the good work up ! 8)
NI !