February 14, 2010
Its still not as complete as R12 but I’m getting it there.
Rather then running in a 640×480 window it goes full screen now and uses whatever your desktop resolution is. I have the environment rendering properly (still no objects like crates and cars but the tile map is going fine). The roofs of buildings fade in and out of view like they did before. RekcahDam‘s music has made a return. Zombies are back (they are drawn on screen and move towards you). I also have the basics of the box2d stuff working so your movement, the movement of the zombies and all the collision detection (no more walking through walls) is physics based once again.
Without the darkness around the edges of the screen and the cloud shadows everything looks really bright and flat but despite its lack of completion there are already a few ways in which its looking better then R12. I redid some of the sprites (though they aren’t drastically different). I finished fixing the problems of the edges of the textures for map tiles so it shows the full tile right up to the edge without it bleeding over and incorrectly showing edges of unrelated tiles (nobody ever seemed to complain about it but before the switch there would for example at times have lines through roofs of buildings where you could see in when you shouldn’t have been able to). Also as a direct result of switching over to OpenGL there are no longer any problems of overlapping sprites rendering incorrectly (something that I spent forever trying to fix but never could before switching).
Download Links for Windows PC version
February 8, 2010
Alright here is everything you need to compile Time Frack 2D for windows (I even included the Microsoft Visual c++ express project file and some other stuff that you dont really need) and since its using SDL and little else it should be little to no work at all getting it to compile on pretty much any other platform. The Wii and GP2X versions each had some minor changes but where effectively the same. I’ll upload everything I’ve got for them also if anybody want em.
Warnings: Along with the game just being incomplete there is some stuff in there that I am fully aware of being stupidly and inefficiently written that I didn’t get around to fixing. On top of that I’ve never worked with anyone before or even gotten any kind of real commentary on any code I’ve written before so I’m probably doing other things unconventionally or just plain stupidly that I’m not even aware of. Also there isn’t much in terms of comments in the code to explain what things are doing but I dont think its horrible unorganized or dense either so it presumably wont be difficult to read and edit.
Anyways feel free to ask any questions you have or make any kind of requests and I’ll do my best to help. All I ask is that if you post an updated version or lightly modified version or whatever of it somewhere that you mention it and link back here at some point and similarly it would be cool if you posted about it in the comments here so I can see what you’ve done with it.
Download links for source code
February 7, 2010
I know it took a lot longer then it should have for such a small update but here it is. I added enemy characters and and you and them can both be pushed around and they disappear if you shoot them. The Wii version and now the PC version also both visually scale up the game nearest neighbor style the same way that Revolt of the Binary Couriers did well the GP2X version still uses the original 320×240 untouched image since that is what the systems screen resolution is anyways. Aside from that its the same.
Controls for PC and GP2X are the same as before and for Wii you hold the controller sideways (NES style) and use the d-pad to move side to side, the 2 button to jump, the one button to shoot and the plus and minus buttons to speed up and slow down time.
I’m not sure when I’m going to work on this again. It is something that I really want to make but I think I’m going to focus on They Do Not Die for now. I know I’m a horrible person and I never end up working on the shit that I say I’m going to do and I should finish this game and blah blah blah but hey that also means that I might end up switching back to working on this sooner then I plan to which is kinda a good thing right?
Download links for GP2X version
Download links for Windows PC version
Download links for Wii version
February 2, 2010
Its a well established fact that DirectX users are always the first to get themselves killed and eaten by zombies.
So anyways I’m starting fresh and making the game with SDL and OpenGL. No more DarkGDK or DirectX.
Why this is a good thing:
I’ve never used OpenGL before and new things are interesting things which means that new things are good things. The more interested I am in a project and the more I feel like I’m learning or doing something new then the more likely I am to spend time on that project.
It will be portable. Because it used DirectX and even more so because it was using DirectX through DarkGDK the game was and always would be restricted to being a being a windows only game. That isn’t the case with SDL or OpenGL. Linux and Mac users rejoice. I could end up making it available on pretty much anything.
It will run faster. Its hard to judge by how much right now but DarkGDK isn’t exactly known for being speedy. Better performance means that it will run on even more lower end computer or alternatively will run the same on the same computers with even more zombies and even more stuff going on.
Why this a bad thing:
It will probably take a little time just to get back to the same level of semi complete that I was at previously. Nowhere near as long as it did the first time around though and I will at least be returning to working on it now which I wouldn’t be super interested in doing if I had to continue carrying the baggage of the way it was previously made.
Proof that I have returned to working on it:
Download links for PC version
January 31, 2010
So I’m making a 2d platformer / shooter for GP2X with the ability to slow down and rewind time. Its sorta based on that other 3d game/demo/thing I did of the same name (which was a rip off of all the ideas of TimeShift which was in turn just somewhat a product of how cliche and common time controls have become… Hooray for derivative non originality!) minus one visual/spatial dimension. This one should hopefully reach a higher point of completion though and actually be something that can be called a game. Currently its far from done but the basic movement, shooting and time controls are functional. As I said it is being made primarily for GP2X (its actually being made primarily so that I have something to make primarily for GP2X lol) but there is and will be PC versions of it and I’ll probably port it over to Wii at some future point in time.
The bar at the bottom of the screen shows how fast time is progressing. If its to the far right then its moving forward like normal, if its in the center then its paused, if its to the far left then its rewinding at normal speed and if its somewhere in between then obviously its moving at a speed somewhere in between (ie 1/8 between the center and the right side means that time is moving at 1/8 speed). The bar at the top of the screen shows your position on the time line. You cant rewind past when the game began.
d-pad/joystick – move left or right
X – jump
A – shoot
L – slow down time
R – speed up time
Start/Select – exit the game
WASD/arrow keys – move left or right
Space – jump
R – shoot
Q – slow down time
E – speed up time
Just close the window the exit…
Download links for GP2X version
Download links for PC version