Puzzle Moppet (source released)

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xDan
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Post by xDan »

I've no idea about that screenshot... there isn't anything in the logfile? I suppose probably not for an odd graphical glitch like that..

I'll add a homepage link or something to the site. Thanks :)
xDan
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Post by xDan »

Oh, if anyone would like to test the full version, please PM me and I will give you a secret download link. Hopefully you can also give some feedback on the difficulty curve =)

I'm still not 100% finished on this though, I'm going at add at least a simple title screen + menu.
fmx

Post by fmx »

PM sent :wink:
xDan
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Post by xDan »

Now has a basic menu system, with level select:

Image

http://garnetgames.com/puzzlemoppet/

Todo next: maybe some music on the title screen? I'm not sure though, I quite like just the wind sound...
xDan
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Post by xDan »

A small update... Now has:

- tutorial across the first few levels
- undo function! (also saves just before you fall off the world)
- level ratings (can you get a "Perfect" score hmm?)
- other minor things

Image

:arrow: PuzzleMoppetTrial.exe
:arrow: PuzzleMoppetTrial.tar.gz
serengeor
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Post by serengeor »

Hm, Your levels look like what I would want in my game. what did you use to make/texture your assets(like the ground block). Any shaders used to give them a nicer look?
Working on game: Marrbles (Currently stopped).
xDan
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Post by xDan »

Hm, Your levels look like what I would want in my game. what did you use to make/texture your assets(like the ground block). Any shaders used to give them a nicer look?
Blocks are just simple unit cubes, but with curved overhanging sides. The overhang extends beyond the unit cube, but curves downwards, so when placed next to each other the blocks tile nicely:
Image

Texturing was quite tricky... each surface is just textured 0-1 so they tile nicely. Then I apply a scale to the texture matrix of each surface to make the texture sizes appear greater (so less repetition, repeats every 3 blocks). Recently I changed that to remove need for texture matrices, now the entire ground blocks are combined into a single mesh + the UVs are scaled instead of using texture matrices.

Without this the repetition is quite obvious + ugly:
Image

Shaders are:
- Hemisphere shader for lighting (see projects/Puzzle/media/shaders). this interpolates between a darker colour underneath objects to a lighter yellowy sun colour above. I also multiply the resulting pixel colour by a set amount to brighten the scene a little.
Image

- a noise texture then applied on top of everything, at a large scale, and slowly scrolls across, to simulate the shadow of clouds. It's quite subtle, I think it's more noticeable in motion:
Image

- texturing...
Image

- small amount of bloom... makes bright patches brighter and larger...
Image
omaremad
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Post by omaremad »

Sorry i missed this great game

Really fun with lots of polish!
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
xDan
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Post by xDan »

Thanks :lol:
xDan
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Post by xDan »

Now has the much requested grid based movement:

Image

The glyph thing on the ground shows the possible directions of movement (with the larger arrow indicating forwards). This hopefully helps make it obvious which grid direction you'll move along... since e.g. at angles near 45 degrees it's not obvious whether you should move up or right.

It can be enabled/disabled via an options menu. I'm not entirely sure whether I should enable this by default though!? Anyone have thoughts on this??

--> I'm now getting very near what I shall consider "complete"... :shock:
ChaiRuiPeng
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Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

congratulations on getting so far :D

it's nice to see people accomplishing nice looking polished end products :)
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
xDan
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Post by xDan »

Thanks :-)

Now have some kind of "looking-into-the-sun" effect (don't know the proper word for that)... The entire sky box is brightened by a great amount when you look directly into the sun to give a kind of glare. Also a scrolling noise texture added to the skybox to simulate moving clouds above and below.

Image

Also I've changed the wind loop to one that is less repetitive...

Well, if you're lucky this will be my last update :P (Famous last words). If anyone has any final thoughts before I go "gold"...

:arrow: PuzzleMoppetTrial.exe
:arrow: PuzzleMoppetTrial.tar.gz
Lonesome Ducky
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Post by Lonesome Ducky »

I don't know if you saw this, but the yogscast reviewed your trailer:
http://www.youtube.com/watch?v=Kb2WD3ml ... ideo_title
ChaiRuiPeng
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Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Lonesome Ducky wrote:I don't know if you saw this, but the yogscast reviewed your trailer:
http://www.youtube.com/watch?v=Kb2WD3ml ... ideo_title
congratulations on the net-press coverage xDan :D
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
xDan
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Post by xDan »

Ahahahaha :D Yes, I did see that...

Sold 4 copies so far :S Only several thousand more to go...
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