WIP: Arcade style airplane game - Contest Entry

Hello monkeys.

The game will be something like Lylat Wars 64. For those not familar with this great game:

http://www.youtube.com/watch?v=ntM79HczWHg



The plan is to create a similar gameplay in combination with a endless level and a global highscore to make the player ‘addicted’ :wink:



I am not yet sure if i implement a high count of enemys which shoots blind at the players position (like in the old 2d arcade games) or less enemys with a basic KI.



The plan is also to implement different weapon types. Maybe buyable trough a menu, or collectable in the game.



Goal of the game is to create a idiot proof input system in combination with a revarding gameplay.



Of course i will publish any news here.



cheers

//z

4 Likes

Good idea :smiley:

Looking forward to see the development :slight_smile:

AWESOME!! I had the original Star Fox for Super Nintendo and got Star Fox 64 a few years later. Both were incredible games for their time :slight_smile:

Indeed, i love lylat wars. (Star fox in german)



Here is a first drawing of the playerairplane:





Model will be UV textured. at least some parts.

Engine is definately going to be made with a modified fake particle blow shader.

1 Like

Good luck man! If you need any help regarding the rules, just ask. Also, love the model. Can’t wait to see it textured.

How do you say “Do a barrel roll” in German?! lol

2 Likes

looooooooooooooool

@jeremywoertink said:
How do you say "Do a barrel roll" in German?! lol

good one: Mach eine Seitwertsrolle. And in terms of aironatic: Fassrolle.

Anyway, here is a short clip of the current implementation. The plane flyes ;) Yuheee. The cool thing is that the control feels very much like Lylat Wars.
http://www.youtube.com/watch?v=2iOwkLdwSOY

As you can see i got a problem with the combination of the FakeParticleBlow and the WaterPostProcessor. When the background is water the mesh is visible. I know why that happens, but i don't know a solution :(
4 Likes

uh… “Mach’ eine Seitwärtsrolle” :wink: Looking great! I just love to see jme3 in action :smiley: And I hope that the experience gets better and better for you too each time you start a new project :slight_smile:

Looking great!!! I love flight sims :slight_smile:

@zzuegg Looks really cool! :slight_smile:



How did you do the exhaust effect?

@iamcreasy said:
@zzuegg Looks really cool! :)

How did you do the exhaust effect?


Currently its the fake particle blow shader. But i need to find another solution since it does not work together with PostProcessors.
@zzuegg said:
As you can see i got a problem with the combination of the FakeParticleBlow and the WaterPostProcessor. When the background is water the mesh is visible. I know why that happens, but i don't know a solution :(


a) looks pretty cool so far.

b) see thread: http://hub.jmonkeyengine.org/groups/graphics/forum/topic/blending-issue-with-a-palm/ for the alpha sorting stuff... scroll down to the end and you will see two potential solutions, maybe even that can be used together.
@zzuegg said:
As you can see i got a problem with the combination of the FakeParticleBlow and the WaterPostProcessor. When the background is water the mesh is visible. I know why that happens, but i don't know a solution :(

Particle emitters don't write depth and water use depth to render in the post process effect.
To avoid this artifact you have to place the particle emitters in the Translucent bucket and add a TranslucentBuckeFilter at the end of your filter's stack.

Everyone type in “do a barrel roll” in Google. Do it now!



Great looking game btw :smiley:

I already did type that before this thread was started u.u .

Looking excellent! Can’t wait to play this one when its done. I made a lylat wars-inspired dog fighting game for my final game programming project at university. But it didn’t come out very polished since time was limited to a semester and I had to develop the whole thing from scratch (i.e. engine built purely on OpenGL/GLUT, all model/texture/resource loading homebrewed, etc.)



This one looks like its already much better :wink:

G’day.

Since i was to busy to continue the work on this the last week, i have only a small update this time. Maybe a larger one follows in the evening.

I have changed the crosshair to a better version. They will get different colors depending on the weapon in use in the final releases.

Currenlty only primary laser weapon is available. (The lag in the middle of the video is because of FRAPS) The game runs still smooth at ~250fps on my machine.

Here is a short update video:

http://www.youtube.com/watch?v=6IsHhjFb33A



Code looks good up to now. Nothing fancy in it.



Additionally i have a roadmap regarding the next changes:



Alpha:



-Basic enemys. To test the collision between bullets and the objects. And for the first stage as a warm up enemy (Maybe i change them to zeppelins later)

-Secondary weapon. (Target seeking rocket system which might allow targeting multiple enemys at once)

-Better enemys which shoots rockets at the player



Beta:



-HUD showing all the needed information

-Point system

-Menu with login/register option. (Or guest if you don’t want to upload the score)

-Server for highscore/userdate



Final release:



-Updated graphics.

-Updated special effects if skills allow :wink:

2 Likes

THIS IS AWSOMEEEEEEEEEEEE!!! I LIKE IT MAN!!!

About FakeParticleBlow… Possibly there will be a solution:

http://hub.jmonkeyengine.org/groups/graphics/forum/topic/blending-issue-with-a-palm/

http://hub.jmonkeyengine.org/groups/free-announcements/forum/topic/ships-with-cannons/?topic_page=1&num=15

http://hub.jmonkeyengine.org/groups/free-announcements/forum/topic/ships-with-cannons-1/

http://hub.jmonkeyengine.org/groups/general-2/forum/topic/overuse-blendmode-alpha/