View Full Version : ShineBug! Alpha
cgoran
2004.10.13, 10:53 AM
Hey gang! Please have a look at the current state of my entery this year.
Let me know how it runs for ya.
ShineBug!
You Da Bug! The life of the shine bug is not all booze, good times and fly ladies, watch out for insect bashing logs, lillypads and other enemies, as you fly and swim along the creek surface collecting jugs of shine and special "redneck" power items. Git Dat Shine!
ShineBug! (http://digitalrain.org/downloads/ShineBug.zip)
Cheers,
CG
JustinFic
2004.10.13, 11:51 AM
Please please let me move in more than one direction at a time!
The most obvious suggestion would be to make the bug get more and more drunk the more bubbles you get, gradually making it harder to control.
And for challenge, is it possible to have the bubbles float up above the water, requiring you to fly to get them?
Finally, there's a big seam in the ground texture below the water.
Performance wise, runs great. Keep it up!
cgoran
2004.10.13, 02:17 PM
Cool, thanks for the input!
I still have to add boundaries too, so you can't get lost off the screen.
cgoran
2004.10.14, 12:46 PM
UPDATE!
I added bubbles above the water, a fluid player camera and a start screen.
Cheers,
CG
cgoran
2004.10.14, 12:49 PM
Some screen shots.
http://digitalrain.org/downloads/images/s1.jpg
http://digitalrain.org/downloads/images/s2.jpg
http://digitalrain.org/downloads/images/s3.jpg
cgoran
2004.10.22, 09:28 AM
Hello everyone! I'm getting excited about this years contest! Everybody's games are looking good.
I have an update to my entry this year. Still not quite finished, but I better do it this weekend!
1. I added a goofy little song in the intro that the bug plays on his jugs of shine.
2. I updated the movement so you can go in more than 1 direction at a time.
3. Adjusted the game play so that your buzz level drops on it's own, and the game is over when it hit's the bottom.
4. Fixed up some graphical odds and ends.
As always, I would really appreciate any feedback. Even if you hate it, let me know why!
"Keep your Shine Above the Line!"
Cheers,
CG
aaronsullivan
2004.10.22, 12:32 PM
Fun and entertaining theme. Music adds a lot of charm. Nice polish to the graphics. The gameplay is not as fun as it could be, though.
The space bar for moving up and down needs to have a smoother movement in my opinion, but I get that it's a dragon fly and he's jittery. :/
I like the idea of the bug getting more and more drunk making it harder like suggested.
The bubbles could have shadows so you can tell where they are better.
After playing for awhile I get occasional pauses and eventually I get an unexpected quit. It doesn't seem to be related to the buzz level, and I can't recall anything unusual that might of produced it, just using the arrow keys and space bar. :/
I'm using a mirror drive dual 1ghz g4 with ATI 9000 Pro card, running 10.3.5
Here's the crash log:
Command: Anark Player 2
Path: /Users/aaron/Desktop/ShineBug/ShineBug!.app/Contents/MacOS/Anark Player 2
Version: Anark Player 2 version 2.5.0.04012914 (1.0)
PID: 497
Thread: 3
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000004
Thread 0:
0 libSystem.B.dylib 0x900074c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007018 mach_msg + 0x38
2 com.apple.CoreFoundation 0x90191708 __CFRunLoopRun + 0x350
3 com.apple.CoreFoundation 0x90195e94 CFRunLoopRunSpecific + 0x148
4 com.apple.HIToolbox 0x927d5f88 RunCurrentEventLoopInMode + 0xac
5 com.apple.HIToolbox 0x927dc6f0 ReceiveNextEventCommon + 0x17c
6 com.apple.HIToolbox 0x927fe1c8 AcquireNextEventInMode + 0x48
7 com.apple.HIToolbox 0x927fb698 RunApplicationEventLoop + 0x88
8 com.anark.player 0x00004c68 CWillisApp::Run(CWillisOptions const&) + 0x130
9 com.anark.player 0x000038dc main + 0x60
10 com.anark.player 0x0000280c __code_start__ + 0x1b0
11 com.anark.player 0x0000268c __code_start__ + 0x30
Thread 1:
0 libSystem.B.dylib 0x900074c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007018 mach_msg + 0x38
2 com.apple.CoreFoundation 0x90191708 __CFRunLoopRun + 0x350
3 com.apple.CoreFoundation 0x90195e94 CFRunLoopRunSpecific + 0x148
4 com.apple.audio.CoreAudio 0x90732f80 HALRunLoop::OwnThread(void*) + 0x104
5 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
6 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28
Thread 2:
0 libSystem.B.dylib 0x90018be8 semaphore_timedwait_signal_trap + 0x8
1 libSystem.B.dylib 0x9000e788 _pthread_cond_wait + 0x268
2 com.apple.audio.CoreAudio 0x907244fc CAGuard::WaitFor(unsigned long long) + 0xdc
3 com.apple.audio.CoreAudio 0x90724130 CAGuard::WaitUntil(unsigned long long) + 0x130
4 com.apple.audio.CoreAudio 0x90722b20 HPIOThread::WorkLoop() + 0x358
5 com.apple.audio.CoreAudio 0x9073919c HPIOThread::ThreadEntry(HPIOThread*) + 0x1c
6 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
7 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28
Thread 3 Crashed:
0 com.anark.player 0x001a161c Curl_llist_destroy + 0x11498
1 com.anark.player 0x00198184 Curl_llist_destroy + 0x8000
2 com.anark.player 0x00194f98 Curl_llist_destroy + 0x4e14
3 com.anark.player 0x00197290 Curl_llist_destroy + 0x710c
4 com.anark.player 0x001b44f8 Curl_llist_destroy + 0x24374
5 com.anark.player 0x001cfc78 Curl_llist_destroy + 0x3faf4
6 com.anark.player 0x001d0a64 Curl_llist_destroy + 0x408e0
7 com.anark.player 0x001d101c Curl_llist_destroy + 0x40e98
8 com.anark.player 0x001d1160 Curl_llist_destroy + 0x40fdc
9 com.anark.player 0x001d12c4 Curl_llist_destroy + 0x41140
10 ...ple.CoreServices.CarbonCore 0x902c6da4 PrivateMPEntryPoint + 0x4c
11 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28
Thread 4:
0 libSystem.B.dylib 0x90048768 mach_wait_until + 0x8
1 ...ple.CoreServices.CarbonCore 0x902e5008 MPDelayUntil + 0x24
2 com.anark.player 0x001c4464 Curl_llist_destroy + 0x342e0
3 com.anark.player 0x001d2a24 Curl_llist_destroy + 0x428a0
4 com.anark.player 0x001d2070 Curl_llist_destroy + 0x41eec
5 com.anark.player 0x001d2240 Curl_llist_destroy + 0x420bc
6 com.anark.player 0x000bf3ec CSoundHandle::FinalConstruct(float, float) + 0x3c
7 com.anark.player 0x000be2e4 CSoundSystem::CreateSound(CInputStream*, long, bool, float, float, float) + 0x104
8 com.anark.player 0x000b793c CSound::PlayNewSoundVoice() + 0x134
9 com.anark.player 0x000b71dc CSound::PlaySound() + 0x6c
10 com.anark.player 0x000a5b98 CSoundScriptObject::play() + 0x30
11 com.anark.player 0x000a5f80 CSoundScriptObject::Static_play(JSContext*, JSObject*, unsigned int, long*, long*) + 0xdc
12 com.anark.player 0x000a5ee8 CSoundScriptObject::Static_play(JSContext*, JSObject*, unsigned int, long*, long*) + 0x44
13 com.anark.player 0x001144ac js_Invoke + 0x400
14 com.anark.player 0x0011b77c js_Interpret + 0x67b8
15 com.anark.player 0x001144fc js_Invoke + 0x450
16 com.anark.player 0x0011b77c js_Interpret + 0x67b8
17 com.anark.player 0x001144fc js_Invoke + 0x450
18 com.anark.player 0x00114798 js_InternalInvoke + 0x144
19 com.anark.player 0x0014cb1c JS_CallFunctionName + 0x5c
20 com.anark.player 0x00046188 CScriptContext::CallFunction(char const*, CBaseScriptObject*) + 0x4c
21 com.anark.player 0x00045ae0 CScriptEngine::CallFunction(long, char const*, CBaseScriptObject*) + 0xa8
22 com.anark.player 0x0004904c CDOMManager::DoFireEvent(long, CCrapEvent*) + 0x140
23 com.anark.player 0x000492f0 CDOMManager::FireEvent(long, CCrapEvent*) + 0x94
24 com.anark.player 0x00049510 CDOMManager::ProcessUpdateEvents(CCrapEvent*) + 0x180
25 com.anark.player 0x00049590 CDOMManager::ProcessEvents(CCrapEvent*) + 0x48
26 com.anark.player 0x00066188 CPresentation::Update(CRenderContext*, bool, Anark::CPoint&) + 0x138
27 com.anark.player 0x00043de0 CPlayer::Update() + 0xc8
28 com.anark.player 0x0002e1c8 CController::Run(void*) + 0x9c
29 com.anark.player 0x000f5bd4 CThread::Run(void*) + 0x34
30 com.anark.player 0x000f589c ThreadRun(void*) + 0x38
31 ...ple.CoreServices.CarbonCore 0x902c6da4 PrivateMPEntryPoint + 0x4c
32 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28
Thread 5:
0 libSystem.B.dylib 0x900074c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007018 mach_msg + 0x38
2 com.apple.opengl 0x90d66824 glcDebugListener + 0xfc
3 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28
PPC Thread State:
srr0: 0x001a161c srr1: 0x0000f030 vrsave: 0x00000000
cr: 0x84000244 xer: 0x00000000 lr: 0x001a163c ctr: 0x00000000
r0: 0x00000002 r1: 0xf01829c0 r2: 0x00000000 r3: 0x01d6c018
r4: 0x01d6c018 r5: 0x01d6bc18 r6: 0x080a0410 r7: 0x01d6ba18
r8: 0x01d6ba18 r9: 0x0803cc10 r10: 0x001a0800 r11: 0x00000013
r12: 0x001a4268 r13: 0x00000000 r14: 0x00000000 r15: 0x00000000
r16: 0x00000001 r17: 0x00000004 r18: 0x080c4610 r19: 0x078ff610
r20: 0x01d7ac10 r21: 0x07a17f60 r22: 0xf0182a30 r23: 0xf0182a20
r24: 0xf0182a10 r25: 0xf0182a00 r26: 0x00000002 r27: 0x002ebd50
r28: 0x00000200 r29: 0x002f1278 r30: 0x01c3104c r31: 0xf0182a00
Binary Images Description:
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JustinFic
2004.10.22, 03:29 PM
The bubbles could have shadows so you can tell where they are better.
The bubble NEED shadows.
Also, for flight, you could have the jump button increase the bug's velocity, and have it glide back down slowly. I agree that jumping is a little too awkward at the moment. I'd like to be able to get a whole line of airborne bubbles with one skilful jump.
Tying damage to the buzz level was a good idea.
igame3d
2004.10.22, 03:58 PM
Bubbles shouldn't cast shadows, maybe a touch of reflection would do the trick.
Some of the bubbles seem to be under the water and unreachable.
Keep shinebug from leaving the screen and from moving past the top 1/10th of the screen or so. Looks great, the wavy motion of the camera is really....drunk :)
cgoran
2004.10.22, 05:09 PM
Great feedback, thanks!
UPDATE
I posted an update with some modifications to the bubbles, jumping and added a flying wasp "enemy".
Cheers,
CG
aaronsullivan
2004.10.22, 05:27 PM
Bubbles shouldn't cast shadows, maybe a touch of reflection would do the trick.
Reflections won't show how far they are over the surface. It needs to be a shadow like all bubbles cast. It's sort of a light distortion shadow with some bent light around it too. It can be subtle, but it's very important to help understand where the bubbles are. Especially in a flying/jumping game.
reubert
2004.10.24, 02:10 AM
Nice Job :) graphics are very nice and smooth.
a couple of things...
It hung on me at one stage, dont think I was doing anything abnormal.
I would like to see further ahead. Often the bubbles are too far on either side to actually get unless you are right near the top of the screen, then you hit trees and stuff. If the camera were a bit higher and looked further ahead I'd be happier ; )
looking good though.
David
igame3d
2004.10.24, 02:17 AM
Some other additions just for reubert: A helicopter sound, some little people to pick up and/or shoot, machine guns, missiles, and just to piss of Daniel Lurie a killer jet fighter. :)
Was the lock up during a sound loop by chance?
I've noticed that I could hit a few logs that seem to be underwater, I guess there is a hit box that is skimming the surface?
Camera angle adjustment would really be wicked, is it possible, even just a little bit?
Maybe based on the distance from the center of the screen.
Oh and multiplayer, massively, gotta have that too!:D
cgoran
2004.10.24, 08:27 PM
Hahahaha!
Thanks for the input guys! I have another update. It seems more stable, and more fun ;-)!
I started thinking of the old game "kaboom" and how you had to catch all the bombs. In a way catching the bubbles is like that. I sped up the bug to let you catch more of them.
I'm still tweaking the values of the hits and the bubbles to get just the right balance. Feed back here would rock!
I've got shadows, reflections and a new "Lard Ass Pork N' Beans ( now with more ass)" bonus!
I'm thinking of adding a skeeter view cam....
ShineBug! (http://www.digitalrain.org/downloads/ShineBug.zip)
Cheers,
Charles
aaronsullivan
2004.10.24, 10:03 PM
Looks great. I like the leaves and the bad bugs. Nice shadows, but the reflections should be as far BELOW the surface as the object is above it. Right now you have the reflection directly under the shadow.
It still crashes on me after playing for awhile. Not right away though. I went to the anark site, downloaded the player and tried an example and it crashed Safari, too. :/
Eventually, I hope there is a score or a measurement of how far you've travelled. :)
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