CodeWalrus

Development => PC, Mac & Vintage Computers => Topic started by: semiprocoder on February 21, 2017, 03:04:58 am

Title: Color Speedrun[unity]
Post by: semiprocoder on February 21, 2017, 03:04:58 am
Well, I decided to make another game.
It is a speedrun game, with the simple goal of reaching anything blue(with rgb of 0, 0, 255. Also opens up possibility of trolling :P)(thinking of having a level with like 1 blue pixel in the beginnning that is hard to get).
Anyways, so yeah, its that simple. Black is regular speed. White makes you go fast. Grey makes you go slow. Yellow is wall, and red kills you. The hitbox is just the center of the circle, so I am planning to have the last level have a one or two pixel gap that you have to pass through.
The levels are just png or tif images, with each color corresponding to something.
So far I have made levels 1-3, and you can see that here:
https://www.youtube.com/watch?v=Qx3WkCaB-8I

EDIT(levels 1-5. And yeah I know I am terrible):
https://www.youtube.com/watch?v=sYQEohVG8iI
Title: Re: Color Speedrun
Post by: xlibman on February 22, 2017, 12:58:10 am
Haha I like the idea actually. Even if it looks simple it looks very fun and challenging to play :)
Title: Re: Color Speedrun
Post by: Juju on February 22, 2017, 08:08:12 am
Nice. Any downloads yet?
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: p2 on February 22, 2017, 09:56:35 am
that game looks terribly hard O.O I love it  :thumbsup: Really nice game idea!! :)

But could you maybe add a little bit of physics to it? So the white areas dont directly add speed, but rather acceleration? so you get faster and faster on white ground, and slow down until you reach regular speed again once you touch grey ground?
That sould make it easier for the player to react in time  :thumbsup:
(given you can't stop the ball from moving at all, only steer it)
Title: Re: Color Speedrun
Post by: xlibman on February 23, 2017, 01:28:09 am
Actually, my idea would be to have some areas make you automatically move in a specific direction for the final levels

Also maybe power-ups such as extra lives or immunity against hazards?
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: kotu on February 23, 2017, 01:52:03 am
that game looks terribly hard O.O I love it  :thumbsup: Really nice game idea!! :)

But could you maybe add a little bit of physics to it? So the white areas dont directly add speed, but rather acceleration? so you get faster and faster on white ground, and slow down until you reach regular speed again once you touch grey ground?
That sould make it easier for the player to react in time  :thumbsup:
(given you can't stop the ball from moving at all, only steer it)

On the contrary, I like the purity of the game as it is.

This looks really inspired!! Unique
Title: Re: Color Speedrun [c4ooo][:walrii:][eclipse][java]
Post by: xlibman on February 23, 2017, 02:30:34 am
Actually, I think adding physics such as acceleration would make it much harder, because the deceleration process will make it much more difficult to control the ball when you try to stop. :P
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: semiprocoder on February 24, 2017, 04:55:55 pm
On the contrary, I like the purity of the game as it is.

This looks really inspired!! Unique
Thanks so much for the support!

that game looks terribly hard O.O I love it  :thumbsup: Really nice game idea!! :)

But could you maybe add a little bit of physics to it? So the white areas dont directly add speed, but rather acceleration? so you get faster and faster on white ground, and slow down until you reach regular speed again once you touch grey ground?
That sould make it easier for the player to react in time  :thumbsup:
(given you can't stop the ball from moving at all, only steer it)
Actually, I think adding physics such as acceleration would make it much harder, because the deceleration process will make it much more difficult to control the ball when you try to stop. :P
Yeah that is why I decided not to do that. I have played a somewhat similar game with acceleration, and the acceleration just makes it too difficult. The game is already really hard as it is, and I have only really made 3 non tutorial levels. The reason for that is whenever I step in to make a level or something, I just end up playing the game instead. Anyways, I am not very good at level design in any case.
Anyways, for the reason that level making is going really slowly as I want to flawless my game(I only just managed to BEAT the last level, much less flawless it), here is a dropbox link to download the early game. No readme yet or anything; I will eventually add that, just not yet:
https://www.dropbox.com/s/ysjs2495eq9r1l0/Color%20Speedrun.zip?dl=0.

And yes, the final level is a walrus(although badly modified, the basic shape is still decent).
Title: Re: Color Speedrun
Post by: xlibman on February 24, 2017, 05:19:38 pm
This is the most awesome level in the game :3=
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: p2 on February 26, 2017, 06:51:45 pm
The reason for that is whenever I step in to make a level or something, I just end up playing the game instead.
hehe then it's a good game ;D
I can't wait for more levels tho :)
will you add special colors that accelerate u in a special direction or something like that as well? Or is it just different speed blocks? :)
Title: Re: Color Speedrun
Post by: xlibman on February 26, 2017, 11:00:42 pm
Will there be levels where some colors alternate every two second?
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: semiprocoder on March 13, 2017, 04:19:02 am
Ok so haven't worked on this project in a while(started doing math. Haven't done any math in a while, resulting in me not even getting AIME this year. I really need to do more math). Anyways, so today I worked on the game for while and ported it over to unity. That means I can compile it for any platform!

Thus I added some buttons for phone support. You also go at half speed and invincibility lasts twice as long(since you only go at half speed) in order to compensate for the harder controls on touchscreen. I am thinking of developing this some more and then posting it on the play store. Do you think I will be able to make enough sales of this game(with better levels)(at 99 cents a pop) to make up for the $25 fee to be allowed to publish apps on the appstore?

Will there be levels where some colors alternate every two second?

Possibly, but no support for that right now. Could be cool to have some levels like that though, so I may very well implement that.

Title: Re: Color Speedrun
Post by: xlibman on March 13, 2017, 09:16:45 pm
Glad to see multiplatform support and some updates. :) As for sales, I'm unsure as it's hard to tell and some games might get more purchases based on downloads. You might want to go for ad-based revenues instead.
Title: Re: Color Speedrun[java][eclipse][processing]
Post by: semiprocoder on March 17, 2017, 12:17:59 am
Well I created the "easy" difficulty levels and some settings and a menu and stuff. While it may be easy difficulty, the levels are still pretty challenging(especially on phones, even with the speed hindering). Anyways, attached is a sample level(hopefully a friend of mine is going to make my levels look nicer). Also here are links for current builds of color speedrun. I don't recommend you play anything other than easy difficulty levels as the other levels are not finished and really are just tests/placeholders. Since your highscore still gets saved, you will have a ridiculously high high score.
windows: https://drive.google.com/open?id=0B-gtij90No_fWjBJNWx5MlRRX2M
mac: https://drive.google.com/open?id=0B-gtij90No_fTXRsSkVmckl5WTA
android: https://drive.google.com/open?id=0B-gtij90No_fT3FMUUlQamVMSnc
Title: Re: Color Speedrun
Post by: xlibman on March 17, 2017, 11:26:56 am
Woah, is that beatable? O.O I will give it a try later
Title: Re: Color Speedrun[unity]
Post by: semiprocoder on March 27, 2017, 02:21:12 pm
So update again.
Just participated in a hackathon. Wanted to do something in virtual reality(borrowed a rift) and had absolutely no idea, so we just decided to make a 3d color speedrun: VrRun.
The problem was that we planned to have enemies and stuff, but there were SO many issues that we ran into. Basically spent 1 hr developing and the rest of the time showing our game to some people who never saw vr(VR is cool and I hope to get a used dk2 on ebay for my birthday soon) and just fixing all the crap or simply setting up.
Anyways, ended up with a very small and unfinished game that basically has no features, but whatever, here is the link if anyone here has a VR headset:
https://www.dropbox.com/s/qjzq0f1qk9kcsit/VrRun.exe?dl=0
Title: Re: Color Speedrun[unity]
Post by: p2 on March 27, 2017, 02:42:26 pm
if ur really interested in VR and especially in AR as well, I can totally recommend using the HoloLens over the Rift for the processing power as well as general handling of AR.
Also development on the HoloLens is really fun.  :thumbsup:

Buuuuuut the hardware is no way worth the 3000 bucks (dev version) plus there wont be a hardwaye update until 2019 which sucks.... :/
Title: Re: Color Speedrun[unity]
Post by: semiprocoder on March 27, 2017, 03:14:30 pm
I mean, if I am planning to get a used $200 dk2(from like 2013) on ebay instead of a new $600 cv1, then I obviously am not getting a $3000 holo lens.

Furthermore, I am honestly not too hyped about the hololens. I used to be, but now I am not. #1 obviously $3000 is bad, but the main reason is that it does not take up all your vision, which makes it harder to play, say, immersive games. If you use the entire screen, then it would feel like a very large display rather than your entire vision.

Now the oculus rift I used in the event isn't perfect. You can see a small section through the nosepiece, and that is kind of annoying. However, when I tried an htc vive out in a microsoft store, it was MUCH better than the oculus rift. I remember that it was quite comfortable and took up all your vision, without any annoying areas that take away from immersion. Of course, dk2 is worse than either of these, but it is much cheaper.

Anyways this sums up my newest opions on the hololens:
https://www.youtube.com/watch?v=eF2QhJjCaDc
Title: Re: Color Speedrun[unity]
Post by: p2 on March 27, 2017, 03:53:02 pm
I was mostly talking about the tracking capabilities of the hololens.
I'm working with it since a couple of weeks, and never have I had any problems with it, it's pretty much working perfectly! In this area it's far better than any other AR hardware is. That's also why I recommended it.

But I dislike microsoft so I have to mention that the guy in the video was pretty much wrong abuot it not getting uncomfortable after a while:
The HoloLens is way too heavy and it hurts if you carry it for over an hour.
Also the tiny field of vision is terrible (while the quality inside that tiny display is still amazing. But since they announced not to do hardware updates before 2019 that pretty much killed it.

Still:
If they update their hardwre in 2019, increase the screen size, reduce the weight, then it's gonna be the perfect AR device and you're probably doing the right thing working with VisualStudio and especially Unity (and C#) now, cuz that's gonna be the future of Augmented Reality.
Title: Re: Color Speedrun[unity]
Post by: semiprocoder on March 27, 2017, 04:01:48 pm
I mean, if they do that AND bring the price down to like sub $500, I would totally get that. I very much doubt they will do that though.

Also yeah, unity is pretty cool, but I am really inexperienced rn. I am slowly learning, but my knowledge was definitely not enough even for my simple hackathon idea. I might attend another hackathon soon cause this one was fun; by that time, I should have much better skills.
Title: Re: Color Speedrun
Post by: xlibman on March 27, 2017, 06:33:28 pm
Yeah VR headsets are really expensive. I think the cheapest way to get VR is to get Google Cardboard or something, but then I dunno if it's true VR and about the compatibility.

Anyway I tried Color Speedrun @semiprocoder and you should probably fix this error message:

Quote
There should be 'ColorSpeedrun_Data'
folder next to the executable

It happens regardless of if the folder exists or not, on Windows 10
Title: Re: Color Speedrun[unity]
Post by: semiprocoder on March 27, 2017, 06:40:46 pm
Ok, I should have included the folder:
https://www.dropbox.com/sh/ivx9esllelulpxw/AACo3uvNpwraeNMh38zH2jZea?dl=0

The executable only really runs with the oculus rift, as it uses the head tracking of the oculus rift and does not have any other camera rotation. I could add some, but tbh this demo really has nothing much. As I said, I spent like no time actually programming this and all my time just trying to make it work. The code to control the player in this game is 50(edit: 100) lines, and the code to control the player in the 2d somewhat release-able version is 400(edit: 500) lines.

In any case, as I state before, my goals are to VASTLY improve my unity knowledge and get an oculus rift of my own.
Title: Re: Color Speedrun
Post by: xlibman on March 27, 2017, 06:44:50 pm
What about the Color Speedrun demo posted on the previous page though? Does it require the oculus rift as well? Because I get the same error with it.
Title: Re: Color Speedrun
Post by: 123outerme on March 27, 2017, 06:45:09 pm
Yeah VR headsets are really expensive. I think the cheapest way to get VR is to get Google Cardboard or something, but then I dunno if it's true VR and about the compatibility.

Anyway I tried Color Speedrun semiprocoder and you should probably fix this error message:

Quote
There should be 'ColorSpeedrun_Data'
folder next to the executable

It happens regardless of if the folder exists or not, on Windows 10
Cardboard is the cheapest VR solution, but also the least immersive. If you go back and grab the old ViewMaster toy and play with that, that's more or less how immersive it really is, of course with games instead of pictures. Anything greater than $15 (so basically every VR machine that isn't the Cardboard) will give you a much better experience. I played on my friend's Vive, and while I knew deep inside the world I saw was fake, in every other way I believed it was real. Even though the game was a buggy, crummy tech demo of a game poorly explained and poorly done. Even when I played the Sonic '06 of Steam's selection of VR games, I was still intensely immersed.

Sorry, just had to add my experiences.
Title: Re: Color Speedrun[unity]
Post by: semiprocoder on March 27, 2017, 06:50:12 pm
What about the Color Speedrun demo posted on the previous page though? Does it require the oculus rift as well? Because I get the same error with it.
@DJ Omnimaga did you download the VrRun_Data folder and unzip it to the same location as the game? It should work. I run it fine without an oculus rift(just camera rotation doesn't work). Also if you want I could compile it to not support VR. Alright whatever I will edit it when I finish compiling non Vr version and some camera rotation.

EDIT: The same link as before should have a non vr version I slightly modified that allows you to move horizontally with your mouse. For some reason feels a bit funky if I add vertical movement as well(as I said, I am bad at unity rn but am going to start to learn).

Also,
Yeah VR headsets are really expensive. I think the cheapest way to get VR is to get Google Cardboard or something, but then I dunno if it's true VR and about the compatibility.

Anyway I tried Color Speedrun semiprocoder and you should probably fix this error message:

Quote
There should be 'ColorSpeedrun_Data'
folder next to the executable

It happens regardless of if the folder exists or not, on Windows 10
Cardboard is the cheapest VR solution, but also the least immersive. If you go back and grab the old ViewMaster toy and play with that, that's more or less how immersive it really is, of course with games instead of pictures. Anything greater than $15 (so basically every VR machine that isn't the Cardboard) will give you a much better experience. I played on my friend's Vive, and while I knew deep inside the world I saw was fake, in every other way I believed it was real. Even though the game was a buggy, crummy tech demo of a game poorly explained and poorly done. Even when I played the Sonic '06 of Steam's selection of VR games, I was still intensely immersed.

Sorry, just had to add my experiences.
I tried my friend's google cardboard once and I really didn't like it(this was before I tried the vive & now rift). I really don't think that any mobile VR solution could be that great, just due to the lack of sheer processing power(the minimum spec for the oculus rift is a 960 or 1050 ti, which is somewhat high end for laptops and desktops, much less phones).
Title: Re: Color Speedrun
Post by: xlibman on March 27, 2017, 09:13:15 pm
Ok I'll give this a try semiprocoder :3=. I didn't know it was required for the previous version, as I thought that *was* the non-VR version :P