My game SickBrick out now! (built in NeoAxis engine)
- SickBrick
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My game SickBrick out now! (built in NeoAxis engine)
SickBrick is out now for Windows, Linux and Mac! It's built in neoaxis which is itself built on Ogre.
Buy now on the following sites:
http://www.desura.com/games/sickbrick
http://www.gamersgate.com/DD-SICK/sickbrick
http://itunes.apple.com/us/app/sickbric ... ls=1&mt=12
http://www.impulsedriven.com/sickbrick
http://www.beamdog.com/products/sickbrick
http://beta.indievania.com/games/sickbrick
Or download demo:
http://www.indiedb.com/games/sickbrick/downloads
Launch Trailer:
http://youtu.be/cH-jNG8c4AM
[youtube]cH-jNG8c4AM[/youtube]
Buy now on the following sites:
http://www.desura.com/games/sickbrick
http://www.gamersgate.com/DD-SICK/sickbrick
http://itunes.apple.com/us/app/sickbric ... ls=1&mt=12
http://www.impulsedriven.com/sickbrick
http://www.beamdog.com/products/sickbrick
http://beta.indievania.com/games/sickbrick
Or download demo:
http://www.indiedb.com/games/sickbrick/downloads
Launch Trailer:
http://youtu.be/cH-jNG8c4AM
[youtube]cH-jNG8c4AM[/youtube]
Last edited by jacmoe on Sun Nov 06, 2011 3:41 am, edited 1 time in total.
Reason: Inlined Video
Reason: Inlined Video
- jacmoe
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Re: My game SickBrick out now! (built in NeoAxis engine)
Nice lighting.
Nice animations.
Nice action.
Nice effects.
Nice a lot!
Congratulations!
Nice animations.
Nice action.
Nice effects.
Nice a lot!
Congratulations!
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- Gnoblar
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Re: My game SickBrick out now! (built in NeoAxis engine)
Congratulations! I've been keeping eye on this project for some time, probably going to buy later, just to support an indy developer.
- mkultra333
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Re: My game SickBrick out now! (built in NeoAxis engine)
Cool!
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
- Brocan
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Re: My game SickBrick out now! (built in NeoAxis engine)
It seems to be very cool!! congrats!!
- Slappy
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Re: My game SickBrick out now! (built in NeoAxis engine)
Nice game , did you make code and graphics by yourself?
And how long did it take you to finish it?
And how long did it take you to finish it?
Cool looking Graphical Installers in NSIS and Inno Setup: http://www.graphical-installer.com - FREE for Ogre projects
I offer NSIS/Inno Setup scripting, C/C++/C#/Delphi programming: http://www.unsigned.sk
Develop NSIS/Inno Setup projects directly in Visual Studio 2005-2015: http://www.visual-installer.com/
or RAD Studio 2009-XE8: http://www.rad-installer.com/
I offer NSIS/Inno Setup scripting, C/C++/C#/Delphi programming: http://www.unsigned.sk
Develop NSIS/Inno Setup projects directly in Visual Studio 2005-2015: http://www.visual-installer.com/
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- SickBrick
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Re: My game SickBrick out now! (built in NeoAxis engine)
Made all the graphics by myself. Made the music with a friend and had a little help with programming with a guy called Maxwolf (magrathean.ca). It took me about a year with a lot of pauses. Been working on it slowly since 2009 (maybe late 2008?).
thanks a lot! Please spread the word about SickBrick!
thanks a lot! Please spread the word about SickBrick!
- jacmoe
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Re: My game SickBrick out now! (built in NeoAxis engine)
Shared on Google+.
/* Less noise. More signal. */
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- Jabberwocky
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Re: My game SickBrick out now! (built in NeoAxis engine)
Congrats SickBrick!
Good job, man.
Good job, man.
- SickBrick
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Navigation mesh based path finding
We have been hard at work here at MisfitVillager HQ to bring you the long awaited first Mega-Patch for SickBrick.
The first of the new major features implemented in SickBrick is navigation mesh based path finding!
Before, your robotic enemies in SickBrick walked on predetermined waypoints to get to you, similar to old games (2005 and back).
Here is an image of the old system inside our trusty NeoAxis map editor:
This caused a massive frame rate drop in the engine since every enemy had to think which waypoint to walk onto based on your position and forced us to scale down the number of enemies that you faced in the game. The system was clumsy and hard to work with.
But now we bring you Navigation Mesh Based Pathfinding!
The old system was removed completely and replaced by the new one.
The enemies now walk on an invisible mesh created in the levels, making them able to avoid obstacles and not get stuck thus lowering your health considerably more than before
Here is an image inside the map editor of the new system:
This type of pathfinding is used in modern engines like CryEngine3 and Unreal Engine 3.
We have been listening to feedback and a lot of you said the game was too easy.
Not only are the enemies smarter now, but we increased their numbers by a third.
Additional benefits of the new pathfinding system are a dramatic frames-per-second increase and a lot less work on our side
Stay tuned for more updates on SickBrick's new Mega-Patch(TM)*! To check out our new game in development "Project Lighthouse" http://lighthousegame.blogspot.com/
*not really a trade mark at all
Cheers!
The first of the new major features implemented in SickBrick is navigation mesh based path finding!
Before, your robotic enemies in SickBrick walked on predetermined waypoints to get to you, similar to old games (2005 and back).
Here is an image of the old system inside our trusty NeoAxis map editor:
This caused a massive frame rate drop in the engine since every enemy had to think which waypoint to walk onto based on your position and forced us to scale down the number of enemies that you faced in the game. The system was clumsy and hard to work with.
But now we bring you Navigation Mesh Based Pathfinding!
The old system was removed completely and replaced by the new one.
The enemies now walk on an invisible mesh created in the levels, making them able to avoid obstacles and not get stuck thus lowering your health considerably more than before
Here is an image inside the map editor of the new system:
This type of pathfinding is used in modern engines like CryEngine3 and Unreal Engine 3.
We have been listening to feedback and a lot of you said the game was too easy.
Not only are the enemies smarter now, but we increased their numbers by a third.
Additional benefits of the new pathfinding system are a dramatic frames-per-second increase and a lot less work on our side
Stay tuned for more updates on SickBrick's new Mega-Patch(TM)*! To check out our new game in development "Project Lighthouse" http://lighthousegame.blogspot.com/
*not really a trade mark at all
Cheers!
- duststorm
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Re: My game SickBrick out now! (built in NeoAxis engine)
I think I missed this one. Looks like a very interesting game, thank you for making it multi platform too! I just have to try it out.
I love to see that navmeshes are finally embraced by most of the game development community (even if they are already around for quite some time).
We largely have Mikko Mononen and his work on the opensource recast library to thank for the fact that indy developers now also have access to high quality pathfinding.
I really hope to never again see the awkwardness that waypoint-based pathfinding brings.
I love to see that navmeshes are finally embraced by most of the game development community (even if they are already around for quite some time).
We largely have Mikko Mononen and his work on the opensource recast library to thank for the fact that indy developers now also have access to high quality pathfinding.
I really hope to never again see the awkwardness that waypoint-based pathfinding brings.
Developer @ MakeHuman.org
- SickBrick
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Re: My game SickBrick out now! (built in NeoAxis engine)
Hey Ogre users! SickBrick is now on Steam Greenlight. If you want to help get it on Steam, give us a like and a favorite and help out a fellow developer!
Greenlight page: http://steamcommunity.com/sharedfiles/f ... d=93015483
Cheers!
Greenlight page: http://steamcommunity.com/sharedfiles/f ... d=93015483
Cheers!
- SickBrick
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Re: My game SickBrick out now! (built in NeoAxis engine)
SickBrick's price slashed, now only $4.99!
Buy it here: http://www.desura.com/games/sickbrick
We decided to cut the price on SickBrick by half! It's been almost a year since the game came out and the sales have been almost nonexistent. We made no money at all so why not cut the price. Maybe we get lucky
If you still haven't, try out the demo and see if the game's worth 5 bucks.
Trailer: http://www.youtube.com/watch?v=VyVrEBewbms
In the past months we wanted to deliver a patch that would improve the framerate, AI and graphics for the game, but we still need to squash a few bugs for it to be launch-ready.
We have not given up on game development, nor will we ever, so we are making a new, hundred times more ambitious project currently called "Project Lighthouse". It's a horror game with a story that changes based on your decisions. http://www.indiedb.com/games/project-lighthouse
Buy it here: http://www.desura.com/games/sickbrick
We decided to cut the price on SickBrick by half! It's been almost a year since the game came out and the sales have been almost nonexistent. We made no money at all so why not cut the price. Maybe we get lucky
If you still haven't, try out the demo and see if the game's worth 5 bucks.
Trailer: http://www.youtube.com/watch?v=VyVrEBewbms
In the past months we wanted to deliver a patch that would improve the framerate, AI and graphics for the game, but we still need to squash a few bugs for it to be launch-ready.
We have not given up on game development, nor will we ever, so we are making a new, hundred times more ambitious project currently called "Project Lighthouse". It's a horror game with a story that changes based on your decisions. http://www.indiedb.com/games/project-lighthouse