Graffiti Falls and Rapid Runner

charcoal

16-11-2007 14:22:53

These are two games I developed with Mogre for my Major project for a Games Development course, at Victoria University.

I developed the two games concurrently, with a total development time of approximately 2 and a half months.

You might notice that the game (more so Graffiti Falls) is different every time the application is launched. This is because each of the separate buildings are added during the level load.
There is a collection of 16 different buildings (4 meshes, 4 variations on UV Map, to the same texture). In the map there is a simple box that give the position, size and orientation of the resulting building.
When the level is loaded a random building is loaded, positioned, scaled and orientated according to the original box. Also in Rapid Runner, a random colour is assigned to a texture unit in the building's material, this is also how the buildings are coloured in Graffiti Falls.

All the coding and art I did myself, which I am also releasing for free, to use however you want, but I'd like it if you sent me an email.

Here's the wiki page.

The games:
Graffiti Falls
Rapid Runner
And you'll need:
VCRedist
D3DX9 October 06

Some Screenshots:







The source:
Graffiti Falls
Rapid Runner
Art Assets

smernesto

28-11-2007 17:58:06

Hi, I am playing your projects, can you tell us some technical details, what tools did you use, libraries, what about the performance of the game.

I saw some flicker in the shadows and sometime in the grafitti textures, I sometime have a similar problem.

Thanks

Ernesto

bleubleu

29-11-2007 02:20:53

Looks good man. Unfortunatly I dont have time to play with them...!

Mat

charcoal

01-12-2007 10:44:58

Hi, I am playing your projects, can you tell us some technical details, what tools did you use, libraries, what about the performance of the game.

I saw some flicker in the shadows and sometime in the grafitti textures, I sometime have a similar problem.

Thanks

Ernesto

Sorry this reply took so long, I'm lazy ;)

So, technical details...
Both games are fairly simple, the most "complex" bit would be the level generation.
The roads, mountains and city blocks are just normal meshes, with Newton tree collision.

The buildings are a bit different.

I used the oFusion .osm file and the level loader code.
When the game gets to loading a building, it reads the position, orientation and scale of a box, then loads one of 16 different building meshes, in the original box's position, orientation and scale.

From here, it splits for the two games.

In Graffiti Falls:
  1. It creates a new SceneNode[/*:m]
  2. Moves it out the "Front" of the building[/*:m]
  3. Moves it up a random height[/*:m]
  4. Casts a basic Ray back to the building[/*:m]
  5. Creates a "tag" close to the position of the first building hit[/*:m][/list:u]

    In Rapid Runner:
    1. Assigns the building's material a random colour[/*:m][/list:u]

      Tools:
      I coded in both Microsoft Visual C# 2005 EE and the full version.
      Used 3DS Max 8 and oFusion for the models.
      Both Photoshop CS and Paint Shop Pro 9 for 2D.
      Notepad++ for the various Ogre materials, particles and fonts.
      Audacity for editing and converting the Audio.
      And Firefox for browsing the Ogre site, wiki and forums ;)

      Libraries:
      FSLOgreCS for Positional Audio, found out that it sometimes doesn't work on certain on board Audio chips.
      MogreNewt, for physics.
      MOIS for keboard, mouse and joypad input.
      And at one point I had XInputDotNET, mainly for enabling rumble for the controller version, but the rumble was taken out, with the library still there.

      Performance:
      Was originally designed to be played on my Laptop (P4m 2.0Ghz, 512Mb DDR ram, GeForce 4 go), some original versions did work on this platform, but I decided to expand it a bit further.

      The next target Platform was my desktop (P4 2.8Ghz, 1280Mb DDR ram, Radeon 9500 Pro). The current versions do work on this, but the resolution needs to be put down to 800x600 to be actually playable.

      The final target Platform were my school computers (P4 3.0Ghz, 2048Mb DDR ram, GeForce 6600). This powers both of the games well, in game at 1280x1024 @ ~60fps, with FSAA at 4.

      I can't remember seeing flickering in the shadows, but it's possible and possibly a problem with the pivot point in the buildings...

      As for the tags, that's because of how they're done.
      They are a flat poly that is positioned really close to the buildings. They actually come out a little because they were flickering all the time.
      Right now they only flicker and "fade" into the buildings when the building mesh isn't flat.

      Anyway, if you have any more questions, I'm here to answer, hopefully a bit quicker next time ;)