Showing posts with label TwoPointFive. Show all posts
Showing posts with label TwoPointFive. Show all posts

Sunday, August 1, 2010

Two Point Five 1.1

by ThatOtherPerson


Creator's Notes
================
I wanted to update Two Point Five (a little 2.5d first person demo thing I had done) a bit. But it seemed to have been one of the two or three Wii games that I forgot to backup before a past hard drive reformat and windows reinstall. So instead I just remade it.

Its pretty much the same but with a few improvements and additions. The walls are textured (the texture used is ‘Blue ceramic wall seamless tile’ by aubergene), there is collision detection and also classic controller support.

It didn’t really take long remaking it. Starting from scratch isn’t really a big deal when you aren’t actually starting from scratch. Its a collage of borrowed code. As with the original Two Point Five the level is generated using the same maze generation function I wrote for my Aptly named Maze Generator. With the original it was my first time doing anything with raytracing and what I ended up writing involved a ton of trigonometry (which is slow) but this time I just borrowed from James McNeill‘s awesome grid based raytracing example. The collision detection is exactly the same as it is in the more recent release of Maze Generator which is essentially the same nice circle on square collision system I wrote for Swing Ball and have been using for pretty much everything since.

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Tuesday, December 8, 2009

TwoPointFive

by ThatOtherPerson


Creator's Notes
===============
I was going to try and work in some kind of basic gameplay and make it into something that I could pretend was a game but its frustrating me right now and I don’t really feel like working on it anymore. Lets just call it a tech demo. Its polygon free and technically totally 2d but it fakes a 3d first person view the same way that old school “3d” games like Wolfenstein 3D, Rise of the Triad and Doom did though its not even as complex as them (it has no textures). the environment is randomly generated and uses the same setup I made for Maze Generator only with a different width and height and some extra random walls removed to make the map less linear.

You use the nunchuck analog stick to move and the wiimote ir sensor to aim. You turn based on where on screen you aim but turning is deactivated well you hold down the A button.

I added in multiple screens for options in the home menu because it seemed like it was starting to get overly crowded after adding the PNG screenshot option. Just hit Plus or Minus or click on the left and right on screen buttons to switch menus. It slides nice and smoothly back and forth from menu to menu.

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