Posted by llemarie on February 27, 2008
The seminar page for Breakpoint ’08 is up!
I’ll be giving a talk at Breakpoint in Bingen on multicore programming on Windows. A lot of lessons can be learnt from console programming and applied to the PC now that CPUs have 2, 4 or 8 cores… I’ll be discussing design and pitfalls (with solutions) and I’ll give away an in-game profiler for free!
Stay tuned (to the RSS feed) for more details about the entry in the next few weeks.
Posted in Blogroll, Breakpoint, Programming, Teenage Mutant Ninja Puppets | 5 Comments »
Posted by llemarie on November 11, 2007
I’ve received a few requests to post the full version of Teenage Mutant Ninja Puppets as shown in the YouTube video I posted a few months ago.
This version has the high resolution textures and character position editor enabled.
Update: Network support now works and the editor can save the current pose of the ghost (the pale guy) by pressing ‘R’ on the keyboard, then during the game you can use the pose by pressing ‘T’.
Download it free here (5MiB).
Screenshots on flickr.
Posted in Blogroll, Programming, Teenage Mutant Ninja Puppets | Tagged: Programming, Teenage Mutant Ninja Puppets | 56 Comments »
Posted by llemarie on August 31, 2007
This is a little physics game that I presented at Breakpoint 2007 at Easter. It’s a 96KB executable for Windows.
I had originally designed it for PLAYSTATION®3 and had no intentions to enter at it a demo party, but some friends of mine convinced me to reduce the size from >3.5MB to the required 96KB. Needless to say some features had to go. The nice 2kx2k texture for the font: gone. The detailed texture for the curtains: vanished. The multiple layers of backgrounds larger than the screen: history. Ah well.
So it features:
- My own physics engine based on the Verlet integrator.
- Characters have no predefined animation, you move the head and the movements of the body are procedurally generated accordingly.
- The characters have a skeleton made off springs. Hard springs link make up the bones, soft springs link parts like the hands to the feet.
- Collisions generate slow-motion and motion-blur, matrix-style. Cheesy, but I like it (:
- Cloth animation for the curtain.
- Weapons: Whip, chains, stick, nunchucks, sword (buggy, looks like a screwdriver).
- Cell-shading, reflections, shadows, pows – all fake.
- A.I. Easy to hard, where hard is *hard*. Kicks your ass.
- Big boss. Literally. It’s twice your size.
- Story mode.
- You start off as a regular Jo and you gotta save the girl.
- As you progress through the levels, you get more enemies at once and they get tougher.
- Then you fight ninjas, and when you beat them, you become a ninja!
- Then comes the big boss.
- There’s also a custom mode where you choose the number of human players, CPUs, bosses, weapons, etc…
- Poor sound effects, music *
- Keyboard or analog stick controls.
- Network support, up to 32 players *
- Menu, mapped on the faces of a cube. It’s simple, but effective, I would do it again.
- More that I forget, I spent months on it.
Features marked with the * had to be removed from the build to fit in the 96KB version.
Get it from pouet.net. (There’s a better video of it there too).
Updated: I posted the big version here.
See the video after the jump.
Read the rest of this entry »
Posted in Programming, Teenage Mutant Ninja Puppets | 12 Comments »