Greyout - Engine and Menu Demo

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Uploaded by on Mar 14, 2011

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Quick demonstration of how player-unit collision works in my engine.
Also showing the new title and level select screen, which I have been working on in the last couple of days.
The level selection screen is automatically populated with level files from the game directory - preview picture generation is also done live in a separate thread.
Plain text files are used for the levels, while images are used for the collision background.
This is a WIP of my game "Greyout" for the Pandora Homebrew Platformer competition.
It is by no means finished and no real gameplay is shown here, it's only a demonstration of the engine.
Done with C++, SDL and Penjin (Wrapper/Engine)

http://boards.openpandora.org/index.php?/topic/1296-homebrew-platforming-comp...
www.open-pandora.org
http://pirategames.co.uk/

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  • @ultifinitus I am using Penjin because I initially wanted to jump right into game development without having to think about "low-level" SDL stuff and Penjin was used for PandoraPanic being the project I started with.

    I now know more about SDL and begin to see the pitfalls of Penjin, but I actively help to fix bugs and add features (in fact a completely new version coded from scratch is in the works). There might be better alternatives around, but to me Penjin is doing all I need and working fine

  • @ultifinitus I have been working on it during the last two months now, though in total I probably did not work on more than 10 days on it.

    I like how the engine turned out as I usually use tiles - still there are a couple of bugs like the one you noticed left, but that is almost guaranteed in this state as it is not entirely finished. I will fix those remaining, implement some additional features (like dialogue boxes) and then completely focus on the gameplay and story (including levels).

  • @foxblockpictures Hahaha well dang! How long have you been working on the game? Do you like it? Where do you plan on taking it? How come you're using penjin?

  • @ultifinitus Thanks :)

    I think you are talking about the time around 0:45, that is actually more of a bug than a feature ;)

  • This is pretty awesome, I did notice one interesting "feature" when you were pushing up against the wall while riding the elevator, was the wall supposed to have a buffer zone of a couple pixels for some reason?

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