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Clonenoa (Klonoa clone)

Posted: Tue Aug 14, 2012 11:56 pm
by retrotails
Image
The above is an animated PNG.
http://caniuse.com/apng
Chrome has an APNG plugin.
It's a pun!
Originally going to be a Klonoa clone, I'm now making an original platformer with prerendered 3D graphics.
Changes:
1.0.0 - initial features:
  • You can walk on top of platforms, but other then that there is no collision.
  • A level editor. Save with S. It autoloads on the next start. Use the left button to place, the right button to remove, and the wheel to select a block.
  • A 90% automatic animation system with sounds for Klonoa.
  • An automatic tileset loader. You can throw any 16x16 tileset of any total size and it should work. This demo is 2x2, I tested it with a 16x16 tileset.
  • Automatic sfx loading ('sfx/cave/klonoa/nrun.wav' becomes sound data called sfx.klonoa.nrun) the 'cave' part is the echo setting, which can't be changed yet. Also supports any extension Love does.
  • Pretty solid platformer controls. No flutter jump or wind bullet yet. Also no real gameplay or enemies.
  • If you fall too far, you'll have to wait for an 'Oh shit, that hurt' animation to finish before you can move.
  • Random crashes! By which I mean it'll sometimes freeze Love randomly. Happened after I added sounds I believe.
2.0.0 -
  • Better physics!
  • The kitchen sink! Not really.
  • Controls changed! Uses WASD without the S, which saves the map.
  • Larger tileset included.
  • No more having to wait for the 'Oh shit, that hurt' animation. It'll be back, I just need to alter the animation engine.
3.0.0 -
  • REALLY fixes the bug this time.
  • Adds a basic sound manager. (That's what fixed the freeze.)
  • Klonoa's running animation is replaced with Tero's as a test. I think I want to redesign him anyway.
  • Animations can now be stacked in an image, so you can have 4x4 frames instead of being forced to use a 16x1 strip. (See Tero's animation in /gfx/tero)
  • Variable names changed from Klonoa's to Tero's name.
  • More versatile animation system less prone to crashing from user errors.
  • 'Oh shit, that hurt' animation wait timer back.
  • Many other small fixes and improvements.
3.5.0
  • Improved animation system
  • Lots of new pre-rendered animations for Tero.
  • Enemies! Don't let them touch edges of the map, they'll get stuck. Middle click for moo, shift+middle click for smart moo.
  • Music! Crappy looping placeholder for now.
  • Slightly improved collision, broke some things in the process.

Re: Clonenoa (Klonoa clone)

Posted: Wed Aug 15, 2012 9:22 am
by bartbes
retrotails wrote: I wanted to ask, why does Love run soooo much slower in Linux? On Windows 7 x64, I get 1000 FPS and 0% to 1% CPU usage, while on the same system booted into Ubuntu 12.04 x64 runs it at 500 FPS and 10% CPU use (of course the Windows 7 task manager seems to give different CPU usage estimates then the one I used in Ubuntu, but it's worth noting)
That is most definitely caused by graphics drivers. At least for nvidia cards, it is crucial you install the proprietary driver if you want the best performance. However, looking at your cpu usage, it might be you're using software opengl (mesa), which means you don't have any proper driver installed at all.
If I remember correctly ubuntu had a "hardware detection" application or something preinstalled that will show you the drivers you can install with the hardware you have.

Re: Clonenoa (Klonoa clone)

Posted: Wed Aug 15, 2012 2:33 pm
by Lafolie
Yup, it usually pops up automatically with a list of suggestions such as wireless and graphics drivers.

I tried your demo, it always crashes when I move to the left over a block. I got lots of FPS though, ~600 on my rubbish GPU.

Re: Clonenoa (Klonoa clone)

Posted: Wed Aug 15, 2012 6:30 pm
by josefnpat
bartbes wrote:[...] which means you don't have any proper driver installed at all.
From my linux experience, there is a very good chance of this. I hate saying this, because it really doesn't add content, but; THIS.

Also, I'd like to mention i'm getting 700fps running ubuntu 11.04.

Re: Clonenoa (Klonoa clone)

Posted: Wed Aug 15, 2012 9:00 pm
by retrotails
Lafolie wrote:Yup, it usually pops up automatically with a list of suggestions such as wireless and graphics drivers.

I tried your demo, it always crashes when I move to the left over a block. I got lots of FPS though, ~600 on my rubbish GPU.
It's not that simple for me to recreate but I don't know why. Glad to see this forum has plenty of Linux users, though. I do in fact have the latest drivers for my card, but if you've ever had to install ATI drivers on a Linux machine you'd know... there's a 100% chance something went terribly wrong. The CCC (GPU settings manager) works, but I'm sure something else doesn't.

Re: Clonenoa (Klonoa clone)

Posted: Wed Aug 15, 2012 11:11 pm
by Lafolie
I'm not really a linux user... yet :P

One of the most appealing features of Löve is that it is cross platform. Hence the diversity,

Re: Clonenoa (Klonoa clone)

Posted: Thu Aug 16, 2012 3:59 am
by retrotails
Lafolie wrote:I'm not really a linux user... yet :P

One of the most appealing features of Löve is that it is cross platform. Hence the diversity,
I was basically quoting everybody there. But if you will be one, that's awesome, and adds to the already-large list. I've been using it for years but totally suck, I can barely use a terminal at all.

Unrelated, but related to the thread, which is more important. Small update fixes the bug (nevermind, it doesn't...) and adds platformer physics. In other words, hard-coded, game specific, limited, fast, and block based. It should work 100% now. Also I think the build I uploaded originally might have been old even when I uploaded it, and crashed when you went too far left or right. If so, that's fixed, too. Please tell me how the controls feel. I want them to be unrealistic but fun and tight (hence the instant turning midair).

edit: forgot to add, it's a small update yet it took about 3x as long as the rest of the game to make. So it is kinda major. Except one of the 2 additions doesn't work. So really it's not.

Re: Clonenoa (Klonoa clone)

Posted: Mon Aug 20, 2012 12:11 am
by retrotails
Sorry for the double post. Game updated to 3.0.0.

Re: Clonenoa (Klonoa clone)

Posted: Sun Aug 26, 2012 12:04 pm
by T-Bone
I like this. The simple platforming phsyics feel good. Prerendered 3D can look really neat sometimes (like the DKC-series).

Re: Clonenoa (Klonoa clone)

Posted: Sun Aug 26, 2012 10:42 pm
by retrotails
Well, I have a SourceForge page, despite the fact that I have no clue how to use it or Git.
https://sourceforge.net/p/tero/
Also, I've made some progress on the new model, chibi Tero.
Image
Video (a bit outdated) here:
http://www.youtube.com/watch?v=Hh9ab1lGOMg