View Full Version : What do developers use to make platform games?
Fengol
13-12-2007, 12:01 PM
Since I had Psychonauts pushed into my hands I've loved every minute of wandering around the world and in peoples minds; and I wanted to know what developers have been using to make platform games and how accessible is it?
Whatever the engine it's pretty impressive as it even manages to seemingly handle such things as switch planes of gravity and perspective.
Does anyone know?
FuzzYspo0N
13-12-2007, 03:57 PM
http://quick.mixnmojo.com/psychonauts-explorer
http://quick.mixnmojo.com/downloads?download=PsychonautsPKGDumper1.0.zip
this might interest you but, i am not sure what engine is used.
For myself, i wud use irrlicht for graphics (www.irrlicht3d.org), Bullet physics engine (www.bulletphysics.com), and i wud use irrklang for sound, etc all of irrlicht3d lol, cos its easy and made of win
Coolhand
13-12-2007, 05:21 PM
You can use any "engine".
For instance, take a standard FPS engine, plop in a character, animate it and change the camera to follow the character with some spring-like mechanics and some simple collision AI.
Sorted!
dislekcia
13-12-2007, 07:45 PM
You can use any "engine".
For instance, take a standard FPS engine, plop in a character, animate it and change the camera to follow the character with some spring-like mechanics and some simple collision AI.
Sorted!
Made of win.
Platform games are defined by their play mechanics. Not technology.
-D
grigi
14-12-2007, 06:31 AM
Yes. I don't think developers use as many specific cheats anymore, especially since using a scene-graph you can get almost any engine to perform pretty good in almost any situation.
Back in the days when computers were very slow, and all graphics were rendered by the CPU, it made a lot more sense doing platform-specific cheats to enable the desired game play mechanics.
dislekcia
22-12-2007, 01:25 PM
Back in the days when computers were very slow, and all graphics were rendered by the CPU, it made a lot more sense doing platform-specific cheats to enable the desired game play mechanics.
"Platform-specific" in this case meaning optimisations for specific hardware, not optimisations that were only useful in platform games. I'm sure optimisations like that existed, but were far more likely to be implemented at design time as general assumptions: Stuff is going to always fall down in my game, so I don't need to dynamically calculate gravity, it's just 1 pixel down per frame, etc.
-D
FuzzYspo0N
01-01-2008, 01:14 AM
yep ,thats true... if u wanna learn tricks of platform games from back in the day, find the action arcade adventure set, made by the abrashes back in the day. that was made of win...
SilentBob
03-01-2008, 07:48 PM
If you're at all interested in platform games, you MUST check this one out:
http://gametunnel.com/gamespace.php?id=391&tab=3
Tr00jg
03-01-2008, 09:16 PM
If you're at all interested in platform games, you MUST check this one out:
http://gametunnel.com/gamespace.php?id=391&tab=3
I've already played Knytt to death. :P
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