Game Development Community

Action Arcade Wrestling - Part 1

by David Horn · 08/04/2009 (5:09 pm) · 8 comments

Upon the release of my new XNA Game, Vega Magnitude, I'm pleased to announce my next game, Action Arcade Wrestling.

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Action Arcade Wrestling (AAW) is a tribute to old retro arcade wrestling games. The wrestlers are 3D, but the entire game happens on a traditional 2D plane.


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The game will feature cartoon-like characters as the wrestlers and over-the-top effects. The game itself will feature no pre-built wrestlers. All will be generated by random. However, the game will feature one of the easiest Create-A-Wrestlers ever. In a few short minutes, you’ll be able to create a caricature of your favorite wrestlers and original creations. The number of wrestlers in your roster is not limited by the code, only hard drive space and any xna limitations (not sure if there are any).


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I will include many different modes. This will just be determined by me as to if I want to release it or if I want to add more match types.


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Right now, I’m having two hang-ups. One is that I really like the look of the T2DShape3D, but it is sooooo flat looking with no lighting abilities. A question for GG, are there ANY plans to give a little more life into the T2DShape3D. I’d be happy with simple the ability to add a nice black outline to the rendering of these objects such as in the example on the XNA Website, creators.xna.com/en-US/sample/nonrealisticrendering. So far I’ve had no luck with that.


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The second problem is that no matter what I do, I can’t get the camera to follow the character. As you see in the top left corner of the screen (VERY early pic by the way), I output the x property of the camera and it gets and changes just fine. But the screen itself doesn’t move! Any help would be greatly appreciated.
www.garagegames.com/community/forums/viewthread/98579

Also, here is my tip of the day:
I couldn’t find where I had the ability to hide or show meshes, so to get around it, I added different materials to each variation of the hair. Then to hide it, I simple changed the material in the material list to a transparent png.

More to come!
Thanks and God bless.



#1
08/04/2009 (7:14 pm)
Looks great, David. I'm looking forward to trying out your wrestling Torque X game. T2DShape3D does support full normal mapped lighting. I was just helping out another developer with this topic. This example is for a 3D game, but the same concept applies. You can also check the 2D Lighting Demo that is bundled with Torque X.

Also Torque X 2D games are fully shader driven. I'm working on a new shader kit for Torque X that will make this much more clear, but creating new shader effects based on custom materials can definitely implement the effect you're looking for. Granted it's not that easy to do, but the kit I'm creating is chock-full of ready-to-use Torque X shader effects and a how-to guide to get you started.

John K.
www.envgames.com
#2
08/04/2009 (7:50 pm)
That really does have the full on retro feel from the "golden age" (eg when I was a lad) of gaming. Even the GUI looks old school. Great!
#3
08/04/2009 (8:00 pm)
Thanks, John.

I'll definitely check out that link. I'll post my success/failure :)
One thing I noticed though, my T2DShape3D is made up of many different materials. 19 to be exact. Will that be a problem?

I've been trying to self-teach myself shaders, but I'm not having any luck. So I'll definitely be looking forward to that.

@ Steve. Thanks! I picked the font for jus tthat very reason.
#4
08/04/2009 (9:50 pm)
There should not be any problem with the number of materials, you'll just need to add one (or more) for for the normal map. I think the bigger issue is that you might not get the 3D lighting features of Torque X 2D. You might need to pull down the 3D free binary and link it into your 2D game project. I'll continue the discussion on the forum thread.

John K.
www.envygames.com
#5
08/04/2009 (11:56 pm)
pull down the what with the what and link it into the what? :)
#6
08/05/2009 (4:54 pm)
What version of Torque X are you using? 2D? 3D? Trial or Professional? I'm assuming 2D Trial. If so, you may need to pull down the 3D Trial as well. Then, open your Torque X 2D game project. In the Soution Explorer, expand the References tree node and select "Add Reference..." and then choose the Torque X 3D assembly. Now you should have access to the 3D lighting features. You may not need to do this, but if so, these are the steps.

John K.
www.envygames.com
#7
08/05/2009 (5:00 pm)
I have the CC version of 2D and I have the Professional version of 3D.
Actually, I wish it was the reverse. I rushed out the get the 3D, wasn't pleased with it, then I saw that the 2D CC one was available for XNA members and I grabbed that one and really like it.

So after I do that, do I need to add a 3D light to my level?

Also, since I have over 200 textures (due to the create-a-wrestler) feature, does it make sense for me to wait until you release the shader kit so I can add an effect globally instead of setting up a lighting map for every single texture?

Thanks for your help btw.
#8
08/26/2009 (2:19 am)
if you have source code access you can get lighting by modifying the SetMaterial method in TorqueCore\TS\tsRender.cs

I changed

SimpleMaterial effect = new SimpleMaterial();

to this and added
LightingMaterial effect = new LightingMaterial();
effect.LightingMode = LightingMode.PerPixel;

also under TorqueCore\Materials\LightingMaterial I commented out
the for (; i < MaxSupportedLights; i++) loop in the _SetupObjectParameters method.

Then all you need to do is add a light through code or in the builder