Our game "ToyBorgs"

Topics: Developer Forum, Project Management Forum, User Forum
Mar 6, 2010 at 10:25 AM
Edited Mar 6, 2010 at 12:13 PM

Hi,

i almost forgot to inform you about our game that was released 2 months ago. It's called ToyBorgs and uses farseer physics. It supports local and online matches through Xbox LIVE and we are currently adding a singleplayer mode:

Here is the trailer:

http://www.youtube.com/watch?v=ubFwVtzwRY8

 

And here a 1 vs 1:

http://www.youtube.com/watch?v=4q2Z6mMeUDs

 

Edit:

Oh, and the guys that wrote the soundtrack, performing it live at Bang&Olufsen where our release party took place:

http://www.youtube.com/watch?v=IsSftv1oTgM

Mar 6, 2010 at 11:27 AM

Nicely done!

Mar 8, 2010 at 6:24 PM

Looks awesome!

Coordinator
Mar 9, 2010 at 10:21 AM

Yes, very cool!

Mar 9, 2010 at 10:25 AM

Thank you. If you are interested - you can buy it here ;)

http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550406

 

Coordinator
Mar 9, 2010 at 5:27 PM

Very nice game indeed. I love the effects.

Mar 9, 2010 at 10:42 PM

What did you use for the particle effects, I would like to use it my game.

Mar 9, 2010 at 10:52 PM
hamsal wrote:

What did you use for the particle effects, I would like to use it my game.

We used our own particlesystem that is part of our engine.

Here is a video of the editor we built for it - in the video we are making the prototype of the explosion effect:

http://www.youtube.com/watch?v=3zTaoG1n_jU

 

Mar 16, 2010 at 7:41 AM

Some AI testing:

http://www.youtube.com/watch?v=hBuctQLAZgw

Mar 18, 2010 at 12:37 PM

During the video showing the particle editor, at about 1:22 you change the "Type" to something and then it creates some kind of very interesting vortex effect. Could you explain that a little bit more? What was that and do you have any tips for implementing it in something else? Is it a pixel shader perhaps?

Mar 18, 2010 at 12:46 PM
nullsoldier wrote:

During the video showing the particle editor, at about 1:22 you change the "Type" to something and then it creates some kind of very interesting vortex effect. Could you explain that a little bit more? What was that and do you have any tips for implementing it in something else? Is it a pixel shader perhaps?

Yes, it is a pixel shader and is using a texture map rendertarget to determine what pixels are distorted. At the beginning of each render loop the map is cleared with black. All particle emitters whos type is "refraction" render their particles onto this rendertarget. The pixel shader then does the refraction and only refracts pixels that have a color brighter than black. The brighter the pixel is, the more it gets distorted. This way you can easily create some cool effects by using the editor rather then writing code for it.

Mar 18, 2010 at 1:42 PM

Thanks, I appreciate your response. I guess this is about the time where I go and start learning and experimenting with pixel shaders. I know it may be asking too much but I would however love to know what algorithm in your pixel shader you used to create that circular vortex. Did you play with values and formula's till you got the desired output or use a math formula you already knew about? I'm currently in college so one of my questions is what math I should be taking to possibly gain knowledge in these areas.

Mar 18, 2010 at 1:59 PM

The pixel shader is quite simple to get a very good performance. I am not at home right now but i can send you the source code if you like.

Mar 18, 2010 at 2:06 PM

That would actually be pretty awesome I would love to take a look however I can via email or PM.  If you are able to email it to me you can email it to me at [nullprogrammer AT gmail.com]