New Release: Flight of the Strihuhn!

Topics: Developer Forum, Project Management Forum, User Forum
Jan 11, 2010 at 6:02 PM
Edited Mar 8, 2010 at 6:38 PM

Update: The game has been released!

You can view info and screenshots along with the actual download here: http://www.moddb.com/games/flight-of-the-strihuhn

Any feedback is welcome, as long as you don't give away the 'clue' of the survey. :-)

Thanks in advance for playing, and many thanks to genbox for helping with the physics problems!


 


*Original post*

 

 

Flight of the Strihuhn is my first XNA/Farseer Physics game. In short, it's a tiny platform game for all ages with a little but overweight bird as the protagonist. It will be released at the end of february 2010. Complementary to just being fun to work on, I created this game for a purpose.  It will contain a (small) ingame survey about certain gameplay elements. This is all part of a university project (the collected data from the surveys will be presented in a university paper). So there's quite some pressure to get the job done ;-)

At the moment, the game is 60% completed. Here are some blog posts about the game:

  • http://bramdemoor.blogspot.com/2009/12/work-in-progress-side-scrolling-game.html
  • http://bramdemoor.blogspot.com/2009/12/creating-installer-for-my-xna-game.html
  • http://bramdemoor.blogspot.com/2010/01/my-xna-game-progress-update.html

To the creators of the Farseer engine: Thanks a lot for making this great physics engine available to the public! So far, both the engine as its documentation were a real delight to use.

Any remarks/suggestions/questions are more than welcome. :-)

I'll post an update soon!

 

 

 

Coordinator
Jan 11, 2010 at 6:06 PM

Glad you could use it. I see you use both Farseer Physics Engine and Mercury Particle Engine, how is your experience working with both of them together?

I have a suggestion: Pictures ;)

Jan 12, 2010 at 9:13 PM


Both engines seem to work fine together. But so far, I haven't done anything too fancy with either of the engines...

The basic approach I used is simple. From my physics-enabled game objects (e.g. a "player" object that has a physics body and geom), I call the following code to emit some particles:

ParticleController.Instance.CreateEmitter(Position, "SomeEmitter", true);

The particle controller is a wrapper class I created that takes care of the particle loading, updating and drawing. This keeps everything separated nicely.

In this case, the ParticleController will look for a content file named SomeEmitter in the Content/Particles folder, load, trigger, update and draw it. The Position parameter refers to the position of the player object's body.

Screenshots are coming soon - probably next week :)

Coordinator
Jan 12, 2010 at 11:50 PM

Sounds great. Matthew (from MPE) has done a lot to the engine. It went from a almost-dead engine to a very flexible high performance particle engine. I've done almost nothing to the engine since he does it all, before I even get a chance to change anything :D

There is a Farseer Physics Engine sample inside the project that shows you how to make the two engines work together (collision detection between textures drawn with Mercury Particle Engine). Just in case you want to make them work more closely together.

Jan 14, 2010 at 7:25 PM
genbox wrote:

There is a Farseer Physics Engine sample inside the project that shows you how to make the two engines work together (collision detection between textures drawn with Mercury Particle Engine). Just in case you want to make them work more closely together.

By the way. Once I tried to use collision detection with my particles (for example the smoke from an explosion doesn't go through walls, so on the oncollision method I killed the particle), but it resulted on a huge slowdown in performance, I guess I used too many particles, but just to make sure: ¿is this normal? I mean, has anyone implemented collision between particles and geoms with good performance, maybe I'm doing it wrong...

Coordinator
Jan 14, 2010 at 8:20 PM

Did you use the PhysicsSimulator.Collide() method?

Jan 15, 2010 at 1:51 PM

Uhm, I'm not sure :/ I'll have to check it out, but as far as I remember, I think I attached a geom to each particle and checked on the oncollision method. Now that I look at this method, it seems a little stupid in the performance point of view.

Jan 19, 2010 at 9:57 PM

I promised screenshots... Well :-) This is not really a screenshot, but the splashscreen as it looks now.

P.S: The heavy blur on the Farseer logo was accidental, will look better in the next version

Mar 8, 2010 at 6:35 PM

The game has been released!

You can view info and screenshots along with the actual download here: http://www.moddb.com/games/flight-of-the-strihuhn

Any feedback is welcome, as long as you don't give away the 'clue' of the survey. :-)

Thanks in advance for playing, and many thanks to genbox for helping with the physics problems!