Super Thrusting Game on GitHub (mojo3d)

About Monkey 2 Forums Monkey 2 Projects Super Thrusting Game on GitHub (mojo3d)

This topic contains 3 replies, has 2 voices, and was last updated by  DruggedBunny 4 weeks ago.

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    Hi all, I’ve just learned the basics of Git (beyond ‘clone’!) and uploaded my very-much work-in-progress game here:

    Super Thrusting Game

    Collect gems and escape with the orb through the portal to next level!

    There are 6 or 7 semi-random levels (nice colours, basically), followed by infinite random levels (horrific colours).

    Last gem spawns the orb at present, try collect near top of orb — to be fixed to spawn on pickup point.

    It’s only intended to allow me to explore Monkey2/mojo3d, is super-hard to control (recommend Xbox pad if you have one) and the camera definitely needs work. (Improvements welcome! It basically works as I want but is tricky in close-up situations.)

    Uses mojo3d, physics, various language features.



    For what it’s worth, lots of updates!

    Super Thrusting Game

    A lot less ashamed of the code right now, at least… for the most part…

    Main plan is to a) implement PAUSE (scared of this because I’m not sure how the physics engine will handle it!), and b) allow clicking of in-game objects to spawn text about where they’re implemented and how.

    Current Windows 64-bit build here…



    There’s not really much I can comment on that you’ve already covered (like barfy camera when you get close to it)

    One thing I will say though; it’s sometimes hard to figure out where the “space gems” are.
    A pointer or some sort of radar would be a big help.

    And another thing I noticed!
    I have a 144hz monitor, that means games should ideally run at 144 FPS for me.
    Your game however seems limited to 72 FPS?
    How are you timing the frames?

    Also, why is there a “Halve Fule” button?! :O

    Other than that, good work!



    Thanks for having a look… the camera definitely struggles in close-up, but it’s surprisingly tricky to resolve.

    Yeah, I’ll be adding a gem map at some point, should be really easy.

    I’m only using the default timing setup, so the truth is… I don’t really know! As far as I’m aware, mojo would default to running the display at the monitor’s refresh rate while running physics at the default Bullet rate of 60 fps, but I could well be wrong about that. (Maybe mojo/mojo3d sets physics to also match the monitor rate?) Don’t know why it would be running at exactly half the monitor’s rate either… :/

    The halve-fuel thing was for testing of the low-fuel alarm, just forgot it’s still there. (Even when I could have made use of it earlier today, gah!)

    I’ve been adding a simple sound channel mixing system today but got myself all tangled up with some subtle errors and need to start again, so haven’t committed it…

    Hard-going for me, but this is probably the longest I’ve stuck at a single project! It’ll never be a great game, but I’m learning a lot and once it’s at least working fully I intend to document it to explain its workings, how it uses the language/engine features, etc.

    Thanks again.

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