Pixel Soccer.

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7 years 6 months ago #135191 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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**External testing will happen this month, probably no more than 5 people to start with as can’t really handle feedback from any more people**

This months game-play video is human vs computer AI again! Although that milestone was passed last month it feels like such an important milestone and also really fun and satisfying to finally play the game instead of just watching computer play itself.

This months milestone is just as important. The full match loop is in and working. This means all set-pieces (goal kicks,goal throws,corners,free-kicks,penalties,throw-ins),extra time,penalty shootout,referees,lines-persons,fouls,cards,sending offs,tactical instructions,preset and custom formations,substitutions,crowds,dugouts,subs,managers,goal celebration and basic match info UI.

That is quite a lot actually now that you see it written down. This does not mean that there will be no more work on the match engine. Quite the opposite. The real work starts now really. All these features need to be improved, refined, tweaked and tested until there is a polished match experience.

THIS MONTH
- Code refactor, multi-threading data and image loading
- Human set piece aiming bug fix
- AI set piece forces and choice of pass/shoot tweaks
- Off-sides added, showing offside position player was in and offside line
- Yellow and red cards, graphic appear above players head
- Sending offs
- Referee
- Fouls
- Match officials, lines-persons, 4th official
- Goal celebration
- Work has started on a new website design! www.superrockgames.com. But slowly as my web skills are Sunday league :)

Blog post - superrockgames.tumblr.com/post/149976728...ess-build-31-08-2016

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
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vine - vine.co/SuperRockGames

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7 years 5 months ago #135563 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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THIS MONTH

- Added swerve/curl. Can now swerve/curl the ball by moving the d-pad/analogue stick or pressing one of the direction keys right after you pass or shoot. Quite a bit of work to get this working. Trying to predict collisions accurately when swerve is involved in a physics system is actually quite tricky! Will continue to make improvements during development based on feedback.

- Can also add height to a pass/shot by moving the d-pad/analogue stick in the opposite direction to the kick. Using keyboard controls you press the direction key that is opposite to the kick direction. Again, will continue to make improvements based on feedback. A feature that is in and working does not mean it is fun or easy to use :)

- Changed the way the game picks which player the human controls. It was picking the nearest player to the ball but sometimes that could mean a player who is the wrong side of the ball. Meaning he is facing his own goal and trying to catch up with the ball. It would be better instead to pick a player who is between the ball and his goal meaning there is more chance this player can intercept the ball. You can also press a button and tell the game to pick another player. Decided to hold off on any more improvements to this area of the game until other people can test it.

NEXT MONTH

- Integrating feedback from beta testing, making bug fixes and improvements
- Adding a basic tutorial. Things like how to move, kick, pass, apply swerve/lift etc
- Adding controls to chip/lob and cross the ball.
- Start adding attributes to the players like shot power, shot accuracy, stamina and speed.


Blog post - superrockgames.tumblr.com/post/151327978...ess-build-31-09-2016

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
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7 years 4 months ago #135768 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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New Website (www.superrockgames.com/) - updated the old site!

Steam Early Access Page (store.steampowered.com/app/347700/) - the Pixel Soccer Early Access Page is live on Steam now. Its not finished yet, still have to add a game-play video, improve the screenshots and update the text as the game develops between then and now. Also the date of release of 2nd June 2017 is provisional, it may change.
You will need to signup and create an account here (store.steampowered.com/) on Steam to be able to play Pixel Soccer or participate in internal beta testing.
Steam is the world biggest digital store for games.

Free Alpha (itch.io/) - planning to release a free version pf Pixel Soccer through itch.io (a digital store for games). You wont need to signup or create an account to download this version. The free alpha version is not a demo. It will be a snapshot of the current state of development. Typically a demo is a cut down version of the full release version.

Internal Beta Testing - is going well. Most of this month has be spent fixing bugs. Probably run another round of beta testing soon.

UI - each screen now has gamepad button hints so people can navigate through the entire game using only gamepad.

Tutorials - 3 tutorials added. Time trial were you run round cones with and without the ball. And two outfield players against the goalkeeper to test 1-2s, shots, passes etc


Blog post - superrockgames.tumblr.com/post/152722485...ess-build-31-10-2016

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
instagram -

vine - vine.co/SuperRockGames

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7 years 3 months ago - 7 years 3 months ago #136223 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Player/Kit Editor - Work has now begun on a player and kit editor. This will allow designing a kit, creating a player and editing player attributes. Players can then be transferred between teams and appear with the kit of their new team.

Mobile version - development has restarted on the mobile version. Now using cocos2dx, a games framework suited to mobile games. Previously was using the same framework as the PC/Mac version, which was not suited to mobile games.

Beta testing - still testing! Catching and fixing bugs. Match engine is getting more stable as a result. Replaced the game-pad controller library to a more stable alternative.

November Blog Post - superrockgames.tumblr.com/post/154115229...ess-build-30-11-2016

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
instagram -

vine - vine.co/SuperRockGames


Pixel Soccer will be on a little break due to the holidays. Back in January with more features :)

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7 years 2 months ago #136558 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Been a quiet month. With Christmas and new years as well as taking some much needed time off from Pixel Soccer. It has helped to take a step back and see the project as a whole and reorganise and re-prioritise some things.

So what has changed in Pixel Soccer this month?

Most of the work has been on the player and kit editors. As i mentioned in last months blog post, Pixel Soccer’s player and kit art work was merged together for each player.
So for a player like the one below, to allow him to play for his national team (Brazil) we would actually have to make another version of him in the Brazil kit.



Below you can see the same player is duplicated, so in effect two versions of the player exist, one with a Barcelona shirt and another with a Brazil shirt. This causes all sorts of problems when trying to scale the game up.



What happens when this player get transferred to another team?

Yep, you guessed it, a third version of the player is made. This time with the new team’s ( that signed him) kit.
Pixel Soccer would have to store a copy of this player for each team in the game to allow transfers to any team! And not just for this player either, for each unique player that’s in the game!
This is clearly not workable. And shows the limited scope of the game early on in development. The focus then was on getting the match engine working with just a few teams.

So how to fix this?

Well lets think about what would happen in real life. A player would change his shirt, his shorts, his socks, his boots. So we need to separate out the different parts of the original player image like in the image below.



Now we can simply combine a head (the player) with the kit of the team he is playing for. If that player transfers to another team or gets called up for his national team then we simply get the shirt, shorts and socks of that team and apply it to the player.
The players boots can also be changed. Maybe he wants to play in white, blue or green boots for a few matches! :) Hairstyles and arm tattoos would be a great addition for the future :)
This now means you can create your own kits. In the kit editor you simply select the shirt, shorts and socks you want and they will all be combined to create a new kit.
Eventually you will be able to use the kit editor to design your own kits. Selecting from a set of kit designs to color in.

Pixel Soccer has been in development for a while now but the aim has always been making a great game not a quick game. Learning by experience to only release a game when its ready. Releasing a game that is not playable properly and buggy will result in a bad experience for you, the games community, and us as the developers. The vision is for a great pixel art game so work will continue until that is reached.


website - www.superrockgames.com/
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7 years 1 month ago #136708 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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More work on the kit editor this month. Specifically creating kit design templates that people can colour in to create new kits. Hopefully start showing other parts of the game(screens, editors, tutorials) after this month.

Read more about it in the blog, its got pictures :) superrockgames.tumblr.com/post/156716052...ccess-build-31012017


Pixel Soccer has been in development for a while now but the aim has always been making a great game not a quick game. Learning by experience to only release a game when its ready. Releasing a game that is not playable properly and buggy will result in a bad experience for you, the games community, and us as the developers. The vision is for a great pixel art game so work will continue until that is reached.


website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
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vine - vine.co/SuperRockGames

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7 years 3 weeks ago #136846 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Nice website design!

Heres Pixel Soccer February 2017 update. The end is insight :)

Drawing faster
Working on improving the performance of the drawing code. Specifically using the GPU and shaders more as well as setting up a lot of the drawing data before hand, instead of every frame. This is needed so features like slide tackle marks, particle effects weather effects can be added without the games frame rate being affected.

Refactor
Started on a 2 day refactor of the pixel soccer code, 13 days later, refactor finished. Moral of the story? Don’t underestimate the time it takes to refactor code midway through a games development. Worthwhile though, as it was getting harder and harder to add new features and existing features were harder to extend. Especially for implementing a scale-able UI across different platforms, which is the next big milestone in development. Code is now more organised, more modular and flexible.

Kit Editor - Part 3
Still working on the kit editor. A bit delayed due to the refactor. Definitely by the end of next month :)

UI Editor
Editor is progressing, UI elements can moved resized. Still lots more to do. Eventually it will be able to build a scale-able UI for pixel soccer across multiple platforms. That’s the plan anyway :)

Pixel Soccer has been in development for a while now but the aim has always been making a great game not a quick game. Learning by experience to only release a game when its ready. Releasing a game that is not playable properly and buggy will result in a bad experience for you, the games community, and us as the developers. The vision is for a great pixel art game so work will continue until that is reached.

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
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vine - vine.co/SuperRockGames

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6 years 11 months ago #137046 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Shirt Editor is finished!

Here are the two shirts made in the video up close. Couldn’t work out how to record the final shirt that is created in the editor.
Eventually they will be “view-able” somewhere in the editor after they are made. Maybe see a player running around in the shirt.





Have added options to have a badge, name, number or sponsor on the shirt as well as applying different colours to each.
You wont be able to read the badge, name, number and sponsor, they will appear pixelated. There is simply not enough room on the shirt texture to write actual text unfortunately.
At the moment there are two shirt templates that can be used to design shirts. Plain colour shirt like Chelsea or Man United and a two part shirt design like Galatasary or Blackburn Rovers.
More templates will be added each month of development until most kit designs are covered.
The editor is really simple to use. You select the template you want to use. Choose the part you want to colour in.
Choose your colour and the editor will fill the part with that colour.
You can then add detail like name, number, badge and sponsor.
Click “Create” and the editor will generate the player shirt texture and load it into the game ready for use.

More on the blog superrockgames.tumblr.com/post/159151187...ess-build-march-2017


Pixel Soccer has been in development for a while now but the aim has always been making a great game not a quick game. Learning by experience to only release a game when its ready. Releasing a game that is not playable properly and buggy will result in a bad experience for you, the games community, and us as the developers. The vision is for a great pixel art game so work will continue until that is reached.

website - www.superrockgames.com/
twitter - twitter.com/superrockgames
facebook - www.facebook.com/SuperRockG
instagram -

vine - vine.co/SuperRockGames

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6 years 10 months ago #137151 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Shorts and socks editors are now completed. You can now make shorts and socks to go with your shirt design. Probably be 3 or 4 designs for each as there is very little space on the textures to have anymore variation in detail than that.

Kit editor is also complete. You can combine any shirt, shorts or socks into a kit of your own.



Most of the work this month has been on integrating the new kit system into the match engine. Kits use to be all part of one texture but they have been broken up now into individual parts(shirt,shorts,socks) so you can create your own. This has meant reworking some of the match engine and player rendering and animation code to handle this.

More shirt designs added, horizontal and vertical stripes. So you can make anything from Milan to Celtic kit now. I will be posting kit designs made in the kit editor on twitter and Facebook from now on.



Up next is building the games database and adding the career mode engine. This is the last major milestone for the single player mode and after its done the game will be feature complete.

Although Pixel Soccer could release this summer, i have decided to delay the games release on Early Access until December 2017.
There are 2 main reasons for this..

1) The plan has always been for Pixel Soccer to launch on Early Access as a polished single player game with career mode and editors. A little more time of internal beta testing and more work on polish will help achieve that. That will then mean that Pixel Soccer’s time in Early Access is spent solely on the getting peoples feedback and working on the multiplayer mode.

2) Christmas is the main period for selling games (or anything really). Makes sense to push back the game release until then. People are in buying mode and also have more time. Summer not so much. People are on holiday or spending more time outside playing actual sports :)

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6 years 9 months ago #137335 by SuperRockGames
Replied by SuperRockGames on topic Re: Pixel Soccer.
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Explaining below what you are seeing in the video as the UI stuff is terrible and going to be reworked before release.

The first screen after the start screen is the mode selection screen. You can choose the mode :) and the country you want to play in. May add background leagues that you can select to include also. Similar to what Championship/Football Manager does.

In the second screen you can edit teams. You can choose to add any team in the game database as well as any custom teams you have made. You can also remove teams but there must be a certain minimum for the game to proceed.

In the third screen you pick which team you want to play with.

Fourth screen allows you to add any players in the game database to your team. You can also remove players you dont want from your teams squad.

There will be 5 game modes in Pixel Soccer. Career, League, Cup, Custom Competition, Friendly mode. You will be able to decide if you play a League/Cup once or repeat it a number of times. Difference between Career and League/Cup is that there will be transfers relegation/promotion in career mode.
With the release date for Pixel Soccer being pushed back til December, it has freed up time to work on some background tasks.
One of those tasks was adding a messaging system for the various components in Pixel Soccer to communicate with each other. This is very important to allow more features to be added seamlessly and without breaking existing features.

Game Loop
The main game loop is now in and working. Fixtures are generated, the game progresses through each day in the fixture schedule, fixtures are displayed, matches played, stats generated, league table updated and displayed and team squad can be picked.

Up Next…
Integrating the match engine into the game loop so you can play your teams matches or view other teams matches.
Add ability to manage more than one team and having more than one human player(same machine multiplayer)

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