December 3, 2012
By popular demand, here is the final package for Hopper, including the last release, a few unused assets and its sources.
Click to download Hopper.7z (91.8 MB)
I don’t think this deserves to be on any code sharing platform but the license is WTFPL, so do what the fuck you want with it.
By the way, it looks like it does run on wine under GNU/Linux. \o/
And finally, a small surprise for the hardcore Lander fans out there :
WebGL hopper test ( don’t try this with Internet Explorer ).
November 7, 2012
Well, after two years with no new posts and no new code, I think it’s time to declare this project dead.
I switched to GNU/linux and FreeBSD a while back and I use my Windows box as a console with a mouse and keyboard exclusively.
I also learned a few new things about programming thus I would prefer to do a fresh start over a major refactoring/redesign of the actual code. Which code I could release (even if I’m a bit ashamed about it.) along with the last binary version ( because I doubt anyone would be brave enough to try compiling the project with all these old dependencies.).
Sorry to you Grale, Anthony, Brendan, Herbert, Knuckles and anyone waiting for a new release. It was nice to see I wasn’t the only Lander fan on earth.
That said, it’s not impossible that I reboot this project one day or another. I’m not giving up on the idea to make a game with the Psygnosis Lander gameplay. I replay Lander periodically and each time I feel the need for this experience in brand new levels. As we all do, I guess.
October 25, 2010
News on the 3D gravity games scene : Flying Irons on Unity !
A cute iron instead of an improbable flying ship ? Clever and very original !
Now, what about a butterfly ? 🙂
March 29, 2010
Here is a new release; with a few improvements :
*) Direct3D as the default Ogre renderer.
*) Improved camera movements
*) And a few tweaks on projectile and object weight.
Get it while it’s hot (megaupload)
March 17, 2010
I’m somewhat obsessed by procedural generation for levels (mainly interiors) for Hopper. Just tried another idea which turned out to be… not so easy. Here are screenshots of this experiment :
Well, yes, it’s just a tunnel. The idea was to use agents which would make decisions on the size (and shape) of each tunnel section. Smart agents would be aware whether they were generating rooms or not and would be able to spawn other agents here and there. They would also try to generate small rooms for physics-based doors.
There’s a few problems to solve, though :
*) A structure to avoid inter-penetration. (octree ? bounding box list ? )
*) Shape of “holes”, which are the starting “face” for a new agent.
*) Object placement.
*) Better turns ( pivot or smooth )
*) Texture mapping ( + decals ? )
*) Switching from hexagonal section to octogonal (or pentagonal or square) sections or the other way around.
Another idea for level generation would be to use CSG ( Constructive Solid Geometry ) : Carving rooms into big cubes and keeping only the “interior” faces.
February 19, 2010
Here it is, at last !
Be warned : It’s an alpha version, so it’s unpolished, a bit buggy, lacking features, etc…
It should be straightforward to install and play but you will find some info in the included release notes.
Just waiting for your comments…
SMALL UPDATE :
* File provider : switch to megaupload.
* Bug squashed : crash selecting another input configuration.
* Sound volumes tweaked for the main ship thruster and ring activation.