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A loving recreation of Super Monkey Ball in Ogre3D, with 4-player networked matchmaking support.
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README.md

Super Ogre Ball

Kevin Yeh, Alyssa Sallean, Patrick Grayson, Matt Navarifar

A loving recreation of Super Monkey Ball, built in five weeks for UT Austin's Game Technology course.

##Running Consult README.md for instructions on building, then run the ./OgreBall executable. If you are building under Ogre 1.8, checkout the Ogre-1.8 branch instead of Master.

##Controls Keyboard:

WASD - Level Tilt
ESC - Menu

Gamecube USB:

Left Stick - Level Tilt

Single Player:

R - Restart (Requires at least one life)

Multi Player:

C - Toggle Chatlog Visibility
Enter - Toggle Message
ESC - Menu / Exit Message Context

##Final Implementation Overview Swanky New Game Engine Features:

  • Ogre Procedural Integration (Procedurally Generated Meshes)
  • Level and Mesh-building Scripting Language and Parser (stored in media/OgreBall/scripts/)
  • Single Player Leaderboards (persisted in data/*.obhs)
  • 4-Player Network Support with User Tags and Chatlog
  • Swanky Menus and Gamestate Screens + CEGUI Animations
  • Interpolated Objects for Dynamic Levels
  • USB GAMECUBE CONTROLLER SUPPORT FOR SINGLE PLAYER WHAT UP
  • Smart camera
  • More cool stuff we probably forgot about

##FILES

common.*

BaseApplication.*, OgreBallApplication.* (Main Application)

Activity.*, MenuActivity.*, SinglePlayerActivity.*, BaseMultiActivity.*, 
HostPlayerActivity.*, ClientPlayerActivity.* (Sub-Application States)

CameraObject.* (Smart Camera Positioning)

LevelLoader.* (Level and Mesh-building Script Parser)

LevelViewer.* (Ogre-Camera Viewers in CEGUI Windows)

Interpolator.*, OBAnimationManager.* (Dynamic Helpers)

SelectorHelper.* (Menu Select Helpers)

GameObject.*, GameObjectDescriptions.h, Collectible.cpp, GoalObject.cpp, 

OgreBall.cpp, DecorativeObject.cpp, MeshObject.cpp (Game Object Definitions)

Physics.*, OgreMotionState.* Sounds.*, Networking.* (Library Integration Helpers)
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