Max Games

Jun 4, 2013 at 5:25am

Max Games

Hi guys!

Been a while, but I am about to start work on something exciting! Was wondering if anybody had some thoughts or comments regarding my upcoming project.

I will be aiming to make a very simple computer game, to conduct research video game immersion. Can a simple game be made using max/msp?

All best

 

J

#251654
Jun 4, 2013 at 6:13am

Most definitely! Especially with the new OpenGL objects. However, I can’t help but feel doing it in a more “traditional” way would be far more efficient.

#251663
Jun 4, 2013 at 3:23pm

Same here. But, i say this, but in the same time i know i will try one day ^^ especailly if you want to make a 3d game involging some sort of physics, and not too much objects in your world… or some sort of landscape generativity, or music generativity, induced by player actions… things to explore indeed !

#251702
Jun 4, 2013 at 3:32pm
#251703
Jun 4, 2013 at 5:14pm

I have a feeling that while you may be able to prototype/program the physics and graphics and other UI elements using the standard max-object patching method, you’d probably need to resort to a text-based language to articulate the game’s rules and higher-level logic, ie maybe use mxj or js to parse user responses.

 

T

#251707
Jun 5, 2013 at 4:36am

You can see some projects that I realized.
I use Max to create games (for simple games) and I’m trying to develop tools to do so. I use javascript to achieve this.

As Commathe said, it seems that the creation of games must be more effective in “traditional” programming languages ​​in terms of performance that I have found when it comes to creating 3D worlds, however, max can be a tool interesting for prototyping.

I have rarely seen topics concerning the creation of video games with max until it is a subject that interests me.
In any case, I hope this is a subject that tends to grow …

#251731
Jun 8, 2013 at 7:50am

Thanks for the response!

I have done some research and I will not be creating the game in max anymore (I think). I am now using unity3d for the game, but controlling certain parts of the game and all sound in max/msp.

Are there any resources or examples of previous work of max/msp and unity?

Thanks

J

#252077
Jun 10, 2013 at 5:16am
#252252
Jun 11, 2013 at 1:51pm

Good choice to go with Unity3d, I’ve been poking around with it for a few months and am hugely impressed. A learning curve for sure, though some projects are super-simple to get started. Lots of tutorials available too. Once you start to “get” how it deals with GameObjects, components, and scripting (like accessing other objects), how the physics elements work, and what the very flexible and interactive Inspector can do for you, you’ll be off and running.

There will always be tradeoffs between languages. For example, it’s much easier to do a slick and complex UI in Max than Unity (or probably most other languages), and writing files, storing presets, etc. is a breeze with Max. Also the video, audio, and MIDI control is pretty much infinitely flexible. However, Unity offers a ton of other goodies which might be difficult to do in Max, like scene-building, various input-control configurations, all the physics and camera possibilities, etc. It’s very much designed for these things, so a lot of the heavy lifting has been done for you via the built-in functions and the IDE.

The biggest advantage of Unity3d, though, is the ability to deploy to mobile. And as of about May 2013, the free version of Unity3d allows deploying to iOS and Android *for free* (was $400 each previously). Yeah!!

So, one thought on that, for your project: if you want to deploy to mobile, you won’t be able to control via Max, at least in the same way you do on a computer-based application. However, you might be able to work some magic by sending your control data to the device over OSC or UDP.

#252449
Jun 13, 2013 at 8:49am

Well I think I will be prototyping the game in max, as its its only a variation of pong (1972) I am creating. (The game is being used to test several theories of video game immersion). I won’t be making it into a mobile game or anything like that, it will be made into a standalone.

I did give the unity3d idea some thought, however surely jitter offers enough capability to produce a 2d game of pong. I dont have an awful lot of experience with jitter but surely you can control the visuals on screen?

What you think? Make the game using jitter, I just think there will be some problems with creating an AI and scoring system.

Thanks for the feedback, keep it coming!

#252610
Jun 13, 2013 at 11:25am

You could definitely do that in jitter, and a lot more. Give it a go, I’d say. The AI might be tricky but that would be the case in any language, unless it’s got some of it done for you.

Also, if it’s strickly 2D, you might check out GameMaker. Lots of the details worked out already, plus some other goodies built-in. But you can also do a 2D version in Unity, just on a flat plane without any camera movement.

#252661
Jun 13, 2013 at 11:25am

You could definitely do that in jitter, and a lot more. Give it a go, I’d say. The AI might be tricky but that would be the case in any language, unless it’s got some of it done for you.

Also, if it’s strictly 2D, you might check out GameMaker. Lots of the details worked out already, plus some other goodies built-in. But you can also do a 2D version in Unity, just on a flat plane without any camera movement.

#252662
Jun 15, 2013 at 1:41pm

Hi

I am currently downloading gamemaker, looks really interesting! Lovely little interface design. One question, can you integrate max/msp into it? And the kinect I will be using in max?

j

#252865
Jun 16, 2013 at 9:08pm

I don’t think so, unless there’s UDP support. I looked around in it for awhile for a different project and didn’t see anything built-in that could grab data from a UDP port. But you might be able to run your own modules written in C, I think…

GameMaker has a lot of nice elements for sure, and the Sprite editor is great. Managing scripts etc. is also well-supported. It’s big on using the drag-and-drop objects to simplify the coding, but I found that writing scripts explicitly was actually more intuitive (because you can do everything in a script that the drag-and-drop functions provide, I liked having it in one place). Personal preference though.

#252959
Jun 20, 2013 at 6:54am

I had a quick look at GameMaker, and I will surely have a go at building an audio game around September time. However, sticking to jitter as I need the use of gestures.

Does anybody know reliable webcam tracking? Is colour the best method? I am still using the kinect, but you have to remember.. not everyone has a kinect. Thinking of everyone here haha.

All the best,

J

#253418
Jun 20, 2013 at 9:11am

You can do reliable webcam color tracking if you use a very distinct color, and only track one blob. That’s jit.findbounds. If you want multiple blobs look to cv.jit objects. Infrared camera and infrared LEDs work wonders, but not easily availbale. Visible light tracking can be a little tricky unless you’re using really bright green or something obvious ;)

#253450
Jun 20, 2013 at 12:38pm

Atari’s “Asteroids” made in Max, long ago from this thread:

http://cycling74.com/forums/topic/asteroids-in-max/

Website changes lost so many gem-attachments like this over the years it’s actually pretty sad(especially considering they get upset with me just for deleting my own trivial posts :D).

Here it is reattached again. Enjoy.

Attachments:
  1. ASTEROIDS.pat_.zip
#253464

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