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Newcomers DBPro Corner / Dark Noobs Pro (ject)

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Quirkyjim
16
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Joined: 18th Oct 2008
Location: At my computer
Posted: 6th Apr 2009 23:18
Hmm, I do not seem to have the command

FIND FREE BITMAP()

Do you know why?

P.S. I am using v7.3 if that matters.

That's what they WANT you to think...
Rudolpho
18
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Location: Sweden
Posted: 6th Apr 2009 23:36
Whoops, sorry; didn't remember to replace that one.
I've edited the source, so it should work now though

lucifer 1101
15
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Location: Melbourne, Australia
Posted: 7th Apr 2009 12:02
Rudolpho:
That was great, welcome. Its impossible to get them all though...

Everyone:
Sorry for no progress, i am really busy lately and have been having major financial and health problems, hopefully i can get it sorted soon, for now im just gunna check the post reply and may do a small bit of work.

Team:
If somebody could do the rate of fire todo, please do so, it really needs to be done.
Also if somebody could add in a confirmation box when clicking the exit button on the menu, just for people who accidently close it.
Rudolpho
18
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Posted: 7th Apr 2009 13:23
Heh, yeah, I told you about the vile collision detection, didn't I?
(I usually use plugins for that).

Sorry to hear about your problems. I guess I for myself will try to read up on the code whenever I get some extra time.

Kira Vakaan
15
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Location: MI, United States
Posted: 7th Apr 2009 20:21
Yeah, sorry to hear about your problems. I hope everything turns out.

Aaand... I'm on it.
Kira Vakaan
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Posted: 8th Apr 2009 09:26
Alrighty. I've changed a lot, but everything works the same if not better than it did before.

The two main things I've accomplished are adding in a controllable fire rate for weapons and an exit confirmation dialog for the main menu as requested by lucifer1101.

To accomplish the fire rate, I created a new type of variable called Weapon. This contains information about a weapon such as its rate of fire, bullets per burst, angled bullet spread, bullet speed, bullet damage, bullet image, etc. I think this system will make the addition and managing of future weapons much easier as well.

There's now a new subroutine that gets called during the SetupVariables subroutine called SetupWeapons. This fills what little there is to fill in the Weapons array. The array stores information about each type of weapon by weapon ID and all new weapons should be defined in the SetupWeapons sub by filling out a new entry in the Weapons array.

I've changed the parameters of some of the functions too. Now, all functions that spawn projectiles require a Weapon argument, of type Weapon, that specifies the weapon the projectile is being fired from.

Other than all of this, I've just done some "housekeeping" around the code. I also added in a little changelog at the top of the code for convenience. Any changes made to the code should get a short little entry in the log.

Please ask me if you have any questions about what I have done, or have comments, or suggestions.

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lucifer 1101
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Location: Melbourne, Australia
Posted: 8th Apr 2009 15:22
thanks heaps for that kira, and sorry for the late reply but i have had internet problems and couldnt connect..

Anyway im going to be going over a few things in the morning and update the todo and i might do a bit of spriting if im feeling good...
Rudolpho
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Location: Sweden
Posted: 8th Apr 2009 17:53
Looking nice, Vakaan.
I did a minor change to the code so that the enemy planes actually turns towards the player. Perhaps a turnSpeed field should also be added to the enemy instances; currently they all use the set value of 0.45 per cycle.

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lucifer 1101
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Posted: 9th Apr 2009 13:03
thats pretty good rudolpho, the only problem is that they seem to get clustered and surround you quite quickly, maybe good for harder levels but first level is meant to be easier, also there fire rate is quite fast and would easily destroy the player in a matter of seconds..

I have decided that the tiling system should be scrapped and a random background (giant tile) should be placed, the tile will be the same size as the current screen and will have 3 loaded at the same time to make sure there is no background peeping through it, if anyone wants to just mock up a quick example of that so we can all see if it would work the way we want it too.

I am going to be looking in to working on the GUI a little and try to add in a health bar and score (possibly lives)

if anyone is working on something please say so, so that we all know how this is going.

P.S. i have made the other members besides me Kira and Rudolpho temporarily inactive because of the amount of activity that has not been met by them, when they return i will change that state back to active...
Rudolpho
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Posted: 9th Apr 2009 14:16 Edited at: 9th Apr 2009 14:17
That is true... I made a slight update to have the enemy planes turn away from one another, should they get too close. The turning away takes priority over hunting the player. It might still need some fine tuning though.

If you don't want to download the file (in case you have already begun editing some other version), just replace the code between Edit 0001 and EOE 0001 with this:


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lucifer 1101
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Posted: 9th Apr 2009 15:04
awesome that was perfect, another thing i just noticed after running it for more than 10 seconds is that the generation of the enemy all comes in waves, one line comes accross the screen and when they are gone annother line appears. Its not very good that way...

ok i thaught about the giant tiles a bit more -

*there are maybe 10 - 15 giant tiles (maybe less) that randomly loop under the player and scroll at a set speed.
*the tiles are as big as the screen
*there will be three tiles loaded onto the screen (and off) the rest are placed in memory
*once tiles base is halfway down the screen calculate and paste the next tile.

if anything should be changed about that let us all know

p.s. for a first example just use tiles with giant numbers on them just to identify the system...
lucifer 1101
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Location: Melbourne, Australia
Posted: 9th Apr 2009 16:55
ok i have begun work on the GUI but i am having trouble linking it to the game soo if theres anything you think you can do with it go ahead, i cant seem to think straight anymore.

What needs fixing -
* there is no player health, but i began to add that
* Score isnt kept and an amount needs to be specified when using the spawnenemy function to accurately rate a user against more overwhelming opponents..

thankyou for sticking around...

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Rudolpho
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Posted: 9th Apr 2009 17:57 Edited at: 9th Apr 2009 17:58
I fixed those issues that you pointed out (I think).
Perhaps the very green status panel should do good to utilize external graphics some time too (No, I can't do that - I suck at visual arts).

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Kira Vakaan
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Posted: 9th Apr 2009 19:41
I'm just letting you guys know that unfortunately I'll be gone until Monday, but I'll be back and helping out again then.

Just a thought, instead of huge screen-sized tiles, why not have a grid of smaller and different tiles. This way, we could have random land, coast, trees, etc. scrolling in the background instead of repeated sections. I'm positive I could work up a solution to make sure the land all flows together (i.e. separate water and land with coastline. only put trees and mountains on land, etc.) if you guys can wait that long until I'm back. Otherwise feel free to take a crack at it.

I'll get back to you guys Monday.
Ashingda 27
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Posted: 9th Apr 2009 23:30 Edited at: 9th Apr 2009 23:35
I just came up with an idea, why dont we each make our own version of this project along with the Team version, that way we each get a chance to learn how to do the whole project. If you are stuck on something then refer to the Team version for help. If you came up with something great then submit it to be compiled into the Team version.

Awsome work by the way!
lucifer 1101
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Posted: 10th Apr 2009 05:22
Rudolpho:
That was excellent and works perfectly, thanks...

Kira:
If you would like to take that task on then i will let you (not up to me anyway), having it like that would make it soo much better but harder to code, soo if you want to go ahead..

Ashingda:
If you would like to work on this seperately go ahead but as with me i am only decent at certain things and would not be able to do this by myself, i cannot speak for other members though..
I find it also very useful just collaberating what you can and learning from what the others do, this team will keep running as long as there is interest in it soo members will continue to learn from the rest as long as they put the time in to learn what they can....

Team:
The next step i believe would be a plane selection screen, the steps for that would be to add another plane into the game e.g. Spitfire... - need a sprite for each of the planes and a larger graphic like a perspective view of it (photo, 3d model or another sprite).
the layout would have the plane sprites in a row at the bottom of the screen that can be selected with the arrow keys and enter to select the plane with a confirmation asking them if they are sure and that they cant change planes, the rest of the screen would be the larger picture of the plane and some schematics and info on the plane in the top left corner e.g. speed, wingspan, length, description, health etc etc.....
based on the players selection Players(1) will have the basic stats of the plane they selected and the sprite would also be different..



p.s. Ashingda are you active again or should i leave you as inactive
z i l c h vortex
17
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Joined: 20th Feb 2007
Location: united kingdom
Posted: 10th Apr 2009 23:49
Hey, dudes im back off holiday now sorry about not saying anything.

life is short but so am i
Ashingda 27
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Posted: 11th Apr 2009 00:33 Edited at: 11th Apr 2009 03:10
I should be active again.

[edit]
I made some changes to the codes.

1. Resized the game so it spans more vertical than horizontal.

2. We only needed 1 sprite to draw everything and I went ahead and changed that in the "DrawGame" sub.

3. Rewrote the code to keep player on screen because of new game size also the codes on enemies getting deleted if offscreen.

4. Made some changes with the ^ in various places. Changed it to * for more speed. Note: do not need abs() if a value is going to be multiplied by itself.

5. Changed the radius collision to an area collision.

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Pillarofire
20
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Location: Good Question, <looks around.>
Posted: 11th Apr 2009 07:26
Amazing this project is coming along nicely. Sorry about the inactivity, I have been rather busy the past few days, and am afraid will be extremely busy until next month.

It looks like the project is in very good hands, and its getting fun to play. Almost as fun as it was building it. I'm not signing off, I'm just warning you all of my up coming schedule, or plan... anyway (plans always change around here) But I hope my contributions thus far warrant a line in the Credits, if, You all complete the project before I return (which looks very probable). In any case Congratulations Team! And I hope the project lends to those new to DarkBASIC Pro, a template for building their own awesome projects.

I shall find out the extent of my work schedule mid next week, But I may not have access to my computer. So until then, Is there a quick little task that You All need accomplished?
feiting shadow
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Posted: 11th Apr 2009 08:51 Edited at: 12th Apr 2009 04:17
Wow, you guys have come pretty far. I might have a go at programming one of these, tomorrow morning anyway..

edit: ok, afternoon my time... it's nowhere near done, but it is modularized... I'm gonna add the menu system I made earlier to it, but for now I keep it short. I'm posting this for a reason though,



I've read your code, and you guys rely a ton on "hardcoded" stuff, since you're tightly-knit grouped on this forum. Notice how my code shoves everything into the smallest logical area, then tightly packs it away in some area. PlayerAI simply being the input, and btw read my comment regarding the AI system I'm about to put into it... it's designed to where you say "enemy x is this, it's ai type is 5" and that's all you have to do.

Of course, I have yet to put in the file loader and take out the hardcoded stuff (only a couple hours into coding this so far), but it is already ready to be switched on over, since my "player load" functions have absolutely nothing to do with my "player move", nor even the "player image", which gets dynamically loaded into the array.

In other words, with very few lines of code, if you write it dynamically, you can use ini files and do the rest without needing to recompile. This should be your goals as a new project team. Also, just make a 64 by 64 image and you can run my simple demonstration.

Omen's on break, and I need to code this for my own work anyway, so I thought I'd hop in and see if I could contribute a bit. Also, I'd bet you can clean my code further if you try. Just unsure how, or I would do it right now, lol. Now to work on the file system so it can do the dynamic stuff I'm explaining... will upload code later so you can see.

-----------------
EDIT: Instead of double posting, here's my 2nd major edit...->



Create an ini file to go with it, fill it with this or similar:


I'll upload my basic player image here (it's a P, guess why lol).. ok did that... (in case you think that's faster anyway)

shove Player.bmp in the dir, also create level1.ini (the code already supports more than one of those files, but has yet to add switching in), and compile.

That will be all I'll hand out here, from this point on I'm rewriting my own software commercially to make a worthy version of kana blaster (right now it's a clicker... not blaster), so now you know why I did this almost randomly.

BUT! I'm still willing to help out. It's fully modularized now and add a couple gfx and one or two more AI types in there (which is easy, plug 'n chug at this point) and you'll have a ready to go engine for this (minus the bullet system anyway). (yes I know I also need more image types, but even that's just adding an array and there you go. From this point on, it should be a breeze (if my bugs are small... heh)

Have fun you guys,

Signed
------

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Pillarofire
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Posted: 13th Apr 2009 11:54
@feinting shadow

Thanks for the contribution. I agree with you about the modularity and expandability. This would certainly benefit if the design was to have hundreds of different planes/enemies or projectiles. But I really see no problems with the methods we used thus far; primarily due to the audience, or the board on which this project is aimed at. Although it may be difficult to tell, I intend for this project to help newcomers get a jump start in their programming skills. The goal for me, was not really to give an example of good design aspects, but mostly coding; finding simple and convenient ways to make simple things happen. I thought about making this project the way you mentioned from the beginning, but decided against it due to complexity.

But with this team, I really would like to begin making an RPG for the newcomers board. And in the RPG it would be pretty much necessary to use this design. That and/or maybe some LUA. So please stick around; maybe you can submit a project to be a team member now, or if you would rather pursue your own design, then hopefully later, in the next newcomers project.
feiting shadow
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Posted: 13th Apr 2009 18:08
heh thanks. I might actually change my code and just do a shoot-em-up soon, for relaxation and not needing to worry about commercial stuff soon.

Also the DBP community is lacking in complete code examples. We have games about as big as both of our demo's but nothing that can really be said to be "complete". I'm thinking (after my japanese class gets easier, heh) that I will probably code this whole thing into a fully-fledged SEUCK with bosses and such then release the code for everyone to make their own games with it. (assuming they can use mspaint at least...hehe).

I'd completely join your team if I wasn't trying to help Omen along with my other projects. But I can still do stuff we're both needing, as a work-around! )

Signed
------
Rudolpho
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Posted: 14th Apr 2009 23:08
Looks nice... will take a while to get used to the longer-than-wide view though

Hope everybody had a nice Easter.

@feiting shadow: Sure, a modal system is always nice, but I have to say that if such a thing was intended, it should have been stated first out and everything should have been written to suit that to begin with; it's a bit late to rewrite everything now.
Which gets us to your rewrite... well, seeing as this is a project that several people have worked on for a few weeks, I'm having a hard time seeing that anybody would really be up for abandoning all of the old code and try to get into your version. No offence, but it just doesn't seem likely to be very appealing for those who have worked out everything in their own way and got used to that approach.

Also...
Quote: "`THE REASON UDT'S ARE NOT USED IS BECAUSE THEY CAN'T BE PASSED INTO A FUNCTION"

That statement is very much incorrect and pleads for bad practising in not using UDT's where one would indeed benefit quite a lot from it.
I am not quite sure what you mean with that; an udt array can by all means not be passed as a parameter to a function, but neither can a primitive type array. What you can however very well do is use the fields of udt arrays as parameters of a function, like so:


As for manipulating the entire array from within a function, you have to make it global. Just like any other array in DBP.

Finally, it should also be said that modularity can be quite hard to achieve "completely" within a DBPro app, since there are no such things as pointers to ie. arrays, classes, and so on. Therefore, it might not really fit that well with a first-out beginners project.
I'm all for giving it a try in a latter project though (actually, I myself already am in a private project of mine), but as said, then it should be decided so from the beginning.

Hm, sorry for the rant

Kira Vakaan
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Posted: 15th Apr 2009 13:05
Hey everyone. I'm very sorry I haven't been able to help out as I normally do. I'm going through big emotional/relationship problems right now...

I'm such a mess... but I hope to have my terrain generator done by Thursday.

Sorry again.
Monk
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Location: Standing in the snow =D
Posted: 16th Apr 2009 17:38 Edited at: 16th Apr 2009 17:39
What would I have to do to be able to help?

And what game are you making now?

Edit: How much does it matter if I use DBPRO?

Ashingda 27
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Posted: 16th Apr 2009 18:47 Edited at: 16th Apr 2009 18:47
@Monk
This IS a dbpro project.

Read the first few pages to know what's required to join.
Monk
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Posted: 16th Apr 2009 23:08 Edited at: 16th Apr 2009 23:11
Sorry, I saw the line, If you do not do DBPro, without reading the rest of the sentence...

Anyway, here is my entry, I think it covers just about everything..
Arrowkeys to move, scroll wheel to change the colour, and youre aiming for the blue block =)


Kira Vakaan
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Posted: 17th Apr 2009 07:33 Edited at: 17th Apr 2009 07:38
Alright, things are settling down a bit, so I can concentrate again.

I've attached the modified source, along with a Terrain.bmp and a Terrain Adjacency Reference.txt. I think both should be placed in the Media/Tiles folder, but in reality, the .txt is not needed. The Terrain.bmp file contains some sample tiles I whipped up that by ALL means need to be replaced by someone. I heard zilch was back, maybe you'd like to take a crack at some much better graphics. The .txt file could be used as a help to the person doing the art, as it contains a list of which tiles belong on which row in the tilesheet. About the tilesheet, each terrain tile must be 64x64 pixels and all must fit together in a 6x3 array. I know that doesn't leave much room for diversity in the landscape, but it most certainly can be expanded. However, before any expansions can show up, the tile adjacency data needs to be updated.

I'll try to explain the adjacency system so you guys can update it as you need to. Basically, as I was working out how to randomize the terrain while keeping it relatively smooth, making sure nothing was terribly out of place, I needed a way to keep track of the tiles that can be placed next to every other tile. Since terrain is always added in new rows at the top of the screen, when placing a new tile, I only needed to make sure it fit with the tile to the left of it, and the tile below it. And so, each type of tile has a list of the types of tiles that can be placed to the right, and above it. The type of the new tile is then randomized out of the similarities between the surrounding tiles' lists.

Each adjacency list is stored in a single number. Whether not tile number 12 can be placed to the right of some other tile is stored as a one or a zero in bit 11. Whether or not tile number 6 can be is stored in bit 5, and so on. Tile numbers are indexed at one and bit numbers are indexed at zero (Tile number minus one).

I hope this makes some sense... Sorry about the ramble, but I felt that since this is project intended to help others learn, it was important that I try to explain the system. Also, if anyone ever needs to update adjacency data for some reason, they can go ahead and do it without having to ask me to work magic on my cryptic stuff. I don't think it's very intuitive at first glance.

Please ask me if you need me to explain anything in more detail.

Also, I've changed the DrawGame sub to use the different sprites it used originally to draw the game. Although it is true that in most circumstances, we need only one sprite to draw things, we've already created more for readability's sake and using them clears up potential confusion. By reserving each sprite for only one purpose, we'll save time in the future. There's also no performance loss in using sprites that are already there.

Edit: *slaps forehead* Forgot the upload. It's all there now.
Another thought.. The terrain generated currently looks a bit unnatural. It's smooth, but land just doesn't do that. I'll try to work on it to give some weight to certain tiles...

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Ashingda 27
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Posted: 17th Apr 2009 08:38
Wow that's pretty good Kira.

I've done testing with sprites and there actually are performance loss when just loading sprites. When there are more planes and more bullets flying around the graphics could also start to lag a bit. But maybe my testings were a bit too extreme .

REM Just having sprites loaded will slow ya down. The bigger the sprite image the slower it also becomes.




Either way is fine with me as we are just using small images it doesn't effect the graphics at all, unless we start using more than 300 of them at once or so. And yes it would be less confusing lol.


I think I can use my artistic abilities to help with that tileset.
feiting shadow
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Posted: 17th Apr 2009 08:52
@rudolpho, been off at teh colleges, but I wow, that's a very nice work-around! In fact, I can't see any reason not to do it except that I've already coded most of it the other way around. (and the excessively long names... but hey, myClass->MyVar(a*, b*) is just as long in C anyway, lol.

My code was simply to demonstrate the "edit-without-recompiling" form. Load it into synergy and view the function list simply to see it (not that you'd need to) and its basic outline. Well I'd better code before the day runs away. Next time I update will be in WIP or the better one. .

You guys are really working good together as is. And always, if you need any help, IanM will probably know the solution

Signed
------
Kira Vakaan
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Posted: 17th Apr 2009 09:41
Ashingda 27: Thanks!
Yeah, I thought about the number of planes and bullets too, and then realized that as we had it before, only one sprite was ever used for all of the enemy planes and only one was used for all of the bullets. I think it would be better just to use the different sprites we already have.
And if you could do something about that horrendous bunch of pixels, that would be great. I just whipped something up so I had something to look at while figuring things out. Just let me know if you have any questions about how the tiles fit together or anything.
Alas, I am without an image editor aside from MSPaint... But I've seen the stuff z i l c h vortex can pull out of that program and so I don't suppose it's much of an excuse.
Kira Vakaan
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Posted: 23rd Apr 2009 23:56
Where have aaall the group members gone?
Looong time paaassing.
Where have aall the group members gone?
Long tiiimmme agoooo.

*cough* You get the idea. Where is everyone? Things just kinda stopped all of a sudden. Still waiting on the artists in the group for a tileset. And there's always the to-do list that was posted a while back for little tasks. C'mon, guys!
Rudolpho
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Posted: 24th Apr 2009 00:19
Well, I'm kind of busy with a final project for a course I've been taking this last year, but I would have patched in, should anybody have written anything...

If there's anything I'm wanted to do, I anticipate I will be pretty much free in about a week. Can always do small tweaks, answer questions and comment on others work in the meantime though.

Pillarofire
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Posted: 2nd May 2009 08:34
Quote: "Where have aall the group members gone?"


ASIA, but now I'm back. Here is a terrain tiles.

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Ashingda 27
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Posted: 5th May 2009 19:45 Edited at: 5th May 2009 19:46
@Pillarofire
I worked off of your updated tileset.

I made alot of changes.

1. New Sound.
2. New bullet images.
3. Updated Tileset.
4. Replace some sprites with paste image.
5. Adjusted the bullet collision.
6. Enemy plane explodes upon death. This is still "Cheap" hope for a better explosion later.


BTW the function that generates the Tileset row causes the game to crash at times. Needs fixing.

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Rudolpho
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Posted: 5th May 2009 23:57
Hey, this is starting to look really great!
Nice landscape and clouds

Is there anything in particular that needs my attention; I may have a reasonable part of the day off tomorrow in that case.

Anyhow, glad to see this revived.

z i l c h vortex
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Posted: 6th May 2009 01:02
Nice work on the game man i havent had time to contribute to this and im really sorry these exams are driving me mad also i have a side project needing to be done so i have no time what so ever until after the exam.

life is short but so am i
Ashingda 27
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Posted: 6th May 2009 02:11 Edited at: 6th May 2009 02:15
There's still alot of work needed to be done, cant say exactly what it is myself but if you come up with something go ahead and tinker with your copy of it. If it's improved, post it.

I think I'm going to start on the AI or Stage maker
Ashingda 27
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Posted: 7th May 2009 18:37 Edited at: 7th May 2009 19:36
Question:
How long (time wise) are the stages supose to be?

How many stages are there ?
Rudolpho
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Location: Sweden
Posted: 8th May 2009 00:27
I've no idea... maybe around 2, 2.5 minutes each?
Or perhaps longer the higher the stage?

Just to let you know, I'm going to try to write some explosion / other gfx base system tomorrow (in case no-one else has started on something like that already?)

BMacZero
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Location: E:/ NA / USA
Posted: 8th May 2009 03:32
Quote: "Where have aaall the group members gone?
Looong time paaassing.
Where have aall the group members gone?
Long tiiimmme agoooo."

Haha, classic, nice reference!



Kira Vakaan
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Location: MI, United States
Posted: 8th May 2009 15:32
Quote: "Haha, classic, nice reference!"


I'm glad someone caught that.

Ashingda and Pillarofire, that tileset looks great. Good work!

I'm letting everyone know I'll be out of town for the weekend, but I'll be able to work on this project on Monday.
Ashingda 27
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Posted: 11th May 2009 19:57
I've been working on an AI maker, this is what I got so far.

Click on the map to draw the waypoint. Press space to test and right click to erase the waypoint.

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Ashingda 27
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Posted: 14th May 2009 22:49
I'm going to be really focused on this now as we should at least get this done so we can move on.

Things to do:

-Media-
1. Need a boss plane.
2. Would like to have better exposion animation frames.
3. Need Background Music
4. --


-Code-
1. I am currently working on the Enemy plane control/AI
2. Need the credits to be displayed
3. --


That's all I can think of right now.
Rudolpho
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Location: Sweden
Posted: 15th May 2009 12:40
Sorry for my inactivity; I've been rather busy the last few days again.

I will see what I can do about the music; unfortunately my ensemble file for the level track I begun writing previously has become corrupted... now that's a thing that can definitively put you out...

I've still got the score lying around, so I'll see if I can piece together another ensemble and continue with it. You should be aware that writing music can take its sweet while also; depends on whenever inspiration strikes etc. - it can't really be forced.

Pillarofire
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Posted: 15th May 2009 16:16
Well I've been busy but I was able to make a few changes and additions to the game.

I plan to add floating Power Ups next.

I think the system could be refined, but at least it works.

Try to get to 500 Points

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Ashingda 27
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Posted: 15th May 2009 16:46 Edited at: 15th May 2009 16:55
Note: We'll have to load up multiple of the same sound for multiple uses. This way if the first shot if sounded and the second is played befor it's finnish, the first sound doesn't get disrupt.


According to the game, enemy planes will fire even if they dont see the player, we have to set this up also.


I made the chages to the sound codes.

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Pillarofire
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Posted: 15th May 2009 17:19
What do you mean by 'if they don't see the player'?

The change in sound is not really noticeable.
Ashingda 27
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Posted: 15th May 2009 17:50
Quote: "What do you mean by 'if they don't see the player'?"


Right now the only time the enemy plane fires is when it's turned towards the player.

We need it so they also fire even if it's not going to hit the player.
Rudolpho
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Posted: 15th May 2009 17:54
Looking nice, but... score: -140?

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