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Work in Progress / DarkZ - Space shooter Tutorial

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Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 7th Jun 2004 23:21
I'm working on a new tutorial for my site (link below my sig)
It's a complete space shooter. With AI that dodges your fire, fires back en retreats. Dynamic for-next loops, etc etc....

Now all I want to know, is what you want too see in my tutorial.

Suggestions and questions are welcome, like:
"How do you code different levels?"

Here are some pre-pre-preview screenies though

Enemy dodges your fire


Dangerous attacks


Manticore Night
20
Years of Service
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Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 8th Jun 2004 00:02
Sounds neat, but ...well... I don't like my AI that intelligent.
It's smarter than me!

It's amazing how much TV has raised us. (Bart Simpson)
Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 8th Jun 2004 00:09
Arkheii
21
Years of Service
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 8th Jun 2004 19:07
How about scriptable bullets? lol, that's too hard, and you'd have to parse equations. I got that idea from some of Kenta Cho's shooters.

Could be quite a challenge for you though, but since this is a tutorial for beginners, it's best to keep it simple.

Ditch
20
Years of Service
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Joined: 26th Apr 2004
Location: Virginia,US
Posted: 8th Jun 2004 19:42
Your Math Collision and Tricks tutorial is outstanding. Nicely done. I look foward to seeing a tutorial centered around a real game....hopefully with plenty of source code as a reference.

Thanks......
Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 8th Jun 2004 19:52
This space shooter is a tutorial, complete with plenty of source codes. And I've made a script parser before, it even could parse simple equations and follow simple instructions.

Maybe for an advanced tutorial

Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 8th Jun 2004 20:38
Okay, ive been thinking about a script language for DarkZ.
How about this:




Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 8th Jun 2004 23:36
Ive got a very pre-pre-beta demo here. Im not even 15% done, but it a demo is better than a thousand words ey? (ye can see how good this tutorial is gonna be)

http://www.nuclearpublishing.com/hosting/emperorbaal/files/DarkZ.zip

Btw, ignore the mouse problem (the mouse jumps out the windows sometimes

Tell me if it runs too fast or too slow.

Arkheii
21
Years of Service
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 9th Jun 2004 08:59
Runs fast, but IMO the explosions should animate faster.

The AI is... interesting... but definitely not attractive...

Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 9th Jun 2004 10:39
Im still working on some better ways to calculate the dodge paths. I can animate the explosions as fast as I want too

Arkheii
21
Years of Service
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 9th Jun 2004 12:21
Oh, and you moved to Pro. Damn, I feel so left behind.

Emperor Baal
20
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 9th Jun 2004 19:19
Nah, the source code is backwards compatible, but dont tell me it will run SLOOOOOOOOOOOOOW.

Btw, ive made a FEW adjustments

The Title screen


The ships scatter now, so that they hit you more


Emperor Baal
20
Years of Service
User Offline
Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 12th Jun 2004 21:42 Edited at: 12th Jun 2004 21:48
Okay, the script engine is running (until I touch it again )

A new demo can be downloaded (2.77mb).

You can add your own stages/waves now, these commands are currently fully functional (just edit level1.txt)



Quite funny, and fast

http://www.nuclearpublishing.com/hosting/emperorbaal/files/DarkZ.zip

Have fun!

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