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Re: First Level is nearly alpha :) [Re: achaziel] #336673
08/05/10 17:24
08/05/10 17:24
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
Yeah that`s right - I am not satisfied, too. To difficult to get enemys at wait position. I am still thinking about laugh

Re: First Level is nearly alpha :) [Re: Ditje] #336678
08/05/10 17:39
08/05/10 17:39
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
Serious User
Nidhogg  Offline
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Really good effort for a newbie. Insperation to all I think.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: First Level is nearly alpha :) [Re: Nidhogg] #336703
08/05/10 19:35
08/05/10 19:35
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
Member

Joined: Jul 2010
Posts: 127
Germany, Herford
THX - not really only quite because I have bad news for other newbies grin

I started this project already with the lite-c tutorial, instead of using example files. So it grow and the code too. A lot of things were not planed, they just got nessecary.

After I regcognized, that I did a lot of basic mistakes, I decided to restart. I can reuse a lot of functions and a few hours now, will save a lot of time in future.

So it will take a little bit until next update - not until next problems and questions wink

To all newbies like me: It`s the best way to learn. And I am satisfied anyway, because the game is already playable and 2nd try can only be better!

Cheers

Ditje


BTW: I installed A8 before and got an error in a function, which I don`t get with A7

BTW2: Oh with this post I grew a level up to junior member - no newbie any more grin

Last edited by Ditje; 08/05/10 19:48.
Re: First Level is nearly alpha :) [Re: Ditje] #336816
08/06/10 13:43
08/06/10 13:43
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
Serious User
Nidhogg  Offline
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
There are a few things different between A7/A8 in the way it handles things.
Have a look in the manual in it should explain the new ways or differences.

Good luck!


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: First Level is nearly alpha :) [Re: Nidhogg] #336831
08/06/10 14:35
08/06/10 14:35
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
Thx for the hint. I am still not confirmed in all lite-c functions, so the manual is my best friend, when I am working on my code laugh

Ditje

Re: First Level is nearly alpha :) [Re: Ditje] #337192
08/09/10 12:40
08/09/10 12:40
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Shinobi Offline
User
Shinobi  Offline
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Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Hi Ditje , ich muss schon sagen super was du bisher auf die beine gestellt hast. Ich bin auch ein Retro fan und ich liebe auch Galaga ( hatte sogar mal daran gedacht ein Remake in 3d zu machen ) vor allem mag ich diese Block Grafik , das ist echt eine coole idee für die alten klassiker Spiele laugh

Einziger Kritik Punkt bisher : wenn die Gegner (nachdem sie fertig angeflogen gekommen sind) zu ihrer Endposition fliegen , müsstes du das noch weicher hinbekommen denn sie fligen so radikal fast ohne animation zu den Endpunkten.

Kannst aber stolz auf dich sein , für dein erstes Projekt ist das schon echt gut wink

My first 78 seconds!!! [Re: Shinobi] #337813
08/13/10 16:22
08/13/10 16:22
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
Member

Joined: Jul 2010
Posts: 127
Germany, Herford
@ Shinobi - Danke - hab`s gerade erst gelesen, da habe ich meinen eigenen Thread übersehen laugh Tipps von Galaga-Kennern sind immer herzlich willkommen. Dein Moopatrol habe ich mir gerade gesogen. Bin gespannt.

YEAH - it`s done. I have rewritten enemy functions. Instead of 15 single functions only one. Puh - I never expected, that you have to be as careful with var values when everythings in a while loop the whole time laugh

What`s new in the video:

Option menu:
If you choose an option there is a little animation. First little decoration - more is planed
Enemy behavior
Galaga enemys enter "battlefield" in three different variants. You can see all of them.
Level Up
Changing levels is not done yet, but prepared. You can see 3 different levels. I just changed the vars by hand (for the values, take a look to the top left)
Level 1:
Enemies don`t shoot, if they fly in. They are quite slow and you get no additional enemies during flight in.
Level 16:
Every fourth enemy shoots. speed is increased by 8 and you get 4 additional enemys each wave of flight in.
Level 32:
Every enemy shoots, speed is increased by 16 and you get 8 additional enemies each wave.

Time between enemy attack decreases depending on the increase of enemy speed. If you like, take a look:

My fist 78 seconds video(updated 10.27 MB)

There are 2 main problems now.

- the radius of enemy loops increase although they depend on enemy speed - I guess I will get this alone laugh
- if enemies are in wait position collision doesn`t work I don`t know why. It happens, if my.STATE = 8 or my.STATE = 9.

Cheers Ditje

Here ist the code:
Code:
// Warte Positionen ///////////////////////////////////////////////////
		if(my.STATE == 7) // Drehungen zurückstellen - Endposition
		{
			c_move(me, vector(0, 0, 0), vector(0, 0, 0), IGNORE_ME | IGNORE_PUSH);
			me.pan = 0;
			me.tilt = 0;
			me.roll = 0;
			me.x = epos[my.ENEMID][0];
			me.y = epos[my.ENEMID][1];
			me.z = epos[my.ENEMID][2];
			my.STATE = 8;
		}
		if(my.STATE == 8) // Auf Angriffs Position hin und her
		{
			c_move(me, vector(0, 0, 0), vector(-0.5*time_step, 0, 0), IGNORE_ME | IGNORE_PUSH);
			if(me.x <= epos[my.ENEMID][0]-5) my.STATE = 9;
		}
		if(my.STATE == 9) // Auf Angriffs Position hin und her
		{
			c_move(me, vector(0, 0, 0), vector(0.5*time_step, 0, 0), IGNORE_ME | IGNORE_PUSH);
			if(me.x >= epos[my.ENEMID][0]+5) my.STATE = 8;
		}



Last edited by Ditje; 08/17/10 15:25.
Re: My first 78 seconds!!! [Re: Ditje] #338355
08/17/10 15:35
08/17/10 15:35
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
Member

Joined: Jul 2010
Posts: 127
Germany, Herford
Video got updated. Take a look to the post above.

Both main problems are solved.

As I wrote before, collision doesn`t work in STATE 7 to 9. I used EVENT_PUSH and added collision type EVENT_ENTITY. With both types, enemies can be shot in "wait" position now.

Cheers Ditje

Edit: Videos is updated again. Players lives are added (only first scene in video). I still play in god mode laugh

Last edited by Ditje; 08/17/10 18:39.
Some small updates [Re: Ditje] #338509
08/18/10 18:29
08/18/10 18:29
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
Member
Ditje  Offline OP
Member

Joined: Jul 2010
Posts: 127
Germany, Herford
Not to much new. But I am still proud about my project. As long as some of you watch them, I will upload new videos grin

- Collision is optimized, but still not perfect.
- now there is a little break before each level
- level medals, players lives and upcoming Level are shown during the break

That little break lets the game feel more professional.

http://www.youtube.com/watch?v=_5E4l3BogEw

Cheers

Ditje

Edit: uploaded to youTube

Last edited by Ditje; 08/18/10 18:50.
Re: Some small updates [Re: Ditje] #338510
08/18/10 18:30
08/18/10 18:30
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Could you upload them to youtube? That is better as downloading it for me...

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