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Re: First Level is nearly alpha :)
[Re: Ditje]
#336678
08/05/10 17:39
08/05/10 17:39
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Joined: Dec 2006
Posts: 1,086 Queensland - Australia
Nidhogg
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Serious User
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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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
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Re: First Level is nearly alpha :)
[Re: Nidhogg]
#336703
08/05/10 19:35
08/05/10 19:35
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
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THX - not really only quite because I have bad news for other newbies 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 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
Last edited by Ditje; 08/05/10 19:48.
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Re: First Level is nearly alpha :)
[Re: Ditje]
#336816
08/06/10 13:43
08/06/10 13:43
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Joined: Dec 2006
Posts: 1,086 Queensland - Australia
Nidhogg
Serious User
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Serious User
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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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
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My first 78 seconds!!!
[Re: Shinobi]
#337813
08/13/10 16:22
08/13/10 16:22
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
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OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
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@ Shinobi - Danke - hab`s gerade erst gelesen, da habe ich meinen eigenen Thread übersehen 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 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 behaviorGalaga enemys enter "battlefield" in three different variants. You can see all of them. Level UpChanging 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 - 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:
// 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.
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Re: My first 78 seconds!!!
[Re: Ditje]
#338355
08/17/10 15:35
08/17/10 15:35
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
OP
Member
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OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
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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
Last edited by Ditje; 08/17/10 18:39.
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Some small updates
[Re: Ditje]
#338509
08/18/10 18:29
08/18/10 18:29
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
OP
Member
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OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
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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 - 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=_5E4l3BogEwCheers Ditje Edit: uploaded to youTube
Last edited by Ditje; 08/18/10 18:50.
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