Primary game build, feedback welcome

This is a discussion on Primary game build, feedback welcome within the Game Programming forums, part of the General Programming Boards category; Ok think i've fixed the alt-F4 problem now, see if it still causes you problems. He doesnt actually look for ...

  1. #16
    The Earth is not flat. Clyde's Avatar
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    Ok think i've fixed the alt-F4 problem now, see if it still causes you problems.

    He doesnt actually look for collissions, he follows a set of patterns and collides if you're in the way.

    But you think it would be better if he avoided you?

    I deliberately made one pattern come forward so that the player is given a reason to move forwards rather than sit at the back of the screen.

    I was thinking of using a variation of the patterns in this demo for the lvl1 boss.

  2. #17
    C++ Developer XSquared's Avatar
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    ALT-F4 now closes it properly.

    Have you ever played the DOS game Raptor? Because this really reminds me of it.

  3. #18
    The Earth is not flat. Clyde's Avatar
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    nope never played it, i'll look it up, see if i can learn something from it

  4. #19
    Registered User red_baron's Avatar
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    i think i found a little mistake, when you die you can still shoot a little while after
    ¿Red Baron?

    "Imagination is more important than knowledge"
    -Albert Einstein (1879-1955)

    Check out my games!

    [code] /* dont forget code tags! */ [/code]

  5. #20
    The Earth is not flat. Clyde's Avatar
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    ah i didn't spot that, thanks for the heads up.

  6. #21
    C++ Developer XSquared's Avatar
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    Raptor: Call of the Shadows

    EDIT:

    Looks like Mountain King Studios released a new DirectX version, info available here.
    Last edited by XSquared; 07-06-2002 at 01:18 PM.

  7. #22
    The Earth is not flat. Clyde's Avatar
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    Thats a very cool game . Damnit, now whenever i look at mine i think.... lame...

    grr!

    I think i'll have to set mine in space, that way i figure i can get away with less art i'm going to replace the background with stars that flow by.

  8. #23
    Rambling Man
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    Your game works for me now, Clyde. I think it's pretty good, too.

    I have a few questions/statements for you, though.

    1) How many hits is it supposed to take to kill one of the enemy ships?

    2) Do the enemy bullets go faster? It seems like they do.

    3) As earlier stated, don't have the enemies look for collisions.

    4) Why is that the your ship does after one hit, but it takes several hits on the enemy, especially since your bullets are bigger?

    your game ==

  9. #24
    The Earth is not flat. Clyde's Avatar
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    1) In the demo version you have, it takes 10 hits to kill the enemy ship

    2) Yea i think they do go faster, you think they shouldn't?

    3) The whole scenario in that demo, is being totally removed, i was just testing out my basic game build, to see people's reactions.

    4) This is a question i was going to ask: What kind of shoot em games do people prefer?

    The ones where you get hit once you die (except when you have a shield) like R-type, Gradius etc. or the ones like raptor where you can take multiple hits?

    At present i'm heading towards the R-type way simply because if you go the other way you need to have frantic action or it becomes too easy.

    I've uploaded my current build onto the previous download link, you can check it out, its not overly playable (the ships no longer reappear, or fire for that matter), but you can see my new background (would like feedback on the stars, too few, too many, etc.) along with music ("borrowed" from Gradius), oh and i've upped the resolution cause my brother complained the ship was too big.

    I had to rewrite a heck of lot to go from functions that control the motion/firing patterns of one enemy to ones that could handle multiple enemies.
    Last edited by Clyde; 07-07-2002 at 04:10 PM.

  10. #25
    Rambling Man
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    Sounds good, Clyde.

    Personally I like shoot 'em up games where you can take multiple hits. Where you have enemies coming at you continously, and you are having to fight really hard to kill all of them off. Then again the best space fighting game ever is Space Invaders, so I guess if done right both are good.

  11. #26
    Registered User red_baron's Avatar
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    check out the game subspace/continuum (http://www.subspace.net/index.shtml) its very cool but only multiplayer
    Last edited by red_baron; 07-07-2002 at 05:03 PM.
    ¿Red Baron?

    "Imagination is more important than knowledge"
    -Albert Einstein (1879-1955)

    Check out my games!

    [code] /* dont forget code tags! */ [/code]

  12. #27
    C++ Developer XSquared's Avatar
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    It's been a while since I last played subspace... oh the memories...
    Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

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  13. #28
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    Clyde,
    That is a really good game. It reminds me a lot of Raptor. A few of the early ships look like the old Kilrathi ships from Privateer: Wing Commander. If you haven't played that game, then you wouldn't know what I am talking about. So I am just going to stop typing now
    "Um...well..."
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  14. #29
    The Earth is not flat. Clyde's Avatar
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    Coding is proceeding well, i have to add powerups and then basically all thats left is designing the level.

    I had an idea for some of the powerups: instead of getting them off enemies, like you do normally you have to pass through a series of lasers, without hitting the emitters.

    Its hard to explain, if you upload my current build you can see what i mean. (two lots come after the enemies).

    At the moment it upgrades the weapon (though it can only upgrade it once at present so if you upgrade twice you can no longer fire), but i was thinking of having normal weapon style powerups, ie. you kill a bunch of enemies and an icon appears that you fly into that gives you a better weapon, but using my laser idea for maybe shield upgrades?

    You think the laser thing is an ok idea or should i scrap it?

    btw. watch out the enemies in the current build all lock in on you.

  15. #30
    Rambling Man
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    I had an idea for some of the powerups: instead of getting them off enemies, like you do normally you have to pass through a series of lasers, without hitting the emitters.
    Ha that's funny. I had an idea like that. To gain health you would have to go through a health beam or something like that. It would be like a beam of light that goes through space and when you go through it reheals your ship (hence a health beam).


    EDIT: But if I ever get around to making a space shooter, and I decide to include the health beam as part of my game I won't be called a copier, so as long as you use your similar idea. Ok?
    Last edited by TechWins; 07-09-2002 at 01:05 PM.

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