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Old 02-02-2003, 01:51 PM   #1
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Space Shooterz!

This may be weird and all but Hunter, do you think you could adjust Spz! so I can use the arrow keys and space bars?

One more thing:
Can you reconmend a good tutorial? (besides TheForgers!)

One more more thing:
Can you beat the game? I've gotten to 13 aliens w/out an ending!
Question For All:
What is your favorite weapon? What is you highest score
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Old 02-02-2003, 05:31 PM   #2
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what game are u talking about?
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Old 02-02-2003, 11:29 PM   #3
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Hunter's game that he created a LONG time ago. My understanding that he is not going to update the game again, but he is in the midst (at least that's what he said a while ago) of recreating the game but in DirectDraw instead of GDI.

Stand, if you have the source to the game why don't you make the changes to the game yourself?

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Old 02-03-2003, 04:43 PM   #4
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http://www.gamedev.net/reference/pro...es/gpgenesis1/
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Old 02-04-2003, 02:50 PM   #5
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Stand, if you have the source to the game why don't you make the changes to the game yourself?
2 things: I am bad (just starting to finish console/ beginnning Windows)

If You ever call me StanD I will have to come to where you live and attack you
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Old 02-05-2003, 07:23 PM   #6
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Quote:
This may be weird and all but Hunter, do you think you could adjust Spz! so I can use the arrow keys and space bars?
I tried that some time ago, but then I ran into problems with not being able to press more than 2 keys at once (or something like that), so I couldn't move forward/left and shoot at the same time. Maybe DirectInput will be more useful Haven't started though, still tied up with DirectDraw.

Quote:
Can you beat the game? I've gotten to 13 aliens w/out an ending!
Nope! I've gotten to something like 36 aliens before ( ), but it's impossible to beat the game... the aliens have a population that is several million times that of us humans In short, you can beat your friend's score, but not the game.

Pretty foolproof design if you think of it, since it isn't too easy for anybody (it just keeps getting harder until your computer crashes from running out of memory), and it isn't too hard for anybody to not be able to beat at least level 1 and 2 (just stay put and shoot rockets ).

Quote:
Can you reconmend a good tutorial? (besides TheForgers!)
What about Sunlight's? http://sunlightd.virtualave.net But other than that, nope


Quote:
he is in the midst (at least that's what he said a while ago) of recreating the game but in DirectDraw instead of GDI.
Yep But I gotta figure out how to use DirectDraw first.

Quote:
My understanding that he is not going to update the game again
If you mean the GDI version, that's true. But I've already tweaked the DirectX version (which IMO is an update in itself), and I'm trying to make the limitbreaks more diverse/original, and above all, even more corny
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Old 02-05-2003, 08:07 PM   #7
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I bet you could beat the game with a simple memory hack But that is out of my league for right now.
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Old 02-05-2003, 08:39 PM   #8
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Thumbs up

Hey hunter I like your space shooters game. I'm glad you're making it with dx, the gdi one ran slow after a few levels, but I enjoyed playing it nonetheless, and I was happy you shared the source!

EDIT: You said you were having problems with the keys, here's something from nehe's tutorial, i dunno if you've looked at it or not but it works fine having keys pressed down at the same time
you make a bool array with 256 elements. Then in your windows procedure you put:

EDIT2: I hope you didn't get a chance to read the windows procedure keyboard code I posted a few minutes ago, don't bother with that it's too slow Using getkeystate handles keyboard input much faster, here's a snippet from a gametutorial. the 0x80 just makes it so it is only active when the key is being held down, you can #define NOHOLD 0x80 or something in your code

Code:
	// Check if we hit the Up arrow or the 'w' key
	if(GetKeyState(VK_UP) & 0x80 || GetKeyState('W') & 0x80) {				

		// Move our camera forward by a positive SPEED
		MoveCamera(speed);				
	}

	// Check if we hit the Down arrow or the 's' key
	if(GetKeyState(VK_DOWN) & 0x80 || GetKeyState('S') & 0x80) {			

		// Move our camera backward by a negative SPEED
		MoveCamera(-speed);				
	}

	// Check if we hit the Left arrow or the 'a' key
	if(GetKeyState(VK_LEFT) & 0x80 || GetKeyState('A') & 0x80) {			

		// Strafe the camera left
		StrafeCamera(-speed);
	}

	// Check if we hit the Right arrow or the 'd' key
	if(GetKeyState(VK_RIGHT) & 0x80 || GetKeyState('D') & 0x80) {			

		// Strafe the camera right
		StrafeCamera(speed);
	}

Last edited by Silvercord; 02-05-2003 at 08:47 PM.
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Old 02-05-2003, 09:03 PM   #9
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Hmm, sounds interesting. This is supposed to allow you to press and hold a lot of keys at once? I always thought that was a hardware restriction... Oh well, I'll give it a run in a test program. And also, I'm assuming that this bypasses the message loop? So that means I'll have to re-structure my program... Oh well Where there's a will there's a way! (p.s. Thanks for the suggestion, I never thought of that )

**EDIT**
By the way, would you happen to know how fast GetKeyState() runs? After all, it would have to be called a LOT of times, and I'm kind of worried about performance right now...
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Last edited by Hunter2; 02-05-2003 at 09:12 PM.
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Old 02-06-2003, 01:09 PM   #10
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By the way, would you happen to know how fast GetKeyState() runs? After all, it would have to be called a LOT of times, and I'm kind of worried about performance right now...
Yes it by passes the message loop, therefore I can guarantee it's faster than NeHe's way of checking for keys because NeHe's way always has to go through the windows procedure, and the windows procedure is usually too slow (hence directx, everything is low latency because everything happens instantly, or the events are processed directly instead of waiting on the windows procedure). But anyway like I was saying I'm pretty sure GetKeyState is fast enough for your purposes, using direct input may be more ideal for keyboard/mousemovement but again windows includes functions that allow you to check these things instantly (i.e GetCursorPos for determining in screen coordinates where the mouse pointer is position). You should check out the camera class from gametutorials.com (the completed camera class should be in all tutorials passed tutorial number 5 or 6).
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Old 02-06-2003, 01:13 PM   #11
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Well then, looks like Space Shooterz! GDI version 2 is coming to a theatre near you but for the DirectX version I'll use DirectInput.
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Old 02-07-2003, 04:43 PM   #12
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Originally posted by Munkey01
I bet you could beat the game with a simple memory hack But that is out of my league for right now.
Check out my website
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Old 02-07-2003, 04:56 PM   #13
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That's pretty cool eibro
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Old 02-09-2003, 01:14 PM   #14
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yeah its really cool man, could u do it with minesweeper too?
i tried reducing the mines, it wont change!
can u help me out pls?!
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Old 02-09-2003, 10:10 PM   #15
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Quote:
Originally posted by Eibro
Check out my website
I know. I had seen it before. Nice work. But when ever I changed it to suit my needs (trying to use it with pinball, changed memory address). It never changed the score... Did I do something wrong? I also tried it with a few other games (after altering the code more). It did say it found the address and successfully changed the value, but it didn't show up in the game.
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