Thread: My Defense Game

  1. #31
    Carnivore ('-'v) Hunter2's Avatar
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    The only way to rotate correctly to every angle is to use Direct3D to render a textured quad.
    Hmm, not sure what you mean by that. I used ordinary trig and Windows GDI to generate 360 rotated pics at program start, then accessed the stored HBITMAPS at run-time. It works pretty good for me, and I doubt anyone can really tell the difference between a 1-degree rotation and a .2-degree rotation in the image unless it's a monstrously huge picture.
    Just Google It. √

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  2. #32
    Novice C++ Programmer
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    JENOVA ABSOLUTE MUSIC!!!!! You are my hero! This game OWNS! OMG! Warcraft III Tower Defense just got owned.
    Last edited by Padawan; 11-18-2003 at 06:28 PM.

  3. #33
    Gronkulator of Surds littleweseth's Avatar
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    i was toying with the idea of making new graphics too..... Star Wars!

    Sword becomes lightsaber, rifle fella becomes Stormie with a E-11, pistol becomes a blaster, shield becomes the blue forcefield oval off the episode one droids, tnt becomes nergon-11, do dooo..

    If you want the graphics, just give us a yell and ill make and send.
    Ph33r the sphericalCUBE

  4. #34
    Novice C++ Programmer
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    I'm going to be studying this 1.1 source code for a while

  5. #35
    Registered User Red Haze's Avatar
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    I just released version 1.7, which you can download at my website. Some changes include better explosions, more sounds, and scrolling levels. You can view all the changes since 1.6 on my forum.

    The scrolling levels add a lot to the game. Try the levels "Trench" and "Free Lancers" in the challenge campaign.

    I also updated the level editor; it can now edit DTS files. There is still documentation for it, though, so you'll have to e-mail me if you have any questions with it.
    ----[Red Haze]----

  6. #36
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    Man this is the best! I wish I could make something like this. I am just starting C++ but I do know the basics. Any tips for me Red? How did you get this far and how long did it take? Thanks.

  7. #37
    mov.w #$1337,D0 Jeremy G's Avatar
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    thought id post what graphics I do have. I was involved in making structure graphics when an Idea hit me, do you have any kind of Instant Messenger? Like ICQ, MSN, AIM ? I'd like to talk to you about a few things.



    Also, I was thinking you might want to consider adding "mod" support, at least in the graphics area. Add a few functions that can read a mod.dat file. In the mod dat file all the altered graphics would be listed, along with their format. For example, if I were to "mod" the art sets for units:

    Code:
    // in mod.dat
    plane.bmp|24|24|3
    tank.bmp|60|70|4
    tankdie.bmp|60|70|5
    explosion.bmp|100|100|4
    Basicly, the function would check the file for all the listed altered graphics, and apply those properties. The format of the file would be:
    Code:
    <graphic name>|<graphic frame width>|<graphic frame height>|<graphic number of frames>
    Where <graphic name> is the file that was altered, <graphic frame width> is the width of each animated frame (in the case of explosion.bmp of your current art set, it would be 100x100 (where as the width and height of the bmp is 300x100).<graphic frame height> is the height of each animated frame,<graphic number of frames> would be the total number of frames to use in animation (again, in the case of explosion, 3).

    Its a bit of work, but I guess it would encourage people to make art, and be able to test them easily.

    Just an idea.

    Any how, if you have AIM, or ICQ contact me please:
    Glimlidor (aim), or 67359792 (icq).
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  8. #38
    Registered User Red Haze's Avatar
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    The mod.dat file is a good idea. In actuality, it would only require the number of frames in the graphic. The program can automatically tell how big the graphic is.

    Also, my AIM is RedHaze13

    I haven't used it in a while, but I'll log on if I remember to. Those graphics also look pretty good! I'll test them out a bit.
    ----[Red Haze]----

  9. #39
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    Hey red haze!

    Im a professional song writer, and all of my songs are less thena meg and usually 3-4 minute MODs, id love to send you some. What do ya say?
    I have to get the game later, not enough time right now.

    Looks awesome.
    This war, like the next war, is a war to end war.

  10. #40
    Registered User Red Haze's Avatar
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    Sure Blizzarddog, I'd like to hear your music. You can e-mail them to me: [email protected]
    ----[Red Haze]----

  11. #41
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    i sent a song to ya.
    This war, like the next war, is a war to end war.

  12. #42
    Rabite SirCrono6's Avatar
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    Nice job on the game, it's really fun. I was bored and so I made this, check it out if you want but it was just for fun. It's just a little graphic thing I made for fun .
    From C to shining C++!

    Great graphics, sounds, algorithms, AI, pathfinding, visual effects, cutscenes, etc., etc. do NOT make a good game.
    - Bubba

    IDE and Compiler - Code::Blocks with MinGW
    Operating System - Windows XP Professional x64 Edition

  13. #43
    Registered User Red Haze's Avatar
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    Defense version 1.8 is now out! It is located at http://www.anticure.com/defense

    You can view a full list of updates on my forum in the "game progress" section.

    I did not add too many extra levels in this one, but I might release a level pack sometime later.
    ----[Red Haze]----

  14. #44
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    hey red haze, your little song buddy here.

    Did you put my song in it.. i would download it and all, but i dont have much time on line right now.

    Ill check the update list.

    Ill make some graphics for it as well.

    Congrats on the great game!
    This war, like the next war, is a war to end war.

  15. #45
    Registered User Red Haze's Avatar
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    Yea, I put the song you sent me in it, as well as a few more that were up on your website.
    ----[Red Haze]----

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