Thread: My Defense Game

  1. #16
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    My friend made it so that whatever songs you put in the 'songs' directory will be played in game continuously. If you want I can show you some C++ code to do that, unless this game was written in visual basic (in that case I dont' know how to do it in visual basic, and I don't know how to call .dlls in visual basic or any way to interface with a binary written in C++)

  2. #17
    Registered User Red Haze's Avatar
    Join Date
    Nov 2003
    Posts
    30
    Sure, I'd like to see that code. It would be quite useful.
    ----[Red Haze]----

  3. #18
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    i'm trying to find it, my friend linked me to it once, i can't find it in my history, and he's not online. It might take a few days until he either comes online, or he responds to email but ill try to find that for you because it's a nice feature to have.

  4. #19
    mov.w #$1337,D0 Jeremy G's Avatar
    Join Date
    Nov 2001
    Posts
    704
    Perhpaps it would be fruitful for you to convert to the fmod player (if you arn't using it already) and use .it, .mod, etc, as they are much longer and much smaller at the same time. Or stick to your current convention, and just release songs as additional packs.

    Also, you could skim a lot of file size by converting to jpg for file formats with art.


    I used fmod for my music playing in a DXWORM game I released on this board. Then the menu section allowed you to choose music. It was only 3 items as thats all i included, but you could do a similer task, and search the music folder for all the music files, and list them on the list. More work yes, but worth it.
    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.)

  5. #20
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    also fmod allows you to get the spectrum so you can make graphics dance to music.

  6. #21
    Registered User Red Haze's Avatar
    Join Date
    Nov 2003
    Posts
    30

    Defense 1.6

    I just released Defense version 1.6 on my website. Some new features include a railgun, better main-screen, missile strikes, and an options menu. I added a "slow factor" option that should help slow down the game if needed, and you can now hit the "F" key to check the current FPS.

    I looked at the fmod stuff and it looked pretty good; I might replace my current sound/music system with it.
    ----[Red Haze]----

  7. #22
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    im downloading! i was playing this in school in computer class, and now i've got 3 of my friends literally addicted to this game...one of them said they hate me for showing it to them because it is so addictive that they won't be able to do homework

    true sign of an effective game. I think that you should use goten's graphics a lot, at least make the guns look cooler

  8. #23
    mov.w #$1337,D0 Jeremy G's Avatar
    Join Date
    Nov 2001
    Posts
    704
    I was wondering if you can make gun turrets rotate for the graphics. If not, I have to make guns that fire in 360 degrees....
    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.)

  9. #24
    Registered User Red Haze's Avatar
    Join Date
    Nov 2003
    Posts
    30
    I can't rotate a single "gun graphic" with my graphics engine. I could, however, implement a series of "gun graphics" taken at different angles, then simply have the game pick the right graphic.
    If neccesary, I could also map those rotation series myself, given a single "gun graphic", but it might not look too sharp.
    ----[Red Haze]----

  10. #25
    Wen Resu
    Join Date
    May 2003
    Posts
    219
    got to 34 in endless
    In campaign at the american level where theres thosands of them.
    Is that even posible to beat? i have 1750 kills and they were still comign strong

  11. #26
    Registered User Red Haze's Avatar
    Join Date
    Nov 2003
    Posts
    30
    That level is pretty hard, but yes, it can be beaten. I beat it with all four concrete walls still standing. You have to kill 3600 of them.

    Just wondering, did anyone beat the "World Tour" campaign yet?
    ----[Red Haze]----

  12. #27
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    The only way to rotate correctly to every angle is to use Direct3D to render a textured quad.

    The gun would have to be the only item in the texture and placed on top of or sumperimposed onto a gun emplacement type cell or texture. The gun could then rotate to any angle by simply rotating the quad.

    You could fire up Direct3D - still use your 2D engine for the map and all and then only use Direct3D for the guns and other items that rotate.

  13. #28
    It's a good game, but I kinda got bored with it after a while. It gets kind of repetitive after a while.

  14. #29
    Cheesy Poofs! PJYelton's Avatar
    Join Date
    Sep 2002
    Location
    Boulder
    Posts
    1,728
    Great game! I beat the World Tour last night but am very confused how to use the cheat code it gave. No way I'm going to attempt expert, way too difficult.

    Just a few suggestions that I wouldn't be surprised if others disagreed with me on (for version 1.5 BTW):

    Is there any way to make the $100 gun that shoots by itself have a little better aim? It almost never hits anything unless the thing is right next to it making it a pretty worthless gun. Except for maybe on one level where you could rack up like four of them at the far left of the screen to kill things as soon as they appeared.

    On the same note, the artillery gun was completely worthless IMO. Since it took too long to fire, had a small blast radius, and took two hits to kill a tank, I found that I could kill over twice as many things without it than with it. Maybe increase the blast radius/power on it?

    And last, you might want to increase the cost of the air strike. Too many of the hard levels became too simple if you just did the shoot as many things as possible, wait till you are completely overrun, air strike, start over strategy since doing this twice almost always got you to the end of the level. Also, one air strike should be worth much more than two laser strikes since it kills far more than two laser strikes could, so there is never a reason to buy the laser strike unless you simply have just 25 bucks left over. Maybe make air strike cost a little more or make it so there are gaps in its bombardment?

    Just some suggestions that others might not agree with. Overall I think it was a very well put together and thought out (as well as addicting!) game. Congrats and I look forward to future updates!

  15. #30
    Registered User Red Haze's Avatar
    Join Date
    Nov 2003
    Posts
    30
    Some good suggestions PJYelton, I might consider raising the price of the plane-strike and lowering the price of the artillery.

    Oh, and to use cheat codes, just press all three keys at the same time at the main menu. It should make a sound if you do it right. You'll probably be disappointed with what the "cheat codes" do, as only one code is actually useful.

    I'm also looking for anyone interested in making levels. If anyone needs help on how levels and DTS files work, or how to use the level editor, e-mail me or post it here.

    And if anyone who has contributed ANY comments on this board wants to be listed in the credits as a game-tester, please E-Mail me with your name you want listed in the credits.
    ----[Red Haze]----

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. how do the game engine and the api interact?
    By Shadow12345 in forum Game Programming
    Replies: 9
    Last Post: 12-08-2010, 12:08 AM
  2. Open-source Game Project
    By Glorfindel in forum Projects and Job Recruitment
    Replies: 0
    Last Post: 03-24-2009, 01:12 AM
  3. 2D RPG Online Game Project. 30% Complete. To be released and marketed.
    By drallstars in forum Projects and Job Recruitment
    Replies: 2
    Last Post: 10-28-2006, 12:48 AM
  4. C++ Game of Life Program
    By rayrayj52 in forum C++ Programming
    Replies: 16
    Last Post: 09-26-2004, 03:58 PM
  5. My Maze Game --- A Few Questions
    By TechWins in forum Game Programming
    Replies: 18
    Last Post: 04-24-2002, 11:00 PM