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878733 Posts in 32935 Topics- by 24343 Members - Latest Member: Good Enough Games

May 22, 2013, 01:45:40 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionTragedius [FINISHED - final (post-compo) version is out]
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Author Topic: Tragedius [FINISHED - final (post-compo) version is out]  (Read 27986 times)
Melly
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« Reply #90 on: April 08, 2009, 06:40:25 PM »

ICE-9, I took the liberty of fixing the links on the first page. Gentleman

Just gave the game a few plays. Pretty hard, especially if you're trying to kill the enemies, and some of them can take a beating. But it was fun, had nice music and sound and some stylish graphics.
« Last Edit: April 08, 2009, 06:49:25 PM by Melly » Logged

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György Straub
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« Reply #91 on: April 09, 2009, 10:47:08 AM »

Thank you for the fix, Melly! Greatly appreciated.Gentleman

Also, glad you liked the style. The difficulty, it seems to be one of my weaknesses now - I've further toned it down for the first post-compo release, which will be soon out; however I've made a mistake by not pointing out in the game that the most foremost objective is to find and shoot the flashing enemies (as in the story version the Memory Bubbles will be pretty important) - this will be corrected too.
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Ivan
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alright, let's see what we can see

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« Reply #92 on: April 09, 2009, 10:07:30 PM »

Crashes on startup somewhere in SDL.dll

I have WinXP SP2 and a GeForce mobile video card.

I'll try the OSX version when I reboot into OSX, but thought i'd post this for posterity.
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« Reply #93 on: April 10, 2009, 02:52:22 AM »

Crashes on startup somewhere in SDL.dll

I have WinXP SP2 and a GeForce mobile video card.

Thanks for the note, Ivan.

The SDL .dlls are the factory default ones; I've tested the game on a Bootcamp XP SP2 (although on an ATI card), and the closest it came to a crash like that was when I forgot to include the ogg vorbis dlls. I don't know if it could be something related to those this time? (I can't remember whether the stderr,txt is getting deleted on crash or is it any help?)

I hope the OSX version worked fine.

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Bob le Moche
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« Reply #94 on: April 10, 2009, 12:02:10 PM »

Great game! I wasn't able to get to the end of the forest level though, it's much harder to dodge bullets in it than the other two.
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Cymon
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« Reply #95 on: April 10, 2009, 12:13:33 PM »

I like the paper cut out look of everything, like a popup book, but I think you should have taken it further. Put little white cutout lines around all the enemies. Have levels open up like a pop up book. A scifi popup book.

But bytejacker liked it.
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« Reply #96 on: April 10, 2009, 02:40:32 PM »

It's not really meant to be like a popup book, just 2D objects in a 3D space.
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György Straub
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« Reply #97 on: April 10, 2009, 10:44:12 PM »

Great game! I wasn't able to get to the end of the forest level though, it's much harder to dodge bullets in it than the other two.
Glad you liked it.=) The forest level is a bitch, but positioning walls between the bullets and yourself help in minimizing the amount of dodging that you have to do (which otherwise is a lot -- you have to be in about constant motion, however it means more like small movements).

I like the paper cut out look of everything, like a popup book, but I think you should have taken it further. Put little white cutout lines around all the enemies. Have levels open up like a pop up book. A scifi popup book.
I like the idea (as such)! Considering that I wanted to make use of the engine for another game, I may build upon it, but for Tragedius I won't be going in that direction. (The story mode will clear it all up.)

But bytejacker liked it.
Shocked  This is awesome news!
« Last Edit: April 10, 2009, 10:47:40 PM by !CE-9 » Logged

Greender
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« Reply #98 on: April 17, 2009, 10:12:54 PM »

Very cool loocking game and concept, it is kind of hard to aim at an enemy, but very good congrats.
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György Straub
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« Reply #99 on: May 05, 2009, 10:32:04 AM »

thanks, Greender (and everyone who voted).

just to be on the complete side, I've released the final version of Tragedius.

new features include:
- full screen motion blur
- Gatekeeper collision detection fixed
- we've got game messages
- got a new scoring system which might or might not work better than it used to, but hopefully point towards the objective of the game

The reason for the release is nothing else but having wanted to see some new features of the XRhodes library in action (and fast) and fixing some mistakes in the design. The GLU32 dependency is cut off too (the only functionality the library was using was mipmaps - now the irregular (not power of 2 pixels wide/high) textures look a bit uglier on scaling but the game is running faster).
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