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287760 Posts in 9135 Topics- by 6767 Members - Latest Member: sarj269

November 21, 2009, 04:00:15 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionCockpit Crash 1984 [FINISHED]
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Author Topic: Cockpit Crash 1984 [FINISHED]  (Read 6144 times)
David Pittman
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« on: February 21, 2009, 03:16:05 PM »



Get it at http://www.dphrygian.com/bin/CockpitCrash1984.zip. Windows only.

Source code: http://www.dphrygian.com/bin/cc1984dist.zip (This version has the audio stripped out so you don't need FMOD.)

Update: Now with power-ups and minibosses!

Random whimsy: Decided I needed a name for these graphics.
[22:08] David: textor
[22:08] David: vext?
[22:08] David: vextor?
[22:08] Kyle: vextor
[22:08] David: vextor it is

Updated again: Strafing and minimap are in.

Yet again!: Added retro sound goodness.
« Last Edit: April 10, 2009, 07:31:39 PM by David Pittman » Logged

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Matias Kallio
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« Reply #1 on: February 21, 2009, 03:16:55 PM »

sexy.  Shocked
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David Pittman
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« Reply #2 on: February 21, 2009, 07:17:22 PM »

Bump. This was by far the fastest I've ever made a game (six hours, maybe?).

Actually, I'll probably keep iterating on this, add some power-ups and different kinds of enemies and stuff.
« Last Edit: February 21, 2009, 07:23:06 PM by David Pittman » Logged

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xerus
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« Reply #3 on: February 21, 2009, 07:32:13 PM »

Wow damn.  Looks really nice, FASTEST COMPO FINISH TIME EVER
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Chris Whitman
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« Reply #4 on: February 21, 2009, 08:12:41 PM »

Technically you finished before the competition even started!

In this timezone, anyway.
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Inanimate
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« Reply #5 on: February 21, 2009, 08:43:56 PM »

Haha fun! And, the first finished entry of the CC! Nice work!
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professor dead
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« Reply #6 on: February 21, 2009, 08:52:29 PM »

dam this hard. real easy on the eyes Kiss
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kavs
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« Reply #7 on: February 21, 2009, 09:26:17 PM »

Played it; got to wave 10.

Nice work.  Grin
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vdgmprgrmr
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« Reply #8 on: February 21, 2009, 10:44:55 PM »

I like it!

Nice an simplistic. And interesting graphics!

I made it to wave 9 one time, in a crazy trigger-happy rage. Then I was destroyed.
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Inanimate
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« Reply #9 on: February 21, 2009, 10:48:01 PM »

Vextor is the new trixel.
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David Pittman
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« Reply #10 on: February 21, 2009, 10:48:53 PM »

Vextor is the new trixel.
You just made my day. Beer!
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« Reply #11 on: February 21, 2009, 11:19:06 PM »

Behold, the power of text.

I actually tried to make something almost exactly like this in high school, but didn't manage to get beyond getting the 3d engine to (mostly) work. Honestly I was probably only a few steps from a real game. It is interesting and educational to code your own 3D raster engine (meaning: no OpenGL OR Direct3D, just pixels), I remember I coded mine to actually move the world around the camera instead of the other way around.

I am a bit tired right now, so I won't go off and find a link right now, but I remember seeing a few demos that do the same thing here. Also, text mode Quake or whatever it's called.
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Inanimate
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« Reply #12 on: February 21, 2009, 11:36:57 PM »

Vextor is the new trixel.
You just made my day. Beer!

Actually, rather the time traveling ancestor of the trixel. Just fixing a small logic error there.

So, even more triumphantly, you are technically the first!
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David Pittman
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« Reply #13 on: February 22, 2009, 12:21:47 AM »

It is interesting and educational to code your own 3D raster engine (meaning: no OpenGL OR Direct3D, just pixels)

Yeah, totally. That's something I've wanted to do for years now, but it's kind of an exercise without a purpose beyond itself, so I haven't made time for it yet. Maybe I'll find an excuse to do it for a future compo. Getting this "vextor" engine running was fairly trivial, because I already had a 3D math library, a text mode interface, and a Bresenham function for drawing nice lines. Doing proper triangle rasterization with texturing and whatnot would be a meatier challenge.
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« Reply #14 on: February 22, 2009, 12:53:36 AM »

Wow this is really cool.
The only thing I kind of missed was strafing. I couldn't really avoid the enemies this way.
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