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878110 Posts in 32905 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 06:51:30 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionCockpit Crash 1984 [FINISHED]
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Author Topic: Cockpit Crash 1984 [FINISHED]  (Read 15399 times)
whitespace
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« Reply #15 on: February 22, 2009, 01:58:26 AM »

I really like this. Hand Thumbs Up Left Grin Hand Thumbs Up Right

I have some design comments though, sorry:

#Maybe it's good to make enemies cubes and keep powerups piramides, to make them differ a bit more.

#I would like to see nicer explosion of enemy, I don't think this firy line looks cool, maybe try particles?

#I don't like how shot-fire looks, it's too bold/fat imo.

I hope you continue doing something with this game!

Oh yeah, mini-map?


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Synnah
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« Reply #16 on: February 22, 2009, 03:54:17 AM »

Wow, this is great! Battlezone is the perfect example of an old-school cockpit game, and this is really smooth and responsive. It would be really cool if you expanded on it a bit.

Have you played an old C64/Atari 800 game called Encounter? In my mind, it's one of the best Battlezone clones, and part of the reason for this is the audio. It's all electronic beeps and warbles, but each of the enemies has a distinct sound that you use to determine what kind of threat you're up against, and whereabouts it is. The noise that the missiles make as they speed towards you still quickens my pulse to this day!

If you were to take some ideas from Encounter, I'd suggest using audio for the enemies, getting louder as they get closer, and perhaps making use of stereo. Seeing as you have multiple enemies, perhaps each one could have its own pitch, assigned at random. Also the simple radar makes figuring out if enemies are behind you a lot easier, so you get shot in the back less.

Just some ideas for if you expand on the game, anyway. I can help you out with sound effects too, if you need them.
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood.

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Zaknafein
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« Reply #17 on: February 22, 2009, 08:33:58 AM »

I love it! And I agree on the mini-map and strafing requests.
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professor dead
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« Reply #18 on: February 22, 2009, 08:36:47 AM »

I love it! And I agree on the mini-map and strafing requests.

thirded
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David Pittman
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« Reply #19 on: February 22, 2009, 01:22:05 PM »

Thanks for the comments, guys. I added strafing, a minimap, and some simple particles, and I inverted the power-ups so they have more distinct silhouettes from enemies.

The lack of strafing was actually intentional, because it's a tank game, but eh, it's more fun this way.
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Games: Davy - SecOrd - TKtics - GRO - Cutie - CC1984 - SV
Zaknafein
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« Reply #20 on: February 22, 2009, 01:54:04 PM »

This new build is perfect control-wise! I went up to Wave 19 while circle-strafing all the time. :D
Now all that's missing to me is retro SFX.
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Selben Coirlo
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totally awesp,e/

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« Reply #21 on: February 22, 2009, 02:46:36 PM »

Fun stuff! Made it to wave 12
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increpare
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« Reply #22 on: February 23, 2009, 10:11:00 AM »

very nice; haven't been able to get very far yet, though.

ooh strafing.

okay that made it easier a bit.

but yep: cool Smiley
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Chris Z
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« Reply #23 on: February 24, 2009, 01:31:43 AM »

So is this a record for submission/completion time for a compo?
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Cymon
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« Reply #24 on: April 10, 2009, 08:25:25 AM »

Could you be, the most beautiful game of the compo? I LOOOOVE this.

How did you program this?
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David Pittman
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« Reply #25 on: April 10, 2009, 08:37:38 AM »

Could you be, the most beautiful game of the compo? I LOOOOVE this.

How did you program this?

Thanks! I think okkuplektor out-beautifuls this, though. (Low-res polygons... Kiss)

It was written in C++ using the Win32 console API (and a bunch of old console drawing functions on top of that which I had lying around from an abandoned Roguelike project).
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Games: Davy - SecOrd - TKtics - GRO - Cutie - CC1984 - SV
David Pittman
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« Reply #26 on: April 10, 2009, 07:29:56 PM »

Source code: http://www.dphrygian.com/bin/cc1984dist.zip
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Games: Davy - SecOrd - TKtics - GRO - Cutie - CC1984 - SV
ForTheUSSR
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« Reply #27 on: April 11, 2009, 07:17:20 AM »

This game was really fun!  I had no problems understanding what was going on, even though it was ascii based. 
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Will Vale
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« Reply #28 on: April 15, 2009, 07:41:49 PM »

I think this is great, I like a good text-mode game and this really goes a long way. I'm particularly impressed at all the effects in there, and how readable they are. For example, the enemy spawn crackles, and the breaking glass as a health meter are completely understandable despite being a bunch of ASCII chars Smiley
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trabitboy
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« Reply #29 on: April 16, 2009, 10:02:22 AM »

this is really satisfying and fun  Gentleman
I would never have thought blasting in 3D ascii would be so cool  Kiss
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