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Community / GAMMA / Re: Impulse
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on: January 25, 2010, 10:56:59 AM
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Submited!  I got all four players working,. and came up with a simple interface so no matter what controller you pick up you can know which avatar you are controling,. there is a scoring system with a multiplier setup that facilitates competition for control of 'bouncer nodes' that makes for a bit of niffty gameplay,. The only problem was that I could not TEST with four actual controlers,. so I do hope I have it all set up correctly!?! anyways,. a fun challange to do some strange gameplay,. and as always, I learened some new skills doing it,. . peace.
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Community / GAMMA / Re: Impulse
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on: January 20, 2010, 08:28:01 AM
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humm, I am not sure who you are n0wak, will you game feature Cephalopods? think i know who bigpants is though,. . yeah Tim W asked me to post a video,. hope it was criptic enouph, the game play as evolved since that anyway.
thanks GKokoris, I like the graffiti feel that that the trail evolks. , the tweekiness is determined by the thrust level, so it leave a history of your single key usage,. .
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Community / GAMMA / Impulse [ Released ]
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on: January 11, 2010, 09:01:32 AM
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I have been working on a little idea for this,. I didn't realise there was a forum devoted to gamma! Ok, here is a screen fragment,. I don't want to give away the gameplay, of course it will be simple-ish.  I am still working out exactly how the game will be controled (well more the reactions to the player control), however I like the simple look, and the base of the gameplay I have worked out so far. I am planing to have it multiplayer, but I am not quite satisfied with the single player control just yet, . so more testing and tweeking is needed. UPDATE: The finnal ver. (silent) Impulse DOWNLOAD 47KB Use Q,P,Z, and M keys or four gamepads using the first button on each. Runs fullscreen at whatever resolution you are running in. I may add some sounds to this some time in the future,. . Cheers.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: January 11, 2010, 07:38:39 AM
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Thanks guys,. I posted proto 7 as the 'final' for the perposes if this compo,. I did not get the Leaderboard in  it is working, i.e. the game can post the scores to the server where they are mesured and ordered, however I still need to have the game get the table from the server and display it.., as well as add a way to enter the players name for all to see. Guess I will just do an update in a few days when I have it all nice and working. Time and energy are just to limited of comodites. Anyway another fun compo,. and looks like loads of cool games built for it,. now I will try some of them! Peace.
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Community / Assemblee: Part 2 / Re: Finished Entries
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on: January 10, 2010, 04:06:01 PM
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SonnenmördeR <td style="width: 350px; vertical-align: top"> <strong>SonnenmördeR</strong><br/> <em>by Jph Wacheski</em><br/> <a href="http://d1319106.u48.nozonenet.com/SunMurderer_proto7.zip">Download</a>, <a href="http://forums.tigsource.com/index.php?topic=9682.0">Thread</a> </td>
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: January 08, 2010, 09:17:34 AM
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HED - thanks., post a link to the article. some images of the latest ver.  detail after death,. .  some gamep[lay  Some fine fireworks,. and the newest target, the dark ones coming from the right out of the purple plasma. update to .exe after lunch. trying to get a net scoreboard working.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 16, 2009, 12:31:11 PM
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UPDATE to proto6 is at the top,.
New in 6: -player Ship now upgrades (1 level) you need 5 warp pods to upgrade, and can now only hold 9. At level 2 your ship can take one shot and not die,. it will be reduced to level one. you also gain a Firing BONUS (hint; only if gun is cool!) -also added a new dynamic involving the single hit enemies, but I will let you discover it. -plus it is more tougher again due to retaliation shots from the larger enemies,. etc.
Orel- glad it is working now., thanks for finding the cause!
cheapshot- thanks,. we aims to please.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 15, 2009, 08:41:37 AM
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Cool,. here it is with the FBO hardset to 512x512 for ATI users to try; proto 5b (49kb)Otherwise the same as 5. Please let me know the results,. and thanks agian for helping test, Ville (ZGE developer, and great guy!) has just posted that he has ordered a new machine with an ATI card, so we should have less compatability problems in future,.  Yup ZGE is very powerfull, albeit with some severe limitations in some areas (i.e. currently no sting functions at all), and produces non-bloated .exe files (XNA,. I'm looking at you!) I find the interface very fast to work with, I have been useing it almost two years now. One thing to try is set the Properties Editor Window to the Middle,. (tools=>settings=>middle) this just makes more sence to me, in fact I suggested it, and Ville added the option like the same day. Blaizer- I will re-entoughen the enemies for the next ver.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 13, 2009, 09:42:28 PM
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ok,. could you try this; D/l the ZGE beta from here; http://www.zgameeditor.org/files/ZGameEditor_beta.zipand this test file from here; http://www.emix8.org/forum/download.php?id=691open the .zgeproj file (above) in the editor, select the "App.ZApplication" Component in the Project Tree on the left, and hit the Green Arrow Start button in the Preview Window to the right of there,. you should now see some cubes moving about with some feedback effects., if not, look to the lower right in the green window, this is the log,. right click to copy to clipboard, post here. This could really help as I am working with a beta application,. and we don't have access to all vid-cards to test. I use a low-end nvidea card (7600) currently, but I may try to get hold of an ati one soon to help with this sort of testing,. Thanks! 
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 13, 2009, 11:41:50 AM
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Yeah you are right, of course.  I have striped out a lot of random fireing,. and also all the retaliatory fireing, and reduced the sheild points on most ships, to make it much easier. I am planing to have it ramp up, perhaps have descrete waves. So there can be a 'wave cleared' bit with some stats. (hits/miss, points, etc.) However it will get more difficult befor I am through with it! Plus, I want to add many more of the cool sprites! They each should have different attack patterns and colors and such,. it will just be a question of how much time I have to do all this.., for the pods,. I am thinking that when you collect 5 or 7 or so then the ship will upgrade to its next level,. then you need 9 or 13, etc. Ship upgrades will let you take an aditional hit,. and perhaps give some fireing/manovering upgrades? I also have the idea in the back of my mind that perhaps you should be escorting a small group of ships that you must protect,. not sure about this just yet. (may be another game I make later.) Glad you have been enjoying it! Do expect more to come.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 13, 2009, 10:48:56 AM
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 !!New proto 5 ver. posted at the top!!  Sorry Orel, try now. It is a small d/l, so no harm done,. ok. Melly- nope. this game should NEVER look like that! Pencerkoff- hello. I could add an option for infinent screen sht,. . Fullscreen works,. it is jsut that if you set it to Use Desktop Res. it goes fullscreen,. probably should not. jst set a size if you dont want fullscreen for now. Blaizer- see above,. Multiplayer Co-op? perhaps,. but unlikely in time for the compo, may happen after, it would need gamepad support, and that is always a load of work, everyone wants different layous,. so I have to make it editable,. and,. well. see I have lots of excusies. we'll see. Sparky- thanks for the encuragment,. it does help!
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 11, 2009, 11:39:06 AM
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proto4 is posted at the top! May have fixed the shader bug, I had used 0 where I needed 0.0 (int vs float) not sure but give it a test, Orel and anyone else have problems running it. of course I made a bunch of other changes that may, or may not, have broken other things.  A new enemy that fires aimed rockets at the player is also added. I will be adding a sub and super ver. of that guy next,. .
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 10, 2009, 07:31:14 AM
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cheapshot- thanks BigLon- ha thanks for the link,. yup that is the same warp! I was even considering making it drainable by how long you held it down,. lol. danm witches warping to the future and stealing my warping idea.  well mine is different in that you have a descriet number and can stay in warp space as long as you like,. . so there. As for more content,. yeah I was just getting the font/GUI worked out,. and a bunch of little things,. test. I still hope to add a load more of yokomeshi's cool ships,. with various AIs, and some boss type stuff with segments and such,. . time willing. moi- actually the 'particle' amounts are much the same I was just messing with the feedback acid-trail levels,. But i feel ya, just press K to kill them. I will reduce them down some for the next ver. The enemies can NOT warp,. only you can. If they do however get past you, they will come back up from the bottom, some times after haveing hung out off sc reen for a while,. dont let them get past or be ready if they do! yokomeshi- humm that is odd,. I had a look at the earlier ver. and the latest,. I think i found what MAY have done that. I will fix it, and hopefully the next ver. will be cool. I wasn't sure the font was going to work, but now it looks very cool. thanks. CCPC Speaker- not sure about wine but in the end ther will be a OSX ver. so you can just wait for that,. it is probably more a vid-card issue than wine though. Sparky- thanks for the comments,. actualy I quite like the way low res. sprite look scaling and rotating in openGL, there is no bluring/artifacts, like say in GM or something bliting, more of a quantum process,. You are correct, these are artistic issues and very subjective, as I also like the hard-edged sprites, aganst the soft glow effects,. guess we all have to follow our muse.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 09, 2009, 10:52:08 AM
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New proto posted at the top! This sould improve compatability, i.e. more ppl should be able to successfully run this. The K key the (K)ill the FBO just shuts off the rendereing of it to the screen,. for those that saw it as a white poly in the middle of the screen. If it was running too slowly this was likely due to it running full screen at whatever res you where set to,. you could just set you res. lower in proto 2,. but I added the res. setting dialoge to the begining. Give the new proto 3 a shot, and report if it works better,. thanks. Other wise it is likely that your vid-card does not suppor shaders like this in hardware and is trying to do it in software,. in that case you need a new vid-card Blaizer - ha,. that is a good idea,. in fact I had already thought of it. well actualy the warping itself is somthing i tryed a long time ago, in a Wizard of Wor remake I did,. and you could actually shoot - warp and be shot by your own missle! having it be a bonus to the player is a great idea though, and I may try that,. thanks! Link to the old WoW remake; http://iterationgames.com/wow_018.zip
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 08, 2009, 05:48:31 PM
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Thanks for the report Tryum, that videcard seems wack,. what does that mac have? I will release a mac and linux ver. when the current ZGE beta goes release,. I jsut don't have resources to support everything.
thanks BigLon i likes it too,. trying to balance that freedom with some limitations,. this is still very experimental proto stuff., so I will see what develops.
Orel,. good to hear from you, you got a pony in this show? what is that vid-card? check that it suports FBO?? I suppose at some point i may add some options to turn off the shader/FBO effects but I like them, and that will require a bunch of work,. so we will see.., peace.
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Community / Assemblee: Part 2 / Re: SonnenmördeR :: a SHMUP in warp space,. .
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on: December 08, 2009, 01:03:15 PM
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New version posted at the top,. added a cool new space foldeing warp feature press X,. (is this a novel feature? I can't recall having seen this in a shooter) increased the player speed just a tinny bit,. and shot rate. although now there is an experimental Gun Heat type limitation as well,. still testing this. Hope this aliveates that sluggish fealing some had. I find it fun to warp in and drop shots then warp out,. also pods are droped (9xkills) and can be collected (for more warps),. basic scoreing is added too, and a million other tweeks and tests. Thanks for all the comments; Tryum - what are the specs on that lapy? virus warnings are likely from the small file size,. and self compression. uses UPX [ http://upx.sourceforge.net/ ] Thanks yokomeshi I may hit you up with a few lines of 'story' text if i get that far,. hay "agglutination" as also a great name! could be a puzzle game where you have to stick things together in patterns,. . 
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