Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411489 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 24, 2024, 02:46:46 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsInvaders: Corruption
Pages: 1 2 3 [4]
Print
Author Topic: Invaders: Corruption  (Read 23416 times)
Nugsy
Level 10
*****



View Profile
« Reply #60 on: November 12, 2010, 08:04:46 PM »

This is looking brilliant, and done in BlitzMax too! It's a great language.  Beer!
Logged


tesselode
Level 5
*****



View Profile WWW
« Reply #61 on: November 13, 2010, 07:42:34 AM »

I just played the new version, and it's certainly a lot more fun and balanced and satisfying than it used to be. I'm not sure what you did. Tongue

But I still haven't figured out what corruption has to do with it.
Logged
Carlo Castellano
Level 0
**


Don't Panic


View Profile WWW
« Reply #62 on: November 13, 2010, 05:49:25 PM »

Warning! It's very addictive Shocked



We need to fix something yet, but any feedback on music is wellcome too.
Logged

[www.CarloCastellano.cc] musician, composer, sound designer
VomitOnLino
Level 0
***



View Profile WWW
« Reply #63 on: November 14, 2010, 01:38:45 AM »

The game runs in Linux... kind of...  Cry


Just posted: version 0.7.9.9!
With mostly incremental stuff. All links have been updated, or grab it in this post:
-Should fix some problems with the soundtrack by using a new compression algorithm, better mixing
-Also the shuffle function now won't ever repeat a track until all tracks have played at least once.
-Fixes runaway generation of the starfield and grid backgrounds when changing seeds, no more washed out colors
-The background choices of the user are now retained more reliably
-Some minor gameplay balancing stuff (difficulty curve made more gradual for post 750k scores)

Grab the latest Mac version -> here! [10.5MB]
Grab the latest Windows version -> here![9.6MB]
« Last Edit: November 14, 2010, 06:23:30 AM by VomitOnLino » Logged
by MSLF
Level 0
**


View Profile
« Reply #64 on: November 16, 2010, 12:23:06 PM »

where could we learn more about this procedural generation of ships - from the "how to do it" angle?
it gives me an idea on what I could aim to do, which doesn't concern spaceships or anything that looks similiar actually, but hmmm... you inspired me.

any chance you could point me in the right direction?
Logged

"Either you have an action method or you're irrelevant."
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« Reply #65 on: November 16, 2010, 01:52:31 PM »

@by MSLF
I think this is a good starting point. 
http://www.davebollinger.com/works/pixelspaceships/

The methodology is solid, all you need to do is change the template to follow and you can generate some pretty neat stuff.
Logged
Ben_Hurr
Level 10
*****


nom nom nom


View Profile
« Reply #66 on: November 16, 2010, 02:42:10 PM »

This is looking brilliant, and done in BlitzMax too! It's a great language.  Beer!

Really? I'M ASTOUNDED  Tears of Joy
Logged
Pages: 1 2 3 [4]
Print
Jump to:  

Theme orange-lt created by panic