David Pittman
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« on: February 21, 2009, 03:16:05 PM » |
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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.
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« Last Edit: April 10, 2009, 07:31:39 PM by David Pittman »
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policedanceclub
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« Reply #1 on: February 21, 2009, 03:16:55 PM » |
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sexy.
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David Pittman
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« Reply #2 on: February 21, 2009, 07:17:22 PM » |
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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.
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« Last Edit: February 21, 2009, 07:23:06 PM by David Pittman »
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Vice President of Marketing, Romeo Pie Software
Level 10
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« Reply #3 on: February 21, 2009, 07:32:13 PM » |
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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 » |
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Technically you finished before the competition even started!
In this timezone, anyway.
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Formerly "I Like Cake."
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Inanimate
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« Reply #5 on: February 21, 2009, 08:43:56 PM » |
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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 » |
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dam this hard. real easy on the eyes
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kavs
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« Reply #7 on: February 21, 2009, 09:26:17 PM » |
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Played it; got to wave 10. Nice work.
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vdgmprgrmr
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« Reply #8 on: February 21, 2009, 10:44:55 PM » |
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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 » |
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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 » |
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Vextor is the new trixel.
You just made my day.
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nihilocrat
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« Reply #11 on: February 21, 2009, 11:19:06 PM » |
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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 » |
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Vextor is the new trixel.
You just made my day. 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 » |
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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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PGGB
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« Reply #14 on: February 22, 2009, 12:53:36 AM » |
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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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whitespace
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« Reply #15 on: February 22, 2009, 01:58:26 AM » |
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I really like this. 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 » |
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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
? 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. My music. Will compose for free!
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Zaknafein
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« Reply #17 on: February 22, 2009, 08:33:58 AM » |
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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 » |
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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 » |
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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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