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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionvectorLocust :: FIN ! [ ver. 80 post-compo update ]
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Author Topic: vectorLocust :: FIN ! [ ver. 80 post-compo update ]  (Read 60391 times)
jph wacheski
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« on: February 26, 2009, 10:54:38 AM »

Ok this is the 'final' entry,. .

   http://iterationgames.com/vectorLocust_079.zip   [ 96KB Original On time entry!]

   http://iterationgames.com/vectorLocust_080.zip   [ 122KB updated ver.]

Updated ver: tweeked some sounds, removed the 'kkruncky' compression in favor of UPX (loose some compresion but less(/no?) virus false positives.) Doubled the line weight of the Spark Shots (due to popular request), added a Global Line Render thinkness setting, press Number Keys 1-5 to set at any time.

REMEMBER; the program needs to read the settings file so extract them both!  Other wise, you get crap values to start,. guess I could fix that,. but man there is always something eh,. .  never enouph time/energy.

 I was able to get a lot of what I had originally intended into this.  I think it got to the level of 'fairly awesome' although I could just keep working on it forever I suppose, and perhaps reach the 'super awesome' level. 
 The main thing missing in my opinion is a set of progressively larger levels,. there is currently one medium size battle,. and it is rather dependent on some randomly emergent behaviours as well as your actions as to just how complex and difficult (or dead easy) this skermish becomes,. so you ARE intended to play it a couple of times,. and try some different things, to see what situations you find emerging from the self replicating machine system,. .   there are no winning conditions just the end of the Orange Vector invasion,. (guess that is yet another thing to be added,. again perhaps at a later date) so if you find no more targets you win! 
 The controler default is set for my preferance; left-handed on a 360 controler,. if anyone has a widely used controler and could post there settings file for other to use./ feel free. the game needs 3 axis and at least four buttons, so any controler with those can be mapped.  The settings file is set to Keyboard/Mouse by defult as it seems that is what most people are using.
 oh,. the iteration GAMES logo will play that little random noise/visual endlessly if you don't press SPACE Wink
also if you are on a older machine, you can press the F key to get the FPS display,. not sure where it becomes unplayable,. but I would think you need to be getting >50 to have much fun with this,. 60 is the desired FPS rate.

==> OLD POST BELOW <==


I started on a six degrees of freedom type thing but quickly got boged down in crazy maths that I find no fun at all,. Crazy
Scraped that, and now working along nicely on a much simpler vector style ground based setup,. .  not at all sure what the game will be yet,. starting as a shooter but hopefully it will develop into something more interesting,. .  gota start from somewhere though.   Undecided


 -new screen pic

Should have a demo for you shortly,. [ look down this tread! ] just gota flesh out the controls. The ZGE now has gamepad support, so some form of dual analog stick control,. right now it is just too weird for human use,. as I was only quickly hacking out the basics needed. 

I got a quite cool vector explosion effect, that I like, so there will for sure be somethings to blow up real good,. .
« Last Edit: April 07, 2009, 07:21:57 AM by jph wacheski » Logged

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nihilocrat
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« Reply #1 on: February 26, 2009, 12:47:50 PM »

Looks awesome! This compo is a godsend for 3D and vector graphics, which I've noticed aren't quite so common in TIGSource.
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Traveller
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« Reply #2 on: February 26, 2009, 01:04:47 PM »

Clearly we need Cave Story in 3-D.

But I am digging the vector graphics!
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« Reply #3 on: February 26, 2009, 04:30:26 PM »

This looks great.  Gentleman
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Synnah
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« Reply #4 on: February 27, 2009, 03:16:36 AM »

I'm also digging the vector graphics; they're nice and abstract. I take it the red squares are your explosion particles? They look great.
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jph wacheski
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« Reply #5 on: February 27, 2009, 10:17:02 AM »

I am going to hold off on posting the demo just yet,. still working out the basics of the game,. and I don't want to get bogged down in setting up some form of control mapping for those ppl without a 360 controler,. guess I should figure some mouse/keyboard as well,. .

older screen,..


 I reworked the cockpit into a 3d design. No gages or dials just yet,. not sure if a radar will be added,. perhaps just a proximity alarm,. I built in some kind of 'air-ship' that drops what have evolved into some type of 'spider-crab drones',. now I will have to devise a way to destory that air-ship thing too., humm,. . perhaps a stop-shift-form-aim-and-shoot device that it takes a few seconds to do where you can't defend?

Synnah - yes those are one of the particle effects,. the cool thing is they fly way up in the air when exploded,. then fall to ground and lay flat till they cool off and fade away. It just looks real cool, but it may become a resource that player can collect.., metal?

thanks for the comments  Smiley
« Last Edit: March 21, 2009, 06:07:51 AM by jph wacheski » Logged

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Mikademus
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« Reply #6 on: February 27, 2009, 11:30:39 AM »

* Mikademus demands a video to quell insane hunger for this game
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« Reply #7 on: February 27, 2009, 12:14:51 PM »

Oh my god, this looks so awesome.  Beg
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jph wacheski
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« Reply #8 on: February 28, 2009, 09:48:25 AM »

Thanks for the comments, video of current state of the affair, for Mikademus!  Gentleman





(can I embed the video here?)   Concerned
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« Reply #9 on: February 28, 2009, 09:54:55 AM »

Wow, that video looks fantastic! The visual style is even nicer in motion, and the explosions are great. +10 anticipation for this!
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Ivan
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« Reply #10 on: February 28, 2009, 10:27:03 AM »

Looks amazing!!!
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Mikademus
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« Reply #11 on: February 28, 2009, 11:19:29 AM »

Thanks for the comments, video of current state of the affair, for Mikademus!  Gentleman





Holy shit, that looks absolutely astounding! If the game is anything close to as fun as it is gorgeous I'm going to force you to carry my children!
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« Reply #12 on: February 28, 2009, 01:32:24 PM »

I think this will make it embedded.\:

EDIT: no, didn't work.
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jph wacheski
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« Reply #13 on: March 06, 2009, 11:37:04 AM »

ok a functioning playable DEMO!   Shocked

http://iterationgames.com/vectorLocust_028.zip

a 39kb win. .exe file [ thank you ZGameEditor! ]

extract it with the settings file for the controler setup,. you need a dual analog gamepad!  Default is setup for an XBOX 360 controler, with a rudimentary menu at the start where you can try to remap it to what ever you may have,. . I will make that nicer eventually,.

This DEMO is just a shooting game for now,. you glide around and shoot the Orange Guys, they will try to destroy all the Blue Energy Stores,. you can recharge your Sheild by bumping these,. I'll have to make that a bit nicer too,. . currently you don't have a weapon to stop the Drop Ship, however that is being worked on by our scientist,. . soon come.

If you hapen to drive over the Debri you will see an Orange and Red Meter appear in the Cockpit HUD these will be useable materials in future,. the 'main point' of the game isn't really built in here just yet,. but you will be building Structures to defend against this Invsion,. (if I have time to build it all that is., Droop )  I just started adding the sounds this morning,. so it is a bit overwellmingly noisy,. I intend to have them fade in volume by distance, if all that measument don't kill my performance,. perhaps it will just be a very noisey game  Tongue

well anywho,. have fun!

for the next iteration; I would like to get a Radar working in that box lower middle,. currently is just shows your vector relative to the view,. you may see some other PodRunners like you on the battle field,. but they are not accessable yet,. hopfully you will be able to jump from one to the next and coordinate a defence,. .  giveing them basic turret like AI to defend themselves,. . I have loads of ideas, just have to find the will to finnish it.

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Mikademus
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« Reply #14 on: March 06, 2009, 11:40:19 AM »

Please, could we also get a keyboard control scheme? (Which means: I don't have a dual analogue game pad!)
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jph wacheski
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« Reply #15 on: March 06, 2009, 01:18:25 PM »

 Roll Eyes oh come on,. if you collect some returnable sodypop bottles and return them I am sure you can earn $20.00,. .

http://www.bestbuy.com/site/olspage.jsp?skuId=5796463&st=gamepad&type=product&id=1058188350409

http://shop.ebay.com/items/__gamepad_W0QQ_nkwZgamepadQ20QQ_cqrZtrueQQ_nkwuscZgmaepad?_rdc=1

or ask your mom for this one for your birthday; http://www.bestbuy.com/site/olspage.jsp?skuId=8221471&st=gamepad&type=product&id=1166839533325

I'm sure it could be done but it would be a very low priority, as this setup uses at least 3 variable inputs,. so how to map that to a mouse and keyboard?  also a mouse is less than ideal as it does not re-center,. . so to do so would require a reworking of the conroles.., basicly just not currently likely  Grin  save those pennies..,  also if you own any consoles just get a USB adaptor for a couple of dollars and use that! 

PS- I was a hold out on getting one too, but I use it all the time now and find PC games to be much more CONTROLABLE with a controler,. go figure. (although, of course I still play TF2 with a mouse and board!)
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« Reply #16 on: March 06, 2009, 02:10:46 PM »

It is not a question of price Smiley If you do not include a... eh... "normal" input means you'll get much fewer players. I'm lazy, my desk is too full with too much shit already, and my box is placed in such a way that a cable is a nuisance, and I really don't really like controllers very much (even though I build my own interfaces for PSX-->PC controllers many years ago). Just sayin...  Gentleman
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« Reply #17 on: March 06, 2009, 06:52:10 PM »

It is not a question of price Smiley If you do not include a... eh... "normal" input means you'll get much fewer players. I'm lazy, my desk is too full with too much shit already, and my box is placed in such a way that a cable is a nuisance, and I really don't really like controllers very much (even though I build my own interfaces for PSX-->PC controllers many years ago). Just sayin...  Gentleman
I have to agree.
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« Reply #18 on: March 06, 2009, 07:04:46 PM »

Yes, agreeing with need for keyboard controls. Agreeing with THIS GAME LOOKS AWESOME!
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jph wacheski
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« Reply #19 on: March 07, 2009, 06:59:05 AM »

Kjell over at the ZGE boards had this to say;



But OK, you guys are making me feal bad for not supporting typing device controles (  Angry danm you! more time away from adding GAMEPLAY Lips Sealed )  I will take a look and find a simple control skeem perhaps just keys w/ no mouse,.  hummm, could do simple enouph. However the gamepad is still going to provide more control (3 analoge AXIS) for the hardcore Tongue and besides my target is for a PS3 release! (when the pigs fly, but that may be soon enouph,. . )
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