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TIGSource ForumsCommunityDevLogsThe Excavator 2010
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mokesmoe
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« Reply #140 on: October 28, 2009, 10:52:59 PM »

As they aren't "tiles" they are sprites, with actions there for an object.
I just said the wrong thing.
Quote
I tried to explain it to him, I hope he figures it out I have faith.
Is there depth (distance from screen) variable? I witch case I may have a quick way of overlapping them. (might not work, I don't program in flash) Unless of course he already knows how to do it.
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BadgerManufactureInc
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« Reply #141 on: October 29, 2009, 08:17:05 AM »

Thanks for all the help and ideas you guys.  The bricks will be fully functional within a few days, so given a little time more, maybe a day or two, we should be able to ascertain what the engine can cope with in respect to the bricks.  My instinct is already telling me that it will add another nice edge to the game.  And with luck, we'll still have a fully playable demo of the game done by Christmas.

The bricks I have made a special type of enemy, they do not have depth, but since all game objects are drawn at the same time to the same canvas and in the logical order anyway, I can overlap them by very easily drawing each row 1 pixel closer together.. it's just been a case of getting the idea implemented into the engine.  I guess I tend to think quite plainly, traditionally at least with regards to tiles, as I've never had them as enemies before, nor have I ever implemented overlapping tiles, so it was partly that I didn't fully understand the objective in hand.

I really had been overdoing my work on this but today I feel much more relaxed, so hopefully we'll see some better progress. 

I'm working with the bricks, but if you imagine that 5 rows equals 100 enemies, then a wall as proposed would constitute around 300.  You just don't see many shooters with that many destroyable objects, tbh we are already doing pretty well with 50 enemies and 100 bullets.

Only time can tell what Flash can cope with within the limitations of my engine.  It's impossibloe to have all the answers as a programmer, especially when you're coding a game that is deliberately trying to push the boundaries of how many on-screen aliens that it has.... Sometimes slow down can be disguised, I will try and find a way to maximise the number of bricks we end up having.

Often enough, optimism, the thing that got me this far, is the resource that counts the most at a crucial time like this.  So I'm holding my head high, and trying to take this tech demo into an actual demo, particularily of level 1, Boss included.

@Bones: I really like the mini-boss.  Your pixel work is absolutely perfect for this game.

@mo#&$mo&: Overlapping shouldn't be hard, it just didn't occurr to me.  I was getting my beauty sleep last night, and today I will try it out.
« Last Edit: October 29, 2009, 08:56:33 AM by BadgerManufactureInc » Logged
Bones
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« Reply #142 on: October 29, 2009, 08:33:50 AM »


Thanks Badger, some morning progress here.
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BadgerManufactureInc
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« Reply #143 on: October 29, 2009, 09:04:41 AM »

Yeah I like that snake in a box idea Bones.  I will put that in today...

The rotating windmill should work well too, I can imagine it spawning bullets in a spiral of some kind..

Also, I was thinking we could have a mixture of small and big bricks, we'll see how it goes with the engine coping.

I havn't used autocad for over a week I think.  That's probably the longest gap in over 5 years (it's my usual job drawing buildings for engineers).  And a good excuse to draw a nice game over screen.. lol


« Last Edit: October 29, 2009, 10:34:15 AM by BadgerManufactureInc » Logged
BadgerManufactureInc
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« Reply #144 on: October 29, 2009, 09:35:17 AM »

Game over screen is mocked up.

I can make these letters into arrays of bitmaps now, and try out an animated game-over text screen.

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BadgerManufactureInc
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« Reply #145 on: October 29, 2009, 09:54:52 AM »

Here is how we can make GAME OVER out of cubes using the image I mocked up as a guide.

ARRAYS FOR 'GAME'

The letter G
------------
g[1][1]=1;g[1][2]=1;g[1][3]=1;g[1][4]=1;g[1][5]=1;g[1][6]=1;
g[2][1]=1;g[2][2]=0;g[2][3]=0;g[2][4]=0;g[2][5]=0;g[2][6]=1;
g[3][1]=1;g[3][2]=0;g[3][3]=0;g[3][4]=0;g[3][5]=0;g[3][6]=0;
g[4][1]=1;g[4][2]=0;g[4][3]=0;g[4][4]=0;g[4][5]=1;g[4][6]=1;
g[5][1]=1;g[5][2]=0;g[5][3]=0;g[5][4]=0;g[5][5]=0;g[5][6]=1;
g[6][1]=1;g[6][2]=0;g[6][3]=0;g[6][4]=0;g[6][5]=0;g[6][6]=1;
g[7][1]=1;g[7][2]=0;g[7][3]=0;g[7][4]=0;g[7][5]=1;g[7][6]=1;

The letter A
------------
a[1][1]=0;a[1][2]=1;a[1][3]=1;a[1][4]=1;a[1][5]=1;a[1][6]=0;
a[2][1]=1;a[2][2]=0;a[2][3]=0;a[2][4]=0;a[2][5]=0;a[2][6]=1;
a[3][1]=1;a[3][2]=0;a[3][3]=0;a[3][4]=0;a[3][5]=0;a[3][6]=1;
a[4][1]=1;a[4][2]=1;a[4][3]=1;a[4][4]=1;a[4][5]=1;a[4][6]=1;
a[5][1]=1;a[5][2]=0;a[5][3]=0;a[5][4]=0;a[5][5]=0;a[5][6]=1;
a[6][1]=1;a[6][2]=0;a[6][3]=0;a[6][4]=0;a[6][5]=0;a[6][6]=1;
a[7][1]=1;a[7][2]=0;a[7][3]=0;a[7][4]=0;a[7][5]=0;a[7][6]=1;

The letter M
------------
m[1][1]=0;m[1][2]=0;m[1][3]=0;m[1][4]=0;m[1][5]=0;m[1][6]=1;
m[2][1]=1;m[2][2]=1;m[2][3]=0;m[2][4]=0;m[2][5]=1;m[2][6]=1;
m[3][1]=1;m[3][2]=0;m[3][3]=1;m[3][4]=1;m[3][5]=0;m[3][6]=1;
m[4][1]=1;m[4][2]=0;m[4][3]=0;m[4][4]=0;m[4][5]=0;m[4][6]=1;
m[5][1]=1;m[5][2]=0;m[5][3]=0;m[5][4]=0;m[5][5]=0;m[5][6]=1;
m[6][1]=1;m[6][2]=0;m[6][3]=0;m[6][4]=0;m[6][5]=0;m[6][6]=1;
m[7][1]=1;m[7][2]=0;m[7][3]=0;m[7][4]=0;m[7][5]=0;m[7][6]=1;

The letter E
------------
e[1][1]=1;e[1][2]=1;e[1][3]=1;e[1][4]=1;e[1][5]=1;e[1][6]=1;
e[2][1]=1;e[2][2]=0;e[2][3]=0;e[2][4]=0;e[2][5]=0;e[2][6]=0;
e[3][1]=1;e[3][2]=0;e[3][3]=0;e[3][4]=0;e[3][5]=0;e[3][6]=0;
e[4][1]=1;e[4][2]=1;e[4][3]=1;e[4][4]=1;e[4][5]=1;e[4][6]=1;
e[5][1]=1;e[5][2]=0;e[5][3]=0;e[5][4]=0;e[5][5]=0;e[5][6]=0;
e[6][1]=1;e[6][2]=0;e[6][3]=0;e[6][4]=0;e[6][5]=0;e[6][6]=0;
e[7][1]=1;e[7][2]=1;e[7][3]=1;e[7][4]=1;e[7][5]=1;e[7][6]=0;

ARRAYS FOR 'OVER'

The letter O
------------
o[1][1]=1;o[1][2]=1;o[1][3]=1;o[1][4]=1;o[1][5]=1;o[1][6]=1;
o[2][1]=1;o[2][2]=0;o[2][3]=0;o[2][4]=0;o[2][5]=0;o[2][6]=1;
o[3][1]=1;o[3][2]=0;o[3][3]=0;o[3][4]=0;o[3][5]=0;o[3][6]=1;
o[4][1]=1;o[4][2]=0;o[4][3]=0;o[4][4]=0;o[4][5]=0;o[4][6]=1;
o[5][1]=1;o[5][2]=0;o[5][3]=0;o[5][4]=0;o[5][5]=0;o[5][6]=1;
o[6][1]=1;o[6][2]=0;o[6][3]=0;o[6][4]=0;o[6][5]=0;o[6][6]=1;
o[7][1]=1;o[7][2]=1;o[7][3]=1;o[7][4]=1;o[7][5]=1;o[7][6]=1;

The letter V
------------
v[1][1]=1;v[1][2]=0;v[1][3]=0;v[1][4]=0;v[1][5]=0;v[1][6]=1;
v[2][1]=1;v[2][2]=0;v[2][3]=0;v[2][4]=0;v[2][5]=0;v[2][6]=1;
v[3][1]=1;v[3][2]=0;v[3][3]=0;v[3][4]=0;v[3][5]=0;v[3][6]=1;
v[4][1]=0;v[4][2]=1;v[4][3]=0;v[4][4]=0;v[4][5]=1;v[4][6]=0;
v[5][1]=0;v[5][2]=1;v[5][3]=0;v[5][4]=0;v[5][5]=1;v[5][6]=0;
v[6][1]=0;v[6][2]=1;v[6][3]=0;v[6][4]=0;v[6][5]=1;v[6][6]=0;
v[7][1]=0;v[7][2]=0;v[7][3]=1;v[7][4]=1;v[7][5]=0;v[7][6]=0;

The letter E
------------
e2[1][1]=1;e2[1][2]=1;e2[1][3]=1;e2[1][4]=1;e2[1][5]=1;e2[1][6]=1;
e2[2][1]=1;e2[2][2]=0;e2[2][3]=0;e2[2][4]=0;e2[2][5]=0;e2[2][6]=0;
e2[3][1]=1;e2[3][2]=0;e2[3][3]=0;e2[3][4]=0;e2[3][5]=0;e2[3][6]=0;
e2[4][1]=1;e2[4][2]=1;e2[4][3]=1;e2[4][4]=1;e2[4][5]=1;e2[4][6]=1;
e2[5][1]=1;e2[5][2]=0;e2[5][3]=0;e2[5][4]=0;e2[5][5]=0;e2[5][6]=0;
e2[6][1]=1;e2[6][2]=0;e2[6][3]=0;e2[6][4]=0;e2[6][5]=0;e2[6][6]=0;
e2[7][1]=1;e2[7][2]=1;e2[7][3]=1;e2[7][4]=1;e2[7][5]=1;e2[7][6]=0;

The letter R
------------
r[1][1]=0;r[1][2]=1;r[1][3]=1;r[1][4]=1;r[1][5]=1;r[1][6]=0;
r[2][1]=1;r[2][2]=0;r[2][3]=0;r[2][4]=0;r[2][5]=0;r[2][6]=1;
r[3][1]=1;r[3][2]=0;r[3][3]=0;r[3][4]=0;r[3][5]=0;r[3][6]=1;
r[4][1]=1;r[4][2]=1;r[4][3]=1;r[4][4]=1;r[4][5]=0;r[4][6]=0;
r[5][1]=1;r[5][2]=0;r[5][3]=0;r[5][4]=0;r[5][5]=1;r[5][6]=0;
r[6][1]=1;r[6][2]=0;r[6][3]=0;r[6][4]=0;r[6][5]=0;r[6][6]=1;
r[7][1]=1;r[7][2]=0;r[7][3]=0;r[7][4]=0;r[7][5]=0;r[7][6]=1;
« Last Edit: October 29, 2009, 10:25:25 AM by BadgerManufactureInc » Logged
BadgerManufactureInc
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« Reply #146 on: October 29, 2009, 10:24:30 AM »

I updated the demo with bigger walls using the original tiles.  Then engine does seem to cope fine.

I also fixed the overlapping of the tiles.  Here's the link again...

http://www.badgermanufacture.com/The_Excavator_091029.html
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« Reply #147 on: October 29, 2009, 11:28:23 AM »

Here is where we are up to:

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Wander
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« Reply #148 on: October 29, 2009, 11:52:51 AM »

This looks great, but I do think you could do something a LITTLE more sophisticated with the art.  It's very nice stark but any sort of variation on transparency or additive effects would be very welcome. 

This is really nice though. (^__^)
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Bones
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« Reply #149 on: October 29, 2009, 12:09:51 PM »

Since starting this your the first person to mention the art.
Any ideas as to push it further? Without crossing the line on a single pallet, I was thinking MAYBE, 2 colors? Highlights and the regular lines?

We were trying to stick with 1 color per object, but it seems effects are pretty bland with just solid color pixels.
The furthest I wanted to go was adding white for effects, but thats the only other thing I can think of.

Were not restricted to using 1 color, it's just the explosions work nicely with single colors. Sad



The bottom ship was for kicks, just filled in the lines.
I mean we can do a solid colored game but then the explosions wouldn't be all pixel-tastic like they are right now.
Though I could very well be wrong Badger could like what I've just done, but it makes things less simple.
And we were trying to keep it simple. ^.^;

« Last Edit: October 29, 2009, 12:28:43 PM by Bones » Logged

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This may take a while.

Wander
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« Reply #150 on: October 29, 2009, 12:20:17 PM »

Hehe - i guess i'm "that guy".

i DO like the art, but it feels very flat, so before I come across as primadonna - I just wanna qualify my statement.  Smiley


- added another grid behind the ship
- outlined the silhouette with a slightly brighter variation  of the main color
- threw a slight gradient over it.
- and added 50% white pixel dots at line intersections (so it looks liek a lazer drawn object or oldschool vector sorta...

It took me a half minute and I think you could easily apply a batch like this *IF* you like something like this.

i can't help be a pushy art director cause that's what I used to do for a paycheck.  Beer!
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« Reply #151 on: October 29, 2009, 12:30:05 PM »

@Wander thanks for passing through, and for making that image.  Perhaps you could discuss this more with Bones over msn?  Don't worry about being pushy, we are all enjoying making this too much for any new ideas to not be of interest.  On the one hand I am tempted to say that I'd had the Warning Forever style at the back of my mind since the the ver beginning of this project.

Initially we'd agreed on pixel style graphics in Bones' defense, and what has already been drawn has made things progress much faster.  I'm suprised no-one has complimented Bones on his sprites so far!!  The shading is a possibility; we should remember that Bones has also come up with some awesome enemy shapes and gameplay ideas.

Having seen your craft above, which adhere more to Warning Forever
 


I am torn between the two now.  In fact I am tempted to say I prefer the new look.  Bones, what do you think?

It's a good point about the explosions Bones, they do look good as a single color.
« Last Edit: October 31, 2009, 01:02:55 AM by BadgerManufactureInc » Logged
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« Reply #152 on: October 29, 2009, 12:41:24 PM »

Guys I really like what you have both done!!

Bones, if you think you can manage to make all of the enemies in that fashion, I am more than happy with the new style.. but leave them as they were if you like. I will let you decide man.

 Grin
« Last Edit: October 29, 2009, 01:14:17 PM by BadgerManufactureInc » Logged
BadgerManufactureInc
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« Reply #153 on: October 29, 2009, 12:42:02 PM »






I love that new craft man.
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BadgerManufactureInc
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« Reply #154 on: October 29, 2009, 12:45:20 PM »

I think I prefer your own solid fill cell shade Bones, to the warning forever translucency type shade.  What do you think Wander?

Trouble is we're veering from the original design a lot.. hmmm.
« Last Edit: October 29, 2009, 12:56:53 PM by BadgerManufactureInc » Logged
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« Reply #155 on: October 29, 2009, 02:11:29 PM »

Ok we are sticking with the pixel look, although the image posted by Wander does indeed look awesome in its own way, we are focused on making a truly retro pixel style - back to the days when they didn't have gradient fills or vectors. 

@Wander: Thanks once more for your input and help; it has opened up an interesting possibility, and I hope you may have more advice for the game.

Some more ideas from Bones, we are not having a shop anymore.  Instead, each boss will leave a weapon behind in a crate, that you shoot and then gain that weapon.  The weapon will be the same color as the boss you just destoryed.  Each level will have aliens with a distinct attack type, eg armored, spike, heavily armed.  Also snakes will be hidden in crates.  Crates will now appear after every wave of enemies.

I have made a couple of tweaks to the crate spawning / moving code so as to make it smoother now, this is reflected in this latest demo:


http://www.badgermanufacture.com/The_Excavator_091030.html


« Last Edit: October 29, 2009, 10:08:23 PM by BadgerManufactureInc » Logged
BadgerManufactureInc
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« Reply #156 on: October 29, 2009, 09:17:03 PM »

I am building up level 1:

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BadgerManufactureInc
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« Reply #157 on: October 30, 2009, 10:39:36 AM »

I am making a preloader for the game.

[EDIT] Done. It doesnt have a progress bar yet, but is still 100% functional.  If you want to see it work more than once you have to clear your browser cache first.

http://www.badgermanufacture.com/The_Excavator_091031.html

Great, I can move on and not worry about that anymore.  I will be editing this today to make up level 1.

« Last Edit: October 30, 2009, 12:33:10 PM by BadgerManufactureInc » Logged
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« Reply #158 on: October 30, 2009, 04:12:38 PM »

I have made the demo longer now.. and I made a new enemy bullet type that spiral out - the Tie FIghter style craft shoot that way.

I will update the demo (31.html) in a moment.



« Last Edit: October 30, 2009, 08:49:06 PM by BadgerManufactureInc » Logged
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« Reply #159 on: October 30, 2009, 10:49:36 PM »

The game has a preloader in it. I made the craft move faster and the game much harder for now..

http://www.badgermanufacture.com/The_Excavator_091101.html
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