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TIGSource ForumsCommunityDevLogsSeismobomber [NEW DEMO!]
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Author Topic: Seismobomber [NEW DEMO!]  (Read 5227 times)
genericuser
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« on: September 12, 2009, 12:15:13 PM »



PLATFORM: Windows, probably Mac and Linux too

BEING DEVELOPED IN: C++ with the SFML library

PREMISE: You're the pilot of a bomber plane carrying a highly destructive bomb. The problem is, you don't have any other weapons - all you can do is fly as far as possible into enemy territory, drop the bomb, and pray that you're not caught in the blast.

WHY YOU SHOULD CARE ABOUT IT:


  • It's kind of like a shmup. You like shmups, right?
  • It breaks with one of the common things in most shoot-em-ups; specifically, the ability to fire off as much ammo as you want.
  • You get to drop a nuclear SEISMO-bomb on thousands of offscreen unwitting enemies on the ground!
  • It features PARALLAX SCROLLING. What more do you want?

EDIT: Also, you can try it(rather, what's done of it) HERE.
« Last Edit: September 18, 2009, 10:27:19 AM by genericuser » Logged
Aquin
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« Reply #1 on: September 12, 2009, 12:19:07 PM »

*cough* download please.  Who, Me?
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« Reply #2 on: September 12, 2009, 12:26:50 PM »

I would have been sold with just "PARALLAX SCROLLING"
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subsystems   subsystems   subsystems
genericuser
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« Reply #3 on: September 12, 2009, 12:27:21 PM »

STATUS LOG - 12/9:

Code is very messy at the moment - all of it is contained within main.cpp at the moment.

However, I've set up a Player and a BackgroundObject class, allowing me to make such fantastic screenshots as these:


The airplane sprite was ripped off from this guy; it's currently a placeholder,
but I kinda like it. Will probably ask for permission to use it.


Not very exciting in screenshot form, exactly; it looks better in motion. So if you have some time to waste, and want to see the parallax grass + trying out the plane controls, download the v0.1 release here.



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Dataflashsabot
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« Reply #4 on: September 12, 2009, 01:19:21 PM »

Ah yes, I remember you talking about this in #tigdev. A very interesting concept, and should be fun to play Smiley
I somehow assumed it would be top-down from your description, but side-scrolling makes more sense thinking about it. Looking forward to this.
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deathtotheweird
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« Reply #5 on: September 12, 2009, 02:29:14 PM »

Quote
PARALLAX SCROLLING


where do I sign up?
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mokesmoe
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« Reply #6 on: September 12, 2009, 04:26:58 PM »

You need a limitation on how far you can turn, or at least kill the plane when it reaches the top/bottom. And friction. make the plane slowly point forward for vertical friction.
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genericuser
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« Reply #7 on: September 13, 2009, 03:53:37 AM »

Note to self: Use "PARALLAX SCROLLING" in every marketing pitch from now on.

Mokesmoe, noted! I did plan to kill the plane when it reached the top/bottom, actually- I just "forgot" to add that  Corny Laugh

Also, the plane rotation was a quick hack*, that used relative rotation- I'll fix that ASAP, so I can add neat things like friction  Smiley

In the meantime;

Stuff I need to add:

  • Basic player movement
  • PARALLAX SCROLLING and backgrounds
  • Enemies (maybe use BulletML for this?)
  • Bomb dropping
  • Scorekeeping
  • Game states(title screen, instructions, and game over)
  • Modulization (get everything from main.cpp to separate files, like Player.cpp)
  • Bomb FX (white flash, blur, boom)
  • Sound and music(add your own?)
  • Graphics(might need an artist for that)
  • Polish, polish, and polish
  • Mac/Linux ports
  • iPhone/PSP/DS/BeOS/toaster/OS-2 ports


*2 lines of code, baby!  Wizard
« Last Edit: September 13, 2009, 03:59:05 AM by genericuser » Logged
unsilentwill
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« Reply #8 on: September 13, 2009, 01:20:34 PM »

... I pretend to be an artist!

I like the idea because shmups never made any sense to me (I blame triplane turmoil).

If you'd like, I could send PM some of my work, or do a mock up.
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genericuser
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« Reply #9 on: September 13, 2009, 01:34:33 PM »

unsilentwill, if you could make a mockup, that'd be very cool Smiley

STATUS LOG 13/09:

Didn't really do much today, seeing as I had friends over.

Attempted to move the code over to separate files- did NOT work. Although I'll certainly regret it later, I'm going with a single codefile for now.

Managed to add the vertical friction mokesmoe suggested, though, and made the rotation absolute instead of relative, which means I don't have to do awkward stuff to keep track of which way the sprite is rotated.



EDIT: Does anyone here have any experience with using BulletML with C++? It'd be a way better option than hardcoding the enemy patterns, though I've read that it's not that easy to set up  Concerned
« Last Edit: September 13, 2009, 01:37:47 PM by genericuser » Logged
genericuser
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« Reply #10 on: September 15, 2009, 11:56:26 AM »

STATUS LOG 16/09:

Added music and sound support today. Making small attempts to compose a game theme, though not really good enough IMO to include in the game yet.

Still working out how to add enemies.  Huh?

EDIT: 16th, dammit. Also, making progress on the enemy-adding part  Smiley


« Last Edit: September 16, 2009, 12:57:44 PM by genericuser » Logged
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« Reply #11 on: September 15, 2009, 12:54:41 PM »

I just listened to your 80s synthy soundtrack piece - it's sounds very John Carpenter with that soft kick, but it got cut off all weird at the end!
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genericuser
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« Reply #12 on: September 15, 2009, 10:00:03 PM »

I just listened to John Carpenter on Spotify, and you're right, my track does sound very John Carpenter-ish   Tongue

I didn't really intend to go into that genre, I was just trying out MadTracker, to be honest  :D
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genericuser
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« Reply #13 on: September 18, 2009, 09:42:50 AM »

STATUS LOG 18/09:



ENEMIES ARE GO.

Haven't added patterns yet - the enemies just fly past you in a straight line ATM. Still, PROGRESS.  Cool
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genericuser
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« Reply #14 on: September 18, 2009, 10:32:12 AM »

UPDATE: A new demo has been uploaded here.

Features:


  • Enemies; they can't harm you at the moment, though.
  • Better plane control!
  • Music; I've added Julian Puttins' "Zero Gravity" to try out in-game music*

*I increased the pitch of it a little. Sorry  Tongue
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unsilentwill
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« Reply #15 on: September 20, 2009, 11:07:53 AM »



The bomber, recently launched from an aircraft carrier miles away at sea, flys over hostile civilian cities and suburbs on his way to the unknown target city.

... I made a fairly large story, like I do with most mockups.  Hand Pencil Droop
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genericuser
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« Reply #16 on: September 20, 2009, 12:32:02 PM »

Unsilentwill, that looks AWESOME.

Did you make that in one image, or did you replace the files in the data folder?

If I could get those images* separately, they'd be pretty easy to add Wink


*The background layers, and the plane, as separate PNGs.
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genericuser
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« Reply #17 on: September 22, 2009, 09:33:15 AM »

STATUS LOG 22/09:

Implemented rudimentary gamestates today. In other words, I can now make menus, game over-sequences, instruction screens and other "neat stuff".

Looking into enemy patterns and explosion effects, too.

Tried adding unsilentwill's plane to the game. Looked kinda weird, sadly;
probably because of the conflicting art styles  Shrug
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unsilentwill
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« Reply #18 on: September 22, 2009, 03:12:33 PM »

STOP THE PRESSES
Continue pressing!
http://www.mediafire.com/?sharekey=735cb1abc04793887432d3c9683f450ae04e75f6e8ebb871

(these are some basic tests, I totally didn't play the game before I made the mockup, so I didn't assume infinite scrolling/music/etc.)
« Last Edit: September 22, 2009, 04:03:46 PM by unsilentwill » Logged

genericuser
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« Reply #19 on: September 22, 2009, 10:01:58 PM »

STATUS LOG 23/09:

Added unsilentwill's graphics to the game. Kinda odd because of infinite scrolling, but still, looks cool IMO  Hand Thumbs Up Left Smiley 

Download Seismobomber V0.2a, with new graphics

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