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December 03, 2021, 07:41:49 AM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2SonnenmördeR :: a SHMUP in warp space,. .
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Author Topic: SonnenmördeR :: a SHMUP in warp space,. .  (Read 21285 times)
orl
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« Reply #40 on: December 11, 2009, 07:16:07 PM »

still the same here Cry
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Melly
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« Reply #41 on: December 11, 2009, 09:44:36 PM »



So the game isn't supposed to look like this?
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Pencerkoff
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« Reply #42 on: December 11, 2009, 11:48:18 PM »

Hello this is Pencerkoff

How do I get mine to look like that?

Also... is the fullscreen option not implemented yet? I didn't check that box but I went to fullscreen.

-PENCERKOFF
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Blaizer
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« Reply #43 on: December 12, 2009, 10:38:05 PM »

Yeah, it goes fullscreen either way...

So anyway. Multiplayer Co-op please.
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« Reply #44 on: December 12, 2009, 10:54:17 PM »


So the game isn't supposed to look like this?

shmup meets jackson pollock!
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« Reply #45 on: December 13, 2009, 12:51:06 AM »

So the game isn't supposed to look like this?
That's what my Ludum Dare entry looked like once, but In that case it was lack of sleep instead of video card incompatibility.

Keep up the good work Smiley
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jph wacheski
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« Reply #46 on: December 13, 2009, 10:48:56 AM »

 Hand Point Right  !!New proto 5 ver. posted at the top!!  Hand Point Left

Sorry Orel, try now.  It is a small d/l, so no harm done,. ok.

Melly- nope. this game should NEVER look like that!

Pencerkoff- hello.  I could add an option for infinent screen sht,. . Fullscreen works,. it is jsut that if you set it to Use Desktop Res. it goes fullscreen,. probably should not. jst set a size if you dont want fullscreen for now.

Blaizer- see above,. Multiplayer Co-op?  perhaps,. but unlikely in time for the compo, may happen after, it would need gamepad support, and that is always a load of work, everyone wants different layous,. so I have to make it editable,. and,. well. see I have lots of excusies. we'll see.

Sparky- thanks for the encuragment,. it does help!
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yokomeshi
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« Reply #47 on: December 13, 2009, 11:29:10 AM »

You fixed it!  Yay!  Turns out it looks absolutely beautiful!

This version is undoubtedly a lot better than the previous gameplay-wise as well; however, it's also a lot easier.  I got 299,800 on my first run through, and never felt the sense of overwhelming dread that was the hallmark of proto4 -- the enemies in proto5 don't spawn as fast, have less health, and just sort of run away if you don't deal with them.

In particular, the biggest ships used to have a very capital-ship vibe, hanging out in the corners and dodging away with a huge spray of bullets when pressured.  This made it extremely hard to hunt one down, and a lot of my games ended when I couldn't kill them fast enough and ended up surrounded by three or four big ships and a horde of smaller ones.  Now, however, the big ones are trivial to kill, since even one shot will send them running off the top of the screen, only to come back a few seconds later, still damaged.

Basically, I can now kill everything as it spawns, which means I never get that big dramatic build-up.  It also means I never feel pressured enough to need to warp out of danger; in order to read my score I had to tap X in order to burn off about 20 warp pods I'd picked up and never used.  Maybe it'd be better if you could only hold 5 or so warps at a time?

In any case, this game is amazing.  Keep up the good work. Kiss Hand Thumbs Up Right
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jph wacheski
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« Reply #48 on: December 13, 2009, 11:41:50 AM »

Yeah you are right, of course.   Tongue

I have striped out a lot of random fireing,. and also all the retaliatory fireing, and reduced the sheild points on most ships, to make it much easier.  I am planing to have it ramp up, perhaps have descrete waves. So there can be a 'wave cleared' bit with some stats. (hits/miss, points, etc.) However it will get more difficult befor I am through with it!  Plus, I want to add many more of the cool sprites!  They each should have different attack patterns and colors and such,. it will just be a question of how much time I have to do all this..,

for the pods,. I am thinking that when you collect 5 or 7 or so then the ship will upgrade to its next level,. then you need 9 or 13, etc.  Ship upgrades will let you take an aditional hit,. and perhaps give some fireing/manovering upgrades?

I also have the idea in the back of my mind that perhaps you should be escorting a small group of ships that you must protect,. not sure about this just yet. (may be another game I make later.)

Glad you have been enjoying it!  Do expect more to come. 
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« Reply #49 on: December 13, 2009, 12:44:33 PM »

proto 4 and 5 both crash immediately in atioglxx.dll .. :|
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orl
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« Reply #50 on: December 13, 2009, 08:43:51 PM »

Quote from: jph
Sorry Orel, try now.  It is a small d/l, so no harm done,. ok.
no probs at all, i really don't mind testing things... it seems like the shader bug is gone now, but i'm sorry to say that the rest it's still the same as before... GLIntercept logs nothing about the shader anymore, but the same about display lists. the rest (line > 286) only appears when the program exits, so that shouldn't be a problem i think...

but i guess, probably it's something about the FBOs... but since one frame takes more than 15 seconds, i can't turn it off here (pressing K didn't help). maybe you could post a build with completely disabled FBOs? i'm pretty sure that other pollock glich bug has something to do with FBOs... i remember when i learned and tested some things about OpenGL, all about them was quite tricky to handle, and even some tutorial examples crashed here, and needed several changes...
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jph wacheski
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« Reply #51 on: December 13, 2009, 09:42:28 PM »

ok,. could you try this; D/l the ZGE beta from here;

  http://www.zgameeditor.org/files/ZGameEditor_beta.zip

and this test file from here;

  http://www.emix8.org/forum/download.php?id=691

open the .zgeproj file (above) in the editor, select the "App.ZApplication" Component in the Project Tree on the left, and hit the Green Arrow Start button in the Preview Window to the right of there,. you should now see some cubes moving about with some feedback effects., if not, look to the lower right in the green window, this is the log,. right click to copy to clipboard, post here.  This could really help as I am working with a beta application,. and we don't have access to all vid-cards to test.  I use a low-end nvidea card (7600) currently, but I may try to get hold of an ati one soon to help with this sort of testing,.  Thanks!  Beer!

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« Reply #52 on: December 13, 2009, 10:24:48 PM »

hmm... no cubes nor any visible effect at all, here,

just one black fullscreen (and freeze at 100% cpu), after pressing "build and run", and this
log:

Code:
GL shaders: 1.20
GL texture units: 8
Gamepads detected: 0
Loading: C:\Dokumente und Einstellungen\i\Desktop\Feedback.zgeproj
Compiled expressions: 11
Compiled expressions: 11
File generated: C:\Dokumente und Einstellungen\i\Desktop\ZGameEditor\temp.dat
Removed: 39224
Vertex shader compiled OK
Fragment shader compiled OK

when i press the "Start" button, the sub window also remains black, and the log looks like this:
Code:
GL shaders: 1.20
GL texture units: 8
Gamepads detected: 0
Loading: C:\Dokumente und Einstellungen\i\Desktop\Feedback.zgeproj
Compiled expressions: 11
Compiled expressions: 11
+ Gamepads detected: 0
Vertex shader compiled OK
Fragment shader compiled OK
Vertex shader compiled OK
Fragment shader compiled OK
* Models: 17

in that case the whole ZGameEditor freezes...

maybe that already helps,
i'm back again tomorrow... Yawn
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« Reply #53 on: December 13, 2009, 11:03:58 PM »

Got 525,770 with Proto 5. Yeah... it's a little too easy. You kinda killed it.
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orl
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« Reply #54 on: December 14, 2009, 03:11:03 PM »

haa!, gave it another try this evening. good news! i've probably found what was wrong...
the render target texture dimension should always be a of two... otherwise ATI drivers obviously stop working right.

that was the only change, which was needed: Content -> Group "Canvas" -> CanvasTarget: RenderTarget -> CustomWidth/Height

so i've set those to a power of two, and it suddenly worked. 1024 x 1024 looks ok...
(here the modified project file.)

i've also checked my old example code, and saw that i exactly had that problem too back then.
so,  you could send this info also to the ZGameEditor coder maybe... it's probably not only a problem on my compi.
one solution, to still use unstretched textures for FBOs, with the the same dimensions as the viewport, would be to make use of the GL_TEXTURE_RECTANGLE_ARB extension... since i've tested that in that old example, this could also help to implement it into the ZGameEditor too, (but i don't remember how all this really works, never used it really)... here this small test zipped up. should also be useable in Pascal, since the OpenGL part remains the same...

hope that will fix it  Coffee

ZGameEditor is really powerful, i don't really get the interface yet, but maybe i'm going to play around with a little further soon...
« Last Edit: December 14, 2009, 03:19:30 PM by 0rel » Logged
jph wacheski
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« Reply #55 on: December 15, 2009, 08:41:37 AM »

Cool,. here it is with the FBO hardset to 512x512 for ATI users to try;

   proto 5b (49kb)

Otherwise the same as 5.  Please let me know the results,. and thanks agian for helping test, Ville (ZGE developer, and great guy!) has just posted that he has ordered a new machine with an ATI card, so we should have less compatability problems in future,.  Hand Metal Right

Yup ZGE is very powerfull, albeit with some severe limitations in some areas (i.e. currently no sting functions at all), and produces non-bloated .exe files (XNA,. I'm looking at you!) I find the interface very fast to work with, I have been useing it almost two years now.  One thing to try is set the Properties Editor Window to the Middle,. (tools=>settings=>middle) this just makes more sence to me, in fact I suggested it, and Ville added the option like the same day.

Blaizer- I will re-entoughen the enemies for the next ver.
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« Reply #56 on: December 15, 2009, 03:54:16 PM »

hooray! that finally did for me Beer! cool you've got the FBO effect working, it's quite nice! wouldn't have the same trippy feel to it without it.. although the gameplay is a bit repeditive right now, i'm getting into a flow like state quite fast (for me it's not too easy though, some kind of boss or new enemies could make it harder later i think...). oh, and the colors/graphics and the sounds work nicely together!, what i also always enjoyed in you're other games as well.

actually, i've started working on something similar too, a space shmup, with a collidable tile grid  (which doesn't really work correctly yet, cause the enemies are too stupid, and always crash into the walls...). i'm not sure if i'm going to finish though...

@ZGE: i would immediately jump on it when i wouldn't have my other framework stuff around, which i don't want to give up... but it's really impressive, and the GUI is solid too (i just meant, that i wondered first, how all the game logics could be scripted with it...). - oh, maybe a small game contest sometime here in the forum could help to make others more interested in it? just an idea...
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« Reply #57 on: December 15, 2009, 05:01:11 PM »

This is looking real sweet now!  Beer!
nice one!!
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jph wacheski
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« Reply #58 on: December 16, 2009, 12:31:11 PM »

UPDATE to proto6 is at the top,.

New in 6:
-player Ship now upgrades (1 level) you need 5 warp pods to upgrade, and can now only hold 9. At level 2 your ship can take one shot and not die,. it will be reduced to level one. you also gain a Firing BONUS (hint; only if gun is cool!)   
-also added a new dynamic involving the single hit enemies, but I will let you discover it.
-plus it is more tougher again due to retaliation shots from the larger enemies,. etc.

Orel- glad it is working now., thanks for finding the cause!

cheapshot- thanks,. we aims to please.
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« Reply #59 on: December 29, 2009, 08:14:27 AM »

I really like this game! Good overall aesthetics and gameplay. The upgrade system is good: you get tougher but also bigger, hence easier to hit.

I'm currently writing an article about assemblee for my french webzine, and this game will be in!
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