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My new FB game Dragon Dancer is now released!!
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Adigun A. Polack

PostPosted: Jul 18, 2006 21:03    Post subject: My new FB game Dragon Dancer is now released!! Reply with quote

I wanna let you know that my current demo of my newest FB game Dragon Dancer is NOW freely available on the AAP Official Projects Squad!! You see, I just gotten my webpages for this game ready today, and I want you to know that it is not only the very first official FreeBASIC game ever to include a special TATE mode, but it is also the *official* entry of the “Dragon Shmup” competition presented by Shmup-dev!!! (^-^)v !

In the meantime, take a look at a couple of screenshots to warm you up:



....and be seeing you for this amazing new journey from me!! Chao!!! ;-)

(By the way, the access of this new game and its official pages begins with http://dhost.hopto.org/aapproj/.)
 
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Nodtveidt
Sr. Member
PostPosted: Jul 18, 2006 22:15    Post subject: Reply with quote

Not a bad demo. Hard to tell what's an enemy and what isn't though, that'd be my only gripe with it...it's a bit too "busy" and the interface isn't very intuitive. On the plus side, the graphics are quite nicely done and the gameplay seems smooth with very responsive controls. Decent sound effects but the music's kinda blah, also the sound could use some balancing. All in all, a nice start with a lot of potential.
 
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1000101
Hero
PostPosted: Jul 18, 2006 22:27    Post subject: Reply with quote

hrm, I didn't die. Even when the game didn't respond to my controls for the first 30 seconds as the green dragon.

Neat demo overall though.
 
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Voltage

PostPosted: Jul 19, 2006 0:18    Post subject: Reply with quote

I like it. :-) Very nice graphics, cept it's nearly impossible to identify what you should dodge.

I love the old school arcarde title screen :-)
Nice work.
 
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Adigun A. Polack

PostPosted: Jul 19, 2006 2:18    Post subject: Here is the drill on the process of the fixes so far, folks! Reply with quote

Thanks for your input, guys. ;-)

As I speak, I am working right now on making some adjustments to make the game better, like toning down the bullets of the enemies, for instance. Here is what I mean: I am gonna have players start the game with the approaching enemies firing as *fewer* bullets than was presented in my current demo, with the bullet patterns very simple and easier for the player to dodge. Then later on, I’d gradually turn up the bullet patterns by making them slowly more complex and challenging for the later areas! You know, with this potentially fair tactic (and a slow-to-medium enemy bullet speed to start with!), this game could get better. And here now are some before-and-after screenshots to remind you of where I stand on the fixes so far:

_______________________________________
B E F O R E :


A F T E R :

_______________________________________

And how about the part where the starting enemies got a bit *too* busy with the enemy bullets:

_______________________________________
B E F O R E :


A F T E R :

_______________________________________


So as you can see, I have toned down the enemy fire and made the shots more slower and thereby giving you even more time to dodge them!! ^-^

You know, since this is only an early compo demo of Dragon Dancer that I uploaded most recently, there are a lot of stuff that need to be done, like:

    • making the collisions between the bullets and the small flashing hitbox
    • creating the new and even better “Character Select” screen
    • making the overall amount of bullets less “busy” in the starting levels (exactly what I am doing! ;-) ! )
    • making the overall game as challenging, yet as both fair and well-balanced as ever!!

....and that is what I am REALLY aiming to do for at least the next version of Dragon Dancer that I am gonna do, while making it in the style of the pure manic bullet intensity of the Cave arcade shmups such as Mushihimesama and even the recent Espgaluda II. Not easy, but can be mastered successfully if done right, you know that? \(^-^)/

So with that, I would just simply say that Nodtveidt is right about this game having plenty of potential. No kidding! ^^
 
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voodooattack
Sr. Member
PostPosted: Jul 19, 2006 9:28    Post subject: Reply with quote

wow, looks blzaing :D

too bad i can't download it atm :(
 
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SJ Zero

PostPosted: Jul 28, 2006 15:37    Post subject: Reply with quote

Where are the big breasted $#@$&?
 
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Adigun A. Polack

PostPosted: Jul 28, 2006 19:48    Post subject: Oh, I forgot to tell you just one little detail. Reply with quote

Here is a piece of development news for Dragon Dancer that I forgot to tell you FreeBASIC people from last week in these forums ( :( ), so my apologies up front for that.

From just last week, I made the small miniscule hitbox on the dragon a lot more easier to see. Here is what I mean: to begin with, I already made the hitbox like this:



...and, when you press and hold a button to slow your dragon down, your hitbox lights up, like this:



...and it does not affect the size of your hitbox in any way. It just stays small and miniscule, no matter what!! Perfect for helping you avoid the MANY bullets storms successfully!!! :D

You know, I am planning on elevating this to the intensified manic level of both Mushihimesama and Espgaluda II indeed, but with fresh and original high fantasy overtones. ;-)

To show you what I am talking about, just take a look at the gameplay pieces of Mushihimesama on YouTube right here:


And also, this AWESOMELY AMAZING play against the true final boss of Cave’s 2002 shmup DoDonPachi Dai-Ou-Jou is found right here, so check ‘em all out and I am sure that you will get my drift. ^-^=b !

With all of that, Dragon Dancer potentially has the many makings of the *very first* true bona-fide vertical scrolling manic shmup ever created in FreeBASIC! Count on it!!! ;-)
 
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D.J.Peters
Guru
PostPosted: Jul 28, 2006 23:04    Post subject: Reply with quote

Looks realy cool is it made with your 256 color lib?
Do you have tested fbsound it is fast and good for games like yours?

Joshy
 
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Adigun A. Polack

PostPosted: Jul 29, 2006 2:10    Post subject: Let us answer some questions, shall we? Reply with quote

D.J.Peters, as part of your interesting little reply, you wrote:

Quote:
Looks realy cool is it made with your 256 color lib?


Why yes it is, actually. AFlib2. d=^-^=b

Just wanted to show you how amazing and silky-smooth the graphics and the frame-rate really are, even while I am limited to just an 8-bit color depth (or a depth of indeed 256 colors!). Sure I got a lot of site material to catch up on at the moment, but look, when I get a shot at working again on the very latest version of AFlib2 to support the current FB v0.16b, you can bet that I will add something REAL special, so hang on tight now, my man!!!

And yes, I have tried FBsound, and it works very good actually (even on Windows ME, too!)!! ^_- !

Right now though, D.J.Peters, about the sound system I am using for Dragon Dancer, I made my choice and finally decided that I am gonna go with FMOD, partially because my original musics that I create are in .S3M music format (which I ABSOLUTELY enjoy using, in my humble opinion!), and even more so for its tremendous ease of use that I discovered for myself, you know? :D

I am not against FBsound at all. I think you did such a marvellous job on it for what it is and what you have done with it so far!! Your .WAV and .MP3 file support is good enough for people to add sound and music to their FB games, and that is such an awesome start for you, I think!! (^-^)v !

Pleasure having you once more, D.J.Peters. Be seeing you later!!
 
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Robert Claypool

PostPosted: Jul 30, 2006 7:05    Post subject: Source code release? Reply with quote

Will the source code be released?
 
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Adigun A. Polack

PostPosted: Aug 01, 2006 3:43    Post subject: And my answer here is.... Reply with quote

At the moment, Robert, no. The source code will not be released here.

As for the Linux version of Dragon Dancer, that can be arranged on a later version (when more areas of the game are complete). If I can, I will let you know more about it, ok? ;)
 
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Robert Claypool

PostPosted: Aug 01, 2006 4:02    Post subject: Why Reply with quote

I hate it when people come into a board for an open source project and drum up enthusiasm for their non-open source project just because it's made with that open source tool. Then there's the whole if the source hasn't been released nobody can offer suggestions on the code thing. It's frustrating. It was even frustrating when people posted their closed source projects on boards for fans of the closed-source QB.
 
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relsoft
Master
PostPosted: Aug 01, 2006 4:09    Post subject: Re: Why Reply with quote

Robert Claypool wrote:
I hate it when people come into a board for an open source project and drum up enthusiasm for their non-open source project just because it's made with that open source tool. Then there's the whole if the source hasn't been released nobody can offer suggestions on the code thing. It's frustrating.


I agree. Look AAP, this is coming from a friend. I didn't really care you've put some of my code in AFLib2 w/o asking or crediting me but I'm sure you've learned a lot from opensourced projects. Maybe its time to give something back.
 
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Adigun A. Polack

PostPosted: Aug 01, 2006 16:40    Post subject: At this point, here are my words. Reply with quote

I am in a serious bind right now, so here is what I am thinking.

At first, I originally did not intend on making the game Dragon Dancer an open-sourced project at all, nor did I want to give the source code away here, and it was all because I first thought that it will be against my will for me to do that. But, I do not want to be pressured into this, so I want to make sure I get this situation straightened properly.

So my question is this: on my next release (or from now on, rather), should I really make this game an open-source project?

Your thoughts, guys. ^-^

(And by the way, as hard as it is for me today, I am *pretty much* in agreement with Rel and Robert here. I did not want to face that at first, but my agreement here with the pair of them stands. End of story. :) ! )



P.S. And another thing, now that I have written this post, I am just now thinking along the lines of making this project open-source, on the purpose of porting this game to Linux and other OSes, which is a good thing actually. And I am not even upset over it, either. Just cheerful. ;-)
 
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