New game: 1945 Shooter Game

User projects written in or related to FreeBASIC.
badmrbox
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Postby badmrbox » Jul 03, 2007 3:58

Lets not give dreamerman a hard time because the bloaks behind GM6 also made a 194x clone eh...

KristopherWindsor: That's the way most top-downs I have ever played work.
1000101
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Postby 1000101 » Jul 03, 2007 5:52

I wasn't given him a hard time. I loved the games 1945 and 1946.
dreamerman
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Postby dreamerman » Jul 03, 2007 7:58

badmrbox wrote:Fasten up everything; movement, bullets, explosions. It goes a bit to slow as it is now.

It could be some slow, but please run game with 'fps' parametr to see how much fps is in game, if lower than 30 and You use Win 9x that's because I used FB Sleep function, so it's not so accurate on older win - according to manual. But in final realese will be possibility to change game speed - and I'll use SDL_Delay instead of Sleep.

Zamaster wrote:STOLEN!!!!!! That totally game from the Game Maker 6 example games. But I guess its cool that you're porting it.

1. If you talking about the idea of the game: the game is clone of classic 194x series, thats all.
2. Code: Sorry bout I don't use this software (and I don't have this example), but If You have this example (best would be source + exe) please send it to me, so I'll be able to see what I have stolen from it ;)
3. Graphic: I use graphic from SpriteLib GPL which is available for everyone, so you can propably find on the internet at least 3 other games that use this graphic and they will all look identical.
4. All code is written by me, it's not a port of any game.

Lachie Dazdarian wrote:And I think there is a problem with the collision. Not pixel perfect?
[...]
And is explosion center being spawned from the hitting projectile's center?

Currently collision is made with rectangles, so in many situations it look's like inaccurate, but I'll improve collision routines.
Yes, that's becasue this collison system, I'll think about changing it.

D.J.Peters wrote:If dreamerman wrotes "... simple a clone ..."

Clone doesn't mean that I have stolen some code or graphic from other project's.

KristopherWindsor wrote:- You should use the [Space bar] for menus and firing.
- The firing sound is annoying.
- I'm not sure how the airplane can instantly go backwards, or steer left and right without turning.
- I can run into about ten airplanes, and destroy them all, before my plane is destroyed. That seems inaccurate.
- The game asked for my name even though I didn't have a high score.

OK, Space will be added.
It's hard to find some good free sound resources.
Going backward can be consider as a bug, but this is arcade game and it's matter of rebalancing enemies, bullets speed. Graphic is simple so there will be no turining.
Thats because this is beta, this will be changed.
And last, yes this is a bug, it will be changed.


Thanks for comments.
badmrbox
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Postby badmrbox » Jul 03, 2007 14:46

It could be some slow, but please run game with 'fps' parametr to see how much fps is in game, if lower than 30 and You use Win 9x that's because I used FB Sleep function, so it's not so accurate on older win - according to manual. But in final realese will be possibility to change game speed - and I'll use SDL_Delay instead of Sleep.
The game runs in 33fps for me and I use Vista. I still think you should speed up the game with 1.5 of it's current speed or something.
KristopherWindsor
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Postby KristopherWindsor » Jul 03, 2007 18:26

Dr_D
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Postby Dr_D » Jul 03, 2007 20:45

I downloaded some sprite sheets from a random site a while back. This was included:

Image

License agreement:
Yogi the coder? wrote:SpriteLib

http://www.flyingyogi.com
=======================================================


WHAT IS THIS????

SpriteLib is a collection of FREE pre-made game objects and tiles. I
first released it publically back in 1996 to a fairly enthusiastic
response among the hobbyist game programming community. Since that time,
SpriteLib has been downloaded hundreds of thousands of times and bundled
on the CD-ROMs of at least a dozen major computer game programming books.

After considerable deliberation, I decided to remove SpriteLib for
public distribution in 2002 because the artwork featured in it was old
and no longer reflected my true skills. However, despite my best efforts
to kill SpriteLib it wouldn't die! People still wanted it!

So, it's time I made SpriteLib available again but with some changes,
including:

I. Contents

The contents of this SpriteLib re-release have changed. I have
eliminated items I didn't like and added several other sprite sets that
better reflect my artistic abilities.

SpriteLib now contains four directories:

* Platform - a collection of platform-oriented sprites and tile sets.

* Paddle - a set of sprites and tiles suitable for a variety of
Breakout, Pong and Arkanoid games.

* Maze - a set of military sprites suitable for making your own version
of Combat or Tank Force.

* Shooter - a set of shoot 'em up sprites suitable for making your own
version of the game 1943.


II. Usage License & Restrictions:

SpriteLib is now distributed under the "Common Public License Version 1.0."
The terms of this license are stated below. Please do not contact me if you
do not understand the terms of the license. However, it should be pretty
clear what you can and can't do.


THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF
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documentation distributed under this Agreement, and

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where such changes and/or additions to the Program originate from
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such Contributor itself or anyone acting on such Contributor's
behalf. Contributions do not include additions to the Program which:
(i) are separate modules of software distributed in conjunction with
the Program under their own license agreement, and (ii) are not
derivative works of the Program.

"Contributor" means any person or entity that distributes the Program.

"Licensed Patents " mean patent claims licensable by a Contributor which
are necessarily infringed by the use or sale of its Contribution alone
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"Program" means the Contributions distributed in accordance with this
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a) Subject to the terms of this Agreement, each Contributor hereby
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Lachie Dazdarian
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Postby Lachie Dazdarian » Jul 03, 2007 20:52

Is there a short version of the license? :P

Stupid legal mumbo-jumbo.
E.K.Virtanen
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Postby E.K.Virtanen » Jul 05, 2007 6:28

Nice one. As told earlier, plane responds slowly but when its done, i think we have a great game here.
Pritchard
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Postby Pritchard » Jul 05, 2007 23:59

-_-;; This game bored me to death once my score reached > 26k. Also, I think there's a bug with the number of lives you have. If you get a whole bunch as I did, you die, it still looks like you have your max lives. Can't confirm it. Not interested enough to play this again unless further updates are made.

It's a fun game, but it took a while to get challenging, and then after that, having my weapons constantly upgrading made the game too easy. Can I *PLEASE* lose my weapons when I get hit? PLEASE?!

Also, if I have my max weapons, maybe the powerup for weapons won't make a blip. I kept expecting a new powerup.

Nice game overall, but ya know...repetitive.
Lachie Dazdarian
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Postby Lachie Dazdarian » Jul 07, 2007 21:59

26K?!? Bah, you have more patience than me.

I play the game about this far...

Image

...and had enough of it.

Having in mind the fact that the game uses non-original graphics, I'm pretty sure you won't follow my advice of adding new graphics, levels, new weapons, etc.

So the game will be obviously a single level game, or one that plays infinitely. If the second is chosen, the game must be more challenging from the start, and very challenging after 10 minutes MAX. I can't imagine playing this game for half an hour to reach the part where I can't survive anymore, and them watch my friend (let's pretend I have friends) do the same in order to come in position where he can beat my score.
dreamerman
Posts: 12
Joined: Jul 01, 2007 20:17
Location: Poland

Postby dreamerman » Jul 17, 2007 15:44

Update.
Sorry that it took so long, but recently I don't have much time.
New version 0.5 (second beta) including source available.
Download ~600KB

What's changed: (most important things)
  • added possibility to change game speed - setting ~33 or 50 FPS,
  • better collisions -> per-pixel, and possibility of changing it to simple collisions,
  • stronger enemies, weaker player aircraft -> more damage when hit with enemy,
  • code responding for enemy spawning moved to other part -> more enemies can be spawned, game is more challanging



KristopherWindsor wrote:I found some nice sounds here:
http://www.partnersinrhyme.com/soundfx/warsounds.shtml

Thanks, good site, I will look for better sounds.


Lachie Dazdarian wrote:Is there a short version of the license? :P

Shorter version from Ari Feldman site, citation from features:
The artwork is royalty free! There are no license fees or royalties required to use the artwork featured in SpriteLib GPL in your commercial or shareware games so there's no need to ask. Just use it.



Pritchard wrote:I think there's a bug with the number of lives you have. If you get a whole bunch as I did, you die, it still looks like you have your max lives
[...]
Also, if I have my max weapons, maybe the powerup for weapons won't make a blip. I kept expecting a new powerup.

hm.. I didn't have this problem, but I will investigate it.
Yes, in next version will be better 'random' bonus system.


Lachie Dazdarian wrote:Having in mind the fact that the game uses non-original graphics, I'm pretty sure you won't follow my advice of adding new graphics, levels, new weapons, etc.

So the game will be obviously a single level game, or one that plays infinitely. If the second is chosen, the game must be more challenging from the start, and very challenging after 10 minutes MAX. I can't imagine playing this game for half an hour to reach the part where I can't survive anymore, and them watch my friend (let's pretend I have friends) do the same in order to come in position where he can beat my score.

Yes -> second option, and this version is more challanging than first beta.
Next versions will have more balanced gameplay


Thanks :)
Lachie Dazdarian
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Postby Lachie Dazdarian » Jul 18, 2007 20:21

Much better, although you should disable FPS option, and force 50 FPS. Trust me on this.

And what collision rate means? PS unit?

Anyway, didn't have time to actually play this version more than 2 minutes so I don't know how it develops. I should wait for the final version.
dreamerman
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Joined: Jul 01, 2007 20:17
Location: Poland

Postby dreamerman » Jul 19, 2007 13:13

small update, version 0.51:
Download (source + win32 bin) ~582KB

PS means Per Second -> how much times per second check for collisions...

Yes, I will probably remove this option (changing FPS) in future, and 50 FPS will be forced.
Ryan
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Postby Ryan » Jul 21, 2007 15:32

Ahh, very cool game. Played it till I died around 6290 points. Maybe this version has harder levels than the ones other folks were playing, but at the end I just had hundreds of small plans flying at me from all over the place.

And I guess the little wings medal raises your level prematurely? I'll be sure not to pick that one up in the future...
dreamerman
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Joined: Jul 01, 2007 20:17
Location: Poland

Postby dreamerman » Aug 18, 2007 10:24

Update, at last.
version 0.55:
Download ~599KB

Important changes:
    * better power-up's system,
    * volume changing works now,
    * changed main_loop style,
More info in "to do.txt" file.

Currently game is 'one infinite level game' and has most of final version features. Now I want concentrate on other projects, so for some time this will not be continued. Next step for this game would be changing it to 'level based' game, that's plan for distant future.

@ Ryan, yes that version was really harder than previous.
And 'little wing medal' only reset 'boss counter' nothing more.
This version is better. :)

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