It's competition time!
Well since we're about a week from the end of this compo, I though it prudent to get some feedback to make any last minute tweaks.
You can download my game from here...
http://www.imakegames.com/Vandris_Escape.zip 257k Win32
If you've ever played an Atari 2600 or similar, this really brought back memories! :-)
Enjoy
-Vince
You can download my game from here...
http://www.imakegames.com/Vandris_Escape.zip 257k Win32
If you've ever played an Atari 2600 or similar, this really brought back memories! :-)
Enjoy
-Vince
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- Posts: 2338
- Joined: May 31, 2005 9:59
- Location: Croatia
- Contact:
What can I say? All you guys outdid yourself. Loved your entry, Vince. Simple, pure, fun. Perhaps a bit to repetitive, but quite addictive. Finished some 2/3 of the cave on my second attempt. Problems I had? I don’t like the fact when a new projectile is shot the old one disappears. Second, you seem to have some problem with sprite transparency. How come?
Some sprites are a fixed color (ie:Ship, Turret, Fire) and others I wanted to be multi-colored (ie: Text, Aliens). The way I achieve multi-color was to cheat and do a double PUT, one with the original sprite as white and TRANS, and then another which is a color overlay using AND. This gives me the desired color, but gives color artifacts when sprites get too close.Lachie Dazdarian wrote:What can I say? All you guys outdid yourself. Loved your entry, Vince. Simple, pure, fun. Perhaps a bit to repetitive, but quite addictive. Finished some 2/3 of the cave on my second attempt. Problems I had? I don’t like the fact when a new projectile is shot the old one disappears. Second, you seem to have some problem with sprite transparency. How come?
I could probable fix this with a CUSTOM put. Perhaps I will do just that.
Thanks for your feedback.
-Vince
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- Posts: 2338
- Joined: May 31, 2005 9:59
- Location: Croatia
- Contact:
Unfortunately, I gave up on making an action part of my game, which means kissing goodbye to any chance of winning an award. The initial action part concept failed, despite the fact I made a really cool transition from the Tetris to ship driving part. Simply, there is no time to make anything good now, and a lackluster action part can only reduce the quality of the overall program.
So I'll try to polish up the Tetris part as much as it can be done.
:(
So I'll try to polish up the Tetris part as much as it can be done.
:(
Both windowed mode and 640x480 work fine.Ryan wrote:@duke4e (and others) - I uploaded a new version of the demo that includes a settings.ini file for you to modify. I'd love it if you could tell me if you're able to start it in 320 x 240 windowed or if you have to use 640 x 480.
Can't wait for final release :)
Tried to run the game. Says can't find FMOD.dll. Don't forget to include all libs your program uses when you make your final distribution.ssjx wrote:Just uploaded the latest version (0.3) of my entry here:
http://ssjx.co.uk/windows/invaders.php
It's now got a title screen,high score table and some sound. It's basically the actual game now that needs work!
-Vince
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- Posts: 2428
- Joined: Jul 19, 2006 19:17
- Location: Sunnyvale, CA
- Contact:
here is my text drawing routine I used in my game.
This routine uses SOURCE, ( x1, y1 )-( x2, y2 ) area of PUT command.
I draw letter 8 times (8 directions) to draw border
I used upper right part of shield sprite to make truck
I used PSET just once to repair eye of squid alien.
I draw everything with PUT and MultiPUT. (some line-BF command to draw background in title and first game)
I used 21 sprites in whole form. I only used part of sprite (8x8 pixel from shield) on truck in the TITLE screen. (used TEXTDRAW routine of course)
This routine uses SOURCE, ( x1, y1 )-( x2, y2 ) area of PUT command.
Code: Select all
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BLOAD "graphics\graphics.bmp", resource_graphic
PSET resource_graphic, (12, 3), &hffffff 'fix the squid alien's eye on original source graphic
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SUB TEXTDRAW (BYVAL x AS INTEGER = 0 , BYVAL y AS INTEGER = 0, BYVAL text AS STRING, BYVAL ColorKey AS INTEGER = &h000000, BYVAL border AS INTEGER = TRUE)
DIM AS INTEGER number_of_letter, i, ascii, row, column
number_of_letter = LEN(text)
IF number_of_letter >0 THEN
FOR i = 0 TO number_of_letter - 1
ascii = ASC(UCASE(text), i + 1)
row = (ascii \ 16) * 8
column = (ascii MOD 16)*8
IF border THEN 'draw border
PUT (x + i * 8+1, y), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8-1, y), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8, y+1), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8, y-1), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8+1, y-1), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8+1, y+1), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8-1, y+1), resource_graphic, (column, row)-(column + 7, row + 7),trans
PUT (x + i * 8-1, y-1), resource_graphic, (column, row)-(column + 7, row + 7),trans
END IF
PUT (x + i * 8, y), resource_graphic, (column, row)-(column + 7, row + 7), custom, @CUSTOM_MONO_PUT, @colorkey
NEXT
END IF
END Sub
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I used upper right part of shield sprite to make truck
I used PSET just once to repair eye of squid alien.
I draw everything with PUT and MultiPUT. (some line-BF command to draw background in title and first game)
I used 21 sprites in whole form. I only used part of sprite (8x8 pixel from shield) on truck in the TITLE screen. (used TEXTDRAW routine of course)
Very Impressive! Outstanding use of a very limited font style. Too bad I didn't think of it first! :-0ChangeV wrote:here is my text drawing routine I used in my game.
This routine uses SOURCE, ( x1, y1 )-( x2, y2 ) area of PUT command.
I just wanted to make sure you didn't get disqualified. Your game looks cool!
Cheer!
-Vince