I am really not sure if it is right to post this here, I remember Calin Leafshade posted his Platform Arcade demo in this subforum. Maybe I should have post this in "Modules" forum, but my module is not ready for public release yet: there are many features that must be implemented and it lacks documentation greatly.
On other hand it is not a demo of actual game.
What is Shooting Gallery:
http://en.wikipedia.org/wiki/Shooter_game#Shooting_gallery
http://www.youtube.com/watch?v=088y5VDQFzA
Current demo version:
http://www.mediafire.com/file/jamm30qmmxm/ShootingGallery_Demo2.zip
Current module features:
+ It uses monkey_05_06's Stack Module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37232.0) :)
+ Can be used either for making minigame inside bigger game, or whole game in this genre;
+ Any number of enemies in play; Enemies are represented by characters;
+ Any number of "rails", lines along which enemies move around; Rail is defined by room Y value;
+ Command to set new enemy in play running either from left or right side of the screen;
+ Simple enemy AI: walk along the rail, change rail in any direction, melee attack when on the fist rail (closest to player); Missile attacks not implemented yet;
+ Easily programmed scrolling along the room;
Demo features
+ Silly graphics and animation :P
+ 3 enemies with melee attack;
+ "Slow" moving crosshair;
+ Player can't die and gathers no score yet;
+ Music, ripped from "Golden Axe 3", sound ripped from "Doom", "Heretic" and "Carmaggeddon" games
+ Mouse controls crosshair, hold or click LMB to fire; Use left/right cursor keys to move player character.
Well, basically, I would be glad to know what you think about how it works, and also hear any suggestions. Just remember that this is only the beginning ;)
My progress here was delayed a bit, but here's some update:
http://www.mediafire.com/file/exxi3y0ddy1/ShootingGallery_Demo3.zip
http://www.box.net/shared/slas6fjj2d
New module features:
+ Now it uses SSH's PPCollision module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26307.0)
+ Enemies may be started either sideways or spawned right in player view with certain spawning animation played;
+ Customizable projectile classes for enemies to shoot with;
+ Enemies walk only on walkable areas;
What's new in demo game:
+ 2 ugly shooting monsters;
+ Room has a gap in walkable area to simulate an obstacle;
+ You can shoot down enemy missiles as well.
NOTE: I removed music this time to decrease download size.
Also, I have a question. If I ever release this module in public, should I put modules it use into the package or just write dependancies in the readme?
Hey CW it's cool to see that you're making use of the Stack module here, though I'm curious as to how. Seeing as you only included the contents of the Compiled folder unfortunately I couldn't look myself though.
Anyway the demo looks nice I think. When you release the module I think it would be beneficial for any required modules to be available as a "Full" package, with a "Module Only" package also available (the full package including all required modules, their documentation, etc. being the primary download). Also I'm sure you probably already know this, but you can make sure the modules get imported in the right order (i.e., dependent modules before yours) by using #ifdef directives with each module's supplied macros.
I also have a question regarding the "Enemies walk only on walkable areas". Is that hard-coded or is that optional? I imagine for a shooting gallery like this the player probably doesn't need to walk around and so using walkable areas as a guide for the "rails" seems like a good idea IMO, but just curious if that's customizable.
Anyway nice work. One suggestion: go ahead and include the module source (for your module at least) with the next tech demo snapshot. ;)
Quote from: monkey_05_06 on Sat 26/12/2009 05:43:01
Hey CW it's cool to see that you're making use of the Stack module here, though I'm curious as to how.
Stacks are used as common dynamic arrays to store instances of custom structs - enemies, projectiles, other classes will be added futher.
Quote from: monkey_05_06 on Sat 26/12/2009 05:43:01
I also have a question regarding the "Enemies walk only on walkable areas". Is that hard-coded or is that optional? I imagine for a shooting gallery like this the player probably doesn't need to walk around and so using walkable areas as a guide for the "rails" seems like a good idea IMO, but just curious if that's customizable.
Walkable areas do not actually define rails, because enemy's AI is what makes them walk along ones. Walkable areas are used rather to determine blocking regions, i.e. places on rails where enemy cannot pass futher and have to turn back (or change rail).