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Messages - Arboris

#101
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 18:49:27
If you want a bit updated textures for unreal you could install these high res texture packs:
http://www.unrealtexture.com/UT/Website/Downloads/Textures/HighEnd/MasterFiles/MasterFilesHighEnd.htm

the howto is here:
http://www.unrealtexture.com/UT/Website/Articles/Articles.htm
#102
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 17:45:20
Heh. Exploding weapons and instagib was the only thing we used to play.
#103
General Discussion / Re: AGS Steam Group?
Mon 04/01/2010 10:47:36
Steam id: Arbz   (many variants of my nick were already taken oddly enough)

I own TF2 and l4d1 amongst other things (And ut99!) Never bought L4d2 because I wasn't all that impressed with the first one. BF2 is also a shooter I enjoy every now and then (on infantry only servers that is)
#104
It's been a while since I've joined a Spritejam, so I've got something in the works for this. Stay tuned!

x2                x1



This is the thing I always thought we would have. Flying cars. And what better example then the Delorean from Back to the Future.
#105
General Discussion / Re: Sprite designers
Sat 12/12/2009 14:31:21
Real men use MSpaint.
#106
Your bullets aren't THAT huge, you just fire an ungodly amount of them. Which makes it look like a sea of blue  :=
#107
And here I was thinking it might be a bit too simple. You still have the unfair advantage of using the test gun, which spits out an enormous amount of bullets every cycle ;).

The keypad should work already, wasd is easily enough implemented.
#108
Did a bit of work again this night, trying to get some sort of boss fight. The boss wasn't really thought about, and I just made it on the fly.It was a 'right that works, now what should it do next?' process. You no longer use the mouse to move your ship, and you'll have to use the keyboard. Directional keys for the movement of your ship and Space to shoot.

Download Test version 1.04

A little disclaimer:
The sprites that compose the various boss parts are not mine. Neither is the music (that one comes from Streets of Rage)

#109
General Discussion / Re: Google Wave
Mon 30/11/2009 13:25:42
I've got 8 invites at the moment.
#110
I've been using rawdraw (or DrawImage as it's known now) for a while now. As you can see in the test versions (not the demo linked in my sig) I've got the basics down now, and 'just' need to create a decent game with it now. Which means creating sprites, attack patterns etc.

the only thing i haven't tried yet is some sort of boss composed out of multiple objects. you can't have a shooter without some sort of boss fight ;)
#111
Critics' Lounge / Re: Obese surgeon...
Wed 18/11/2009 16:52:22
for some reason it reminds me of Dr Henry Killinger, and his Magic Murder Bag :)
#112
Quote(also in this while loop you should also cross check if the bullet in question is touching an enemy ship, that way you aren't wasting a while loop)

Good idea. I'll move the hitdetection the moment it also actually draws. It'll safe some while loops. Altho it'll be less readable then one my current single hitdetection function. But I'm the only one looking at it anyway ;)

QuoteI noticed your enemy ships just Appear right on the top of the screen.

This is because of the 'odd' difference between object and DrawImage. for an object the Y coordinate is the bottom left corner, and for DrawImage it's the upper left corner. It's a minor tweak i still need to do ;)
#113
Well, I've been working on it a bit more, and I was afraid this would happen. It's pretty easy to get the game to crawling slowdown now. Of course at the moment you can spawn more then 40 bullets in one go, but even with half of that you'll notice a serious slowdown.

this is mainly because unlike enemy fire which only has to check hits vs your ship, every bullet you shoot has to be checked vs every visable object on screen. And I've done this with a loop within a loop approach.

test version 1.02

*EDIT*
Luckily the slowdown was caused by a simple oversight I made on when to calculate the hitboxes.
Test version 1.03
#114
I'll be changing that soon. It was never intended to do all this, and I kinda got carried away with it (Dodging the asteroids was the main idea, without even the ability to fire). And since what I'm working on now requires you to move up and down as well, I'll just implement a keyboard control scheme.  But I'll be working on a redo of the spaceship sprite first.
#115
I was planning on making it with enemy waves. At the moment I can send enemies forward in sequence rather then the randomness of the asteroids demo. The only problem I have with it is that the function that will handle these events will become a giant 'else if' statement.

Code: ags
function eventHandler(){//this is where every enemy encounter will come
  if(gameTimer==50){
    Zigzag(100, 40.0, 60.0, 2, 26, 1, -1, 10);
  }else if(gameTimer==250){
    Zigzag(40, 50.0, 25.0, 2, 26, 3, -1, 80);
    Zigzag(100, 8.0, 15.0, 2, 26, 2, -1, 50);
    Zigzag(200, 5.0, 5.0, 2, 26, 1, -1, 70);
  }else if(gameTimer==400){
    Zigzag(0, 200.0, 140.0, 1, 26, 1, -1, 10);
  }else if(gameTimer==450){
    Zigzag(220, 0.1, 0.1, 2, 2000, 1, -1, 80);
    Zigzag(80, 0.1, 0.1, 2, 2000, 1, -1, 80);
  }else if(gameTimer==460){
    Zigzag(210, 0.1, 0.1, 2, 2000, 1, -1, 80);
    Zigzag(90, 0.1, 0.1, 2, 2000, 1, -1, 80);
  }else if(gameTimer==470){
    Zigzag(200, 0.1, 0.1, 2, 2000, 1, -1, 80);
    Zigzag(100, 0.1, 0.1, 2, 2000, 1, -1, 80);
  }else if(gameTimer==480){
    Zigzag(190, 0.1, 0.1, 2, 2000, 1, -1, 80);
    Zigzag(110, 0.1, 0.1, 2, 2000, 1, -1, 80);
  }else if(gameTimer==650){
    gameTimer=0;
  }
  gameTimer++;
}


and this is just for a few encounters. So as you can see, with a medium sized level this thing would become ginormous
#116
The concept demo link in my signature has upgradable weapons, and that laser is your temporary powerup weapon. Try running it in window, you can select it from the setup that comes with it.
#117
Ah, sorry, but I've tackled this one a little while back.  I did tell and thank ProgZmax for mentioning you can simply draw sprites on the background, but never here. Still, thanks for the input.

As I said: I'm drawing the bullets on the background now, and keep their respective x, y, and angle in an array and have one dedicated function which checks the array if something falls between the 320x240 dimensions and then draws it on the background.  And it also checks if you're pressing the left mouse button. This will put 'new' projectile coordinates in the array where ever the y coordinate has exceeded the 0 limit (top of the screen) and then 'breaks'out of this while loop, because it successfully registered in the array. With this I can create a ridiculous amount of bullets on screen without AGS slowing down it seems.

Code: ags
function MachineGunLaser(){//drawing it on the background instead of using objects now. int laserPosition[200]; is a global array.
  int x=0;
  if(Mouse.IsButtonDown(eMouseLeft)==1){
    PlaySound(1); //pewpew sound
    while(x<=199){//the array has I'm checking has 200 places. it was a random number without thought tbh.
      if(laserPosition[x+1]<0){//checking if the Y position of any other projectile is out of bounds
        laserPosition[x]=mouse.x+8+Random(18);//to get the gatling effect I put in a bit of random X position
        laserPosition[x+1]=185;//his Y start position
        laserPosition[x+2]=Random(2)-1;//random angle at which the bullet will fly
        x=199; //breakfunction
      }
      x=x+3;//every bullet takes up 3 places in the array. X, Y and Angle.
    }
  }
  x=0;
  background=Room.GetDrawingSurfaceForBackground(); //drawing all the bullets that are stored in the array and do not fall out of bounds
  while(x<=199){//again, checking the entire array
    if(laserPosition[x+1]>=0){//only draw the bullets that are on screen
      background.DrawImage(laserPosition[x], laserPosition[x+1], 64);
      laserPosition[x+1] = laserPosition[x+1]-5;//speed it flies upwards
      laserPosition[x] = laserPosition[x]+laserPosition[x+2]; //angle
    }
    x=x+3;
  }
  background.Release();
}


Here's the result. This is an old version btw, and hasn't implemented the angled shots yet.
#118
it's l for length, not 1. And I found it perfectly understandable. This isn't the beginners section after all, so he doesn't need to give a step by step guide on how to implement it.
#119
Thanks for explaining the shrink vector. Worked like a charm.

test version 1.01

#120
Well, I've been thinking about this for a little while now. I'm trying to make something go from a random point A so that it will always hit point B in a straight line. It's actually harder then I originally thought (*raises fist* Damn you math!). For some reason I had no trouble implementing a sinus, but making a angled line is something that i can't wrap my head around.

I can make it go 'roughly' in the right direction with a bit of a simple hack, but like with the sinus movement I want a predictable, dead-on function. So if any of you have some wisdom to share on this matter, I would really appreciate it.

This is the current 'hack' version Do not mind to enormous amount of bullets you can fire, they're just there to proof different point.
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