Untitled

posted in Beals Software
Published June 15, 2007
Advertisement
Lets try this one more time:
Link

I've tested it on my own 3 PCs as well as my friend's PC.
Previous Entry Untitled
Next Entry Bad news
0 likes 12 comments

Comments

Swattkidd
Nice demo! this game is looking sweet! only one thing, the naked guy creeps me out :D. In the demo all we can do is kill those guys and they keep spawning right?

and also what are the frames after you kill the enemy? is that like frames where you can make death animation later? and they are place holders?

keep up the good work man!
June 15, 2007 09:59 PM
Programmer16
Quote:Original post by Swattkidd
Nice demo! this game is looking sweet! only one thing, the naked guy creeps me out :D. In the demo all we can do is kill those guys and they keep spawning right?

and also what are the frames after you kill the enemy? is that like frames where you can make death animation later? and they are place holders?

keep up the good work man!


Thanks! Yea, the naked guy is kind of weird, but it's the only free 8 direction sprite I could find.

Killing and spawning is about it. The only other thing to do is touch the cabinet to get more ammo and pick up the handgun.

Yea, the frames after you kill an enemy is the filler art for the death animation. Once I get a hold of an artist those will (hopefully) be replaced with a nice animation. To be honest though, gibs would probably be a lot cooler. I'll think about it though. That reminds me, I need to add a spawning state for the characters so that they warp in or whatnot and can't hurt you until they're out of it.

Thanks, I'll try ^_^.
June 15, 2007 11:46 PM
Tallitus
Looking good, ran fine for me. This is coming along nicely!

Couple of things:
  • Coming out of the pause menu moves the screen up and to the left like 1 or 2 pixes. One time when I came out it was pulsing back and forth for the rest of the game. (Seems to repro only after you move down and right a bit)
  • Would be better to not see the monsters that aren't in your view area. May just be me but it makes me wonder why there's the spotlight if I can see everything.
  • Doesn't seem to handle lost device or device reset, I accidentally locked my pc and then logged back in and it hung
  • Seems like while it's playing the death animation it still absorbs the shot, is this intentional?
  • Shadow doesn't seem right when it fades as you get nearer but then is always to the right
  • Only way I could shoot was to use the mouse, however the cursor is disabled and I would occasionally click on other windows on my desktop, would be better to capture the mouse input and keep it from clicking on other apps. (or show the cursor if it's outside your window bounds)
  • June 16, 2007 12:11 AM
    Programmer16
    Quote:Original post by Tallitus
    Looking good, ran fine for me. This is coming along nicely!

    Couple of things:
  • Coming out of the pause menu moves the screen up and to the left like 1 or 2 pixes. One time when I came out it was pulsing back and forth for the rest of the game. (Seems to repro only after you move down and right a bit)
  • Would be better to not see the monsters that aren't in your view area. May just be me but it makes me wonder why there's the spotlight if I can see everything.
  • Doesn't seem to handle lost device or device reset, I accidentally locked my pc and then logged back in and it hung
  • Seems like while it's playing the death animation it still absorbs the shot, is this intentional?
  • Shadow doesn't seem right when it fades as you get nearer but then is always to the right
  • Only way I could shoot was to use the mouse, however the cursor is disabled and I would occasionally click on other windows on my desktop, would be better to capture the mouse input and keep it from clicking on other apps. (or show the cursor if it's outside your window bounds)


  • Thanks for trying it!

    Coming out of the pause menu moves the screen up and to the left like 1 or 2 pixes. One time when I came out it was pulsing back and forth for the rest of the game. (Seems to repro only after you move down and right a bit)
    This is odd really. I'll look into it.

    Would be better to not see the monsters that aren't in your view area. May just be me but it makes me wonder why there's the spotlight if I can see everything.
    The light that's shown isn't a spotlight; it's just for testing the lighting system. However, there will be levels where there's a spotlight and you won't be able to see past it.

    Doesn't seem to handle lost device or device reset, I accidentally locked my pc and then logged back in and it hung
    That's odd, it handles lost devices fine on all of my machines. I'll look into this too.

    Seems like while it's playing the death animation it still absorbs the shot, is this intentional?
    Nope, it's not supposed to do this. More than likely two monsters were spawned at the same place and the second one is eating the bullet.

    Shadow doesn't seem right when it fades as you get nearer but then is always to the right
    Yea, I agree, but I spent enough time on the shadows. If I get some more time I'll work on them some more.

    Only way I could shoot was to use the mouse, however the cursor is disabled and I would occasionally click on other windows on my desktop, would be better to capture the mouse input and keep it from clicking on other apps. (or show the cursor if it's outside your window bounds)
    Key mappings can be changed from the settings dialog on the main menu. And once the cursor leaves the game window it should automatically be shown. I'll look into this too.

    Thanks alot for the feedback!
    June 16, 2007 06:11 AM
    Jotaf
    Well... :)

    screenie

    However, from a programmer's point of view, I recognize all the work that has gone into it so cheers!
    June 16, 2007 05:55 PM
    Programmer16
    Quote:Original post by Jotaf
    Well... :)

    screenie

    However, from a programmer's point of view, I recognize all the work that has gone into it so cheers!


    Hm, looks like a shader problem to me. What graphics card do you have?

    Thanks, and I appreciate the feedback!
    June 16, 2007 11:13 PM
    Jotaf
    You mean, you're using shaders? O.o Yeah my graphics card doesn't support those, it's really, really old. I didn't expect *that* from a 2D game :)
    June 17, 2007 11:47 AM
    Programmer16
    Quote:Original post by Jotaf
    You mean, you're using shaders? O.o Yeah my graphics card doesn't support those, it's really, really old. I didn't expect *that* from a 2D game :)


    Ah, yea my game requires shaders for the PPL and the paused game effect (I use it for everything else as well, but only because I'm already using them.) It's nice knowing that the game non-shader code is working almost right (I don't know why the fonts aren't working and it looks like filtering is on. Also I need to set it up so that the shadows are black in non-shader code as well.)

    Thanks a lot!
    June 17, 2007 12:13 PM
    bladerunner627
    Wow, pretty cool so far. I was wondering, what kind of map format are you using?
    June 19, 2007 09:50 PM
    Programmer16
    Quote:Original post by bladerunner627
    Wow, pretty cool so far. I was wondering, what kind of map format are you using?


    The map format is pretty simple:
    
    Map Version #
    Path for spawn monster
    Path for tileset
    Path for lua script
    Column count
    Row count
    Layer count
    Water tile index
    [below water tiles]
    [above water tiles] x Layer count
    Event count
    [
    Event name
    X location
    Y location
    Activation type
    Texture
    Animation path
    Animation name
    Tint
    Script character count
    Script
    ] x Event count
    


    I need to change a few things though. I'll probably switch to XML or something in the future.
    June 19, 2007 11:01 PM
    bladerunner627
    Quote:Original post by Programmer16
    Quote:Original post by bladerunner627
    Wow, pretty cool so far. I was wondering, what kind of map format are you using?


    The map format is pretty simple:
    
    Map Version #
    Path for spawn monster
    Path for tileset
    Path for lua script
    Column count
    Row count
    Layer count
    Water tile index
    [below water tiles]
    [above water tiles] x Layer count
    Event count
    [
    Event name
    X location
    Y location
    Activation type
    Texture
    Animation path
    Animation name
    Tint
    Script character count
    Script
    ] x Event count
    


    I need to change a few things though. I'll probably switch to XML or something in the future.


    Oh, neat I just opened the TileMap map and noticed you had Lua thrown in there. That's pretty neat, I can see some really nice mapping tool-set ideas. Right-Click a crate -> add event and start coding Lua :).

    Just so you know, you've motivated me into attempting to make my own top down zombie game, I'm not gonna steal your ideas. There's many top down zombie shooters out there, so I figured..hell why not.
    June 19, 2007 11:36 PM
    Jotaf
    Great ;P Anyways I'll be following your journal so I'll be happy to test it again on my legacy machine! :)
    June 25, 2007 03:37 PM
    You must log in to join the conversation.
    Don't have a GameDev.net account? Sign up!
    Advertisement
    Advertisement