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Short video

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Stompy9999

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I made a short 30 second video to demonstrate the game.

30 seconds because I captured the video using the unregistered version of FRAPS, which I probably should register now that I can actually use it.

More level designing is done, and soon I'll be coding the boss battle for the level. I'm also going to make a life bar for the boss that goes on the side during the battle. After that, I'll probably release a demo of the game to get some feedback.
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It looks fun.

You need much more accurate collision detection, though. It's especially obvious when shooting at the bigger ships that the projectile is vanishing long before the actual pixels of the ship.

The simplest solution would be to shrink the collision box, but it's not terribly hard to check for pixel-perfect collisions once you've detected a bounding box collision. I wrote a bit about what I'm using in my last dev journal entry, the sample code I used comes from here. (XNA Creators Club site.)

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Looks like fun. I remember loving those kind of games when I was younger.

Thanks for keeping my childhood alive!


Thanks! I used to love vertical shmups in the arcade, and also played alot of them at home, such as Raptor.

Quote:
It looks fun.

You need much more accurate collision detection, though. It's especially obvious when shooting at the bigger ships that the projectile is vanishing long before the actual pixels of the ship.

The simplest solution would be to shrink the collision box, but it's not terribly hard to check for pixel-perfect collisions once you've detected a bounding box collision. I wrote a bit about what I'm using in my last dev journal entry, the sample code I used comes from here. (XNA Creators Club site.)


The collision detection with the battleships is pretty bad. Right now I'm simply using the bounding box of the image, which just won't cut it. I'll check out your tutorial, as I would really like to get per-pixel collision working in the game.

Thanks for the feedback!

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Hey, haven't swung 'round these parts in a while - figured I'd stop by. Cool video, definetly takes me back some years, playing a similar game on my GameBoy. Not only do you need tighter collision for the big ships, but also little explosions as the lasers hit the ship. You can also use these to mask any inaccuracies in collision detection

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I'm working on pixel-perfect collision right now, and so far it's working well. There aren't anymore noticable gaps with the bullet collision.

I like the idea of the bullets exploding on contact. I hadn't thought of it, but it is an important graphical effect for a shmup, as just having them disappear looks lame.

I'm glad I released a video first, so I can get these kind of things polished before releasing a demo.

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Original post by Stompy9999
I made a short 30 second video to demonstrate the game.

30 seconds because I captured the video using the unregistered version of FRAPS, which I probably should register now that I can actually use it.


Orly? Have you tried GameCam, too? I personally prefer GameCam for recording in-game video since there's no limit on how much you can record at once, even with the free version. The catch is that it leaves a watermark the size of my fist on the video :(

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I'll give it a try. As long as it can take a good video of my game, I'll use it. FRAPS is really the first video capture software that has worked for me, but then again it's the only one that I've used which is specifically for games. I'll give GameCam a try and compare the free versions[grin]

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