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Developer:
Platform:
Windows
Date Added:
Mar 20 2008 05:45 AM
Updated:
Mar 26 2008 03:58 AM
 

A little 3d arcade style shooter.


Attached Image: image777.jpg

Use a Xbox controller like gamepad or Arrow keys + Shift + Ctrl + Space. Create a combo chain by shooting more enemies before the combo timer reaches zero. When all targets have been destroyed, the game ends.
2Ghz+ (est.)

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7 Comments

Mar 20 2008 11:26 AM
Well, I am the first person to download it, and it doesn't even run. Crashes to desktop immediately after opening it.

Intel Core 2 Duo E6850 (3.0Ghz, 1333 FSB)
A-bit IP35 Pro Motherboard
4GB G.Skill DDR2 PC 6400 RAM
GeForce8800 GT

/Vista 64-bit Home Premium
Have the latest DirectX

No Gamepad.

No idea what would be causing it. I can run 32-bit apps just fine.
Mar 26 2008 01:42 AM
Hmmm, maybe it's a Vista compatibility issue. I have tested it on a few systems, but they all ran XP.
Mar 26 2008 11:44 AM
It ran fine for me on XP.
I didn't have a gamepad hooked up so I had to play with a keyboard.
It looks and sounds really good. I had trouble controlling the plane but that was probably due to the gamepad issue. I was getting swarmed by enemy fighters and couldn't shake them.
Keep up the good work.
Mar 29 2008 09:28 AM
I really like the graphics style, but is it rendered isometrically or something? Depth perception is incredibly hard, all you've got to go on are the shadows. Aiming is made very hard by it too, you can't judge angles well. The camera angle makes it quite hard to control generally. Also higher resolutions would be good!
Apr 02 2008 02:31 AM
It's something of a combination of normal polygons (the objects) and raycasting (the landscape). I probably should have used hardware acceleration, but I really wanted to try the rasterization stuff for myself. It think the frame rate is acceptable, but only at 640*480.
I think placing the player's plane further into the scene gives you more of the impression of being swarmed by the enemy because you can also see fighters coming in from behind, but the distance makes coordinating your aim harder.
Apr 03 2008 12:03 PM
I played it and the graphics and sound look really good. But I didn't know how to turn left or right. So five stars for look one star for gameplay:

appearance: *****
gameplay: *
Apr 05 2008 07:19 AM
Quote:
Original post by eppo
It's something of a combination of normal polygons (the objects) and raycasting (the landscape). I probably should have used hardware acceleration, but I really wanted to try the rasterization stuff for myself. It think the frame rate is acceptable, but only at 640*480.
I think placing the player's plane further into the scene gives you more of the impression of being swarmed by the enemy because you can also see fighters coming in from behind, but the distance makes coordinating your aim harder.


No, I mean I don't think you've programmed in perspective. I.e. parallel lines stay parallel in your system, rather than converging in the distance. Things far away don't get smaller etc etc. Thus you can't judge distance except by looking at the shadows. Correct me if I'm wrong though, I could be on the wrong track entirely.

I agree with the player's plane being into the scene for the 'swarming' effect, that works really well.

EDIT: Looks like I am wrong - things do seem to get smaller judging by screenshots. Must be how far the plane is into the scene then.