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Black Sky 1.2a is out!

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-New menu system, user can now adjust in game graphics on the fly. -New damage particles. -New debris particles. -Ships can now become disabled. -Ships can now leak and vent out gas/fire/coolent/plasma when damaged. -Ships can explode if they are damaged and near an exploding ship. -Reduced Impact rotation effect on player, increased on AI. -Reduced explosion force amount.

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Quote:
Original post by Prototype
Great, runs fine on 600Mhz/GF2 too.
Though I despise the WSAD controls, it makes it impossible for left-handed players to control stuff. Better add the cursor keys. Other than that, good job!


roger that

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Nice work.

Feedback:
The background looks *much* nicer and more interesting on medium detail than it does on maximum detail. Why does the red nebula disappear when I upgrade the detail level?
While on that point, I do not at all understand the difference between the detail levels for the background. I can see that there are different layers, but unless those layers scroll at different speeds they may as well all be one bitmap and rendered in one pass. It seems you are doing extra rendering for no real reason.
Previously the repelling force of explosions was far too great. However, now it is so small that one might not even notice it. I would prefer something somewhere between the two extremes.
The leaking gas look nice, but it seems too neat and enclosed. To me it does not look like a gas/smoke trail. I’d have the particles expand more, fade slower (thus lasting longer), and I’d randomize the starting alpha / decaying speed a little more than you already do. I might even take away the initial velocity of the particles and rely on the movement of the spacecraft to spread the gas – not sure if it would look better or not.
Have you considered passing the velocity of the spacecraft on to the velocity of projectiles launched (or at least part of the spacecraft’s velocity)? This is done in many arcade space combat games (Subspace for example) and it introduces, apart from physical accuracy, more depth into combat.
I’m sure you know, but enemy ships will shoot at me even if I’m miles away (can hear the shot sound effects at full volume). The turret also does this when set to automatic.
I like the menu system, but felt that the menu should be the same pleasing blue color as the rest of the interface. Also, the radio buttons are too close to the menu dialog boarders. The spacing should perhaps be more even. A hotkey to open the menu quickly would be good.
Finally, I am still not a fan of the way in which the view lags behind instead of in front of my spacecraft when traveling at speed.

Anyhow, great job.

Hope this helps,
Jackson Allan

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Thanks for the feedback. Apparently there is a bug. It has to do with video cards doing 4 passes or only 2. Cards that only do 2 will show the medium setting as the best detail. I'm going to work on that and fix it. I can either detect how many passes the video card supports, or just change the drawing order. I'm not exactly sure how the video cards pick which textures, but it looks like (im guesing)it's the first and the last out of the 4 textures. And if that was the case it would just be 2 star layers and no nebula. Either way I'm going to figure out a fix for that. I just wish I had a 2 pass video card right now instead of asking people questions all the time lol.

the way I draw it is
Space,
Nebula, add
spacelayer, add
spacelayer 2, add.

when you have a 2 pass video card it will only do 2 of them. I believe it keeps the first one then keeps the last one. I need to test this out.

Sorry about the lag, I keep forgetting to make it project instead of lag. Next release will have that I promise.

And yeah I have not put a distance check on firing. Next release will have that.

The next release will accept file reading. This way I can keep variables in a txt, or ini file, that the player can modify, so they can tweak out the explosion force and what not.

But next release I will increase it a little more. And i'll work on the leaks and make it a little more random.

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It PLAYS fantastic!! I really LOVE the way you can shoot in front of you while handling the other sides with the mouse, it's brilliant. The graphics look good enough to me, maybe a bit more detail on the ships, more contrast, less army. And the manouvring of the ship was a bit too slow. I need sharp turns and side rockets so I can do some tricks ala Gundam. [grin]

Very nice game, I hope you add more stuff to it. Rate++ and a Merry Christmas


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nice nice!

about those layers, as noted in this thread. Unless they're scrolling, why are they on different textures?

I didn't notice the explosion force at all =/

When accessing the menu, the game should pause. I hate being shot at while changing settings :P

otherwise, very nice!

May I give a small test-suggestion? How would the enemies feel if they came in "flocks"? Like birds? You can use 'boids' to achieve that. It might look cool, unless they shoot eachother to death :P

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The reason for the space and nebula being on different textures was that I can do a transition from different backgrounds, without having multiple space textures.

For example when your flying around space, the background might gradually change from red, to a blue setting, over a certain distance of time.

I can also do fade in's and out's when your fly into a solar system or into a certain sector of space, vs magicly making one appear when the player isnt looking.

And im using multi-texturing for the speed advantage. But that gives me a total of 4 layers, and some cards that only support 2 textures a pass, are drawing it a weirder order, im not sure how opengl decides which 2 textures to draw durring 2 pass vs 4 pass.

That’s why if you have a card that only supports 2 textures at a time, the medium looks best, where the high looks worse. Out of the 4 it only picks 2, I just need to find which order it picks the 2, then just draw the 2 important in that order, then the other 2 last in no specific order.

The best way to notice the explosion is to spawn a few ships all next to each other quickly, then blast one, and the other 2 ships will fly away. I need to tweak it a little higher so it's more noticeable.

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Is it not possible to render the backdrop as several different primitives (rather than multitexturing)? I have not experience with multitexturing (or OpenGL for that matter) so I would not know the advantages. However, presented with your situation, I would usually render several full-screen textured quads (using alpha / additive blending appropriately) to achieve the effect.

Jackson Allan

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The only reason for it is the speed advantage.

Drawing a multi-texture is noticably faster than drawing overlapping quads, alpha blended.

To give you an example, my game, that used 4 quads with 4 different textures, was at 180 fps?

when I switched it to 1 quad with 4 textures, it went to 280 fps.

Anything TNT2 and above supports multitexturing.

Only problem is some first generation cards can only do 2 textures on 1 quad a frame, while some 4, and I think all modern cards can do 8 or 16 or something crazy like that.

I imagine the biggest advantages are when your doing terrain.. imaging having 2 textures being blended by 2 layers of terrain... :(. Mutli-texturing in that situation would be much faster when you have alot of polys.

And it's not that hard to do.

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