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kaysik

*UPDATED* Shards v0.99!

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SCROLL DOWN FOR NEW POST!!! SCROLL DOWN FOR NEW POST!!! SCROLL DOWN FOR NEW POST!!! Hello again! Long time since I've posted here however I haven't fogotten you all ... i mearly developed a WoW addiction thats taken me a year to break haha :D Still better late than never 'eh. Anyway, I just uploaded v0.5 of Shards, a scrolling shooter like so many other raiden clones out there. But I know you like seeing what AS gets used in so I thought I'd share even if its not the most original project ever. So be warned its simple, and not actually complete but its still fully playable despite that :P Shards_0.5.0.zip Just incase your a tinkering kinda guy you can go have a play with all the scripts in /shards/core/scripts/ and the entitiy definitions in /shards/core/entities/. Any file with .def is just an xml file and its pretty simple to figure out I think. Entities have a set of atributes (size, model, speed etc) as well as a scripts item: <scripts touchEnt="blasterOnTouchEnt"/> So when this entity touches another entity it'll run "blasterOnTouchEnt()" function out of the script file linked at the top. The script file itself is pretty self explanitory with all the events. I've run out of time this weekend to make the levels so the engine is hardcoded to just spawn lots of the "basicBot" entity type. But once I get the level definition up and running you'll be able to spawn whatever entity types you like. For the moment though if youw ant to create different entity types you'll just have to mod the "basicBot" type because thats the only one spawned (except the player of course). I'm going to write a little mod guide when its done explaining all that about 300 times better, but I'll need to finish it befor I get around to that :D So yeah - my current AS project as it stands! [Edited by - kaysik on April 15, 2006 12:12:59 PM]

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Oh and I'd love to know what machines it runs on. I have no idea how badly optimised it is currently seeing I'm developing it on a +3500ghz machine with a GeForce6800 so no matter what I do it never seems to lag. Hopefully it runs on lower specced machines without much trouble!

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Well, I don't really have a lower spec computer, but it runs great [smile]
Amd 64 3700+
2GB Ram
Ati Radeon X800 128MB


As for the game demo itself, very great base working model you have there, good work! Very solid basic game play; shoot and dodge enemies. What I'd like to see you implement is the powerups for additional weapons, different enemies, and maybe formations for enemy clusters. After a while, it gets really hard to play, since the enemies increase but the rate of fire stays the same. I did mess around with the various scripts, and they did work, but I think the weapon system would need a little more fleshing out before users can adequately work with it. Other than that, great work and keep us updated on this! I'm looking forward to a more advanced demo, scripting is always fun [wink]

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Guest Anonymous Poster
Intel P4 2GHz
1024MB RAM
GeForce Ti4600 pro

No problems running it here.

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Intel P3 Celeron 800MHz
256MB memory
GeForce Fx5700 LE 256MB

The game works great. :)

I like the start of this. It has the potential to become a really cool game.

I agree with Drew on his suggestions. Also, I think your next step needs to be to add the sound effects. ;)

Regards,
Andreas

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w00t - happy it worked on all your comps! Thanks for the feedback!

Drew_Benton: Agree with basically everything you said! I'm thinking of this as a "first playable" release rather than feature complete. Quite a few of the things you mentioned are half implimented already as well. For instance you can define however many entity types you want but its just hard coded to only ever spawn the basicBot type. Stuff like that means in theory it shouldn't be too hard to expand to a more fleshed out complete game.

Also all scrolling shooters need a megabomb weapon ... so if nothing else I think its gamer law that I must impliment that [wink]

WitchLord: Sound is planned! Infact the engine sound code is already written I just don't have any sounds to load and play. I need to go on a hunt through some free sound websites to find nice explosions and music loops. I'll definatly try to add some soon now you mention it though because it would add alot!

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I've tried to run the program, but it loads the window, and then closes.
No error messages shown.
Simple Specs:
1.4GHz
256MB RAM
64MB GeForce 4 MX 420

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Quote:
Original post by deadimp
I've tried to run the program, but it loads the window, and then closes.
No error messages shown.


Hmm, weird. Seems to be working for everyone else I've given it too. If your willing I'll give you a debug build which prints out a heap of info if anything fails ... hopefully that'll give some hints as to whats wrong. I'll upload a build of that tonight when I get home and if you have the time you can check it out!

abrken: Nice! I was hoping it'd run fine on that kind of machine but its good to have confirmation.

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Quote:
Original post by deadimp
Where could I get the debug version? (Sorry for not replying earlier)



haha sorry for not putting it up earlier. I did try to make you a debug built but I was halfway through some other stuff so in the end i decided to just finish what I was working on because it would be better than just hacking it to work for that one debug build. So in a few days I'll upload a completely new version with both release and debug builds. Bear with me :D

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http://www.kaysik.net/shards/Shards_v0.9.zip

New version, this time all console messages are printed to stderr (and hence showup in stderr.txt under windows) so hopefully if anything goes wrong that file will say whats up.

Much like last time this new version still isn't a complete game. However this time there are multiple enemies, terrible boss, different levels, music, sound effects, credits screen, and alot more events which can be scripted. As far as I had planned the code itself is done ... now comes the hardpart - adding content [wink]

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It seems as though my card doesn't support multi-texturing (I don't really game a whole lot).
Here's the output of "stderr.txt":
__/ Starting: Console
__/ Starting: Script Manager
__/ Starting: File Manager
__/ Starting: Settings Manager
> Loading: Config [base.cfg]
__/ Starting: Video Manager
****** ERROR: NO MULTI TEXTURING - soz bibi!!!


"Soz bibi"??? :)

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Works great on my 64MB GeForce something or other.

Quote:
Original post by deadimp
It seems as though my card doesn't support multi-texturing (I don't really game a whole lot).
Here's the output of "stderr.txt":
*** Source Snippet Removed ***
"Soz bibi"??? :)


Has anybody here ever got in trouble for leaving comical messages in their code on a commercial project? I know I do it all the time, but I'm not employed yet.

- Evan

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Quote:
Original post by deadimp
"Soz bibi"??? :)


haha - debug prints win!

Actually this game doesn't use multitexturing at all so i can take that out. I really should've made it a flag in the engine when I added it ages ago but I got lazy so it just dies if it can't find the extensions (rather than actually doing it properly and just disabling the feature). Next version will have that fixed so hopefully you can run it then!

As for crazy debug prints in general ... yeah I've got introuble for doing that. I put a "Stupid User Exception 1042 - your an idiot" into something which was an inhouse tool ... then later it eventually ended up being leased out with my crazy errors in it. I got told off after my boss stopped laughing [wink]

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Yeah, I understand. Some of my code for my game engine/game that I'm attempting (working on it for around 1.5 years now) has some crazy little comments in it, mainly due to the fact that the code was made somewhere around 10PM and 1AM.
Thanks.

EDIT: Well, I got to a computer at school, ran it there, and it worked just fine. It was interesting how you did the background... Quite interesting.
I wonder if you could use the 2xSAI algorithm to try and get rid of some of the pixelation. How you would do this with a 3D engine, I have no idea.

[Edited by - deadimp on April 12, 2006 8:45:35 PM]

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http://kaysik.net/shards/Shards_v0.99.zip (3meg)

There it is boys and girls, v0.99 (hopefully soon to be known as v1.0).

This version is quite a big step forwards, and appart from the score being reset each level (soon to be fixed of course), I can't really see anything wrong with the game as a whole now. More content would be nice as always but creating it isn't really where my interests lie so it will probably always be too short [wink].

Keys:
Movement = arrows
shoot = left control (can be held down)
next weapon = left alt*
previous weapon = left shift*
quit = esc

*There are only two weapons and the hud doesn't show your ammo or which weapon you have selected, but their there.

I have no idea how this version will run. There are ALOT of new things going on, including heaps of scripts potentially being run each tick. I tried to keep my default set of scripts pretty lean, but if you had a complicated update each tick for every entity I'm sure you could manage to chug it to high hell!

This version also features a very crappy modguide (checkout the modguide dir). It was written in a day, and I started getting lazy towards the end so stuff gets less and less explanation. Should give anyone interested more than enough info though. Can always ask me if you get stuck.

So yeah ... thanks heaps of AS - its very cool! Hope you like what I've done with it!

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I totally missed the last post, so i downloaded the first one.
Everything runs fine the first time around, but when i start after dying once all the text is messed up.
Athlon X2 4800+, 2x7800GTX, latest 64bit detonators.

Edit: Seems to be fixed in the last version. Very nice game, even though it's a bit short :) Stick a couple of more weapons in there, together with smart bombs, and a couple of more enemies. Perhaps use real waves of attacks instead of randomly generate the ships. You'll have killer gameplay :)

Anoter edit: I didn't manage to switch weapons though.

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