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2018 New Year Challenge: Missile Command

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Oh wow, another of my favorite games from my childhood, I had that 2600 cartridge back in the day.

I'm going to do this, and I'm going to use voxel type or vector type graphics, I see that is allowed. I'm undecided as I write this. I enjoy making 80s arcade replicas as you can see from my remake of Atari Asteroids Deluxe I finished last week. I'll be doing this in MonoGame of course.

Count me in.

Edited by LanceJZ
Added info I forgot.

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One more question, how much can we change the gameplay? I mean I want to add more stuff, as I started yesterday and it is almost finished already, I have 2 months to make better image and music, so I think about adding things in the gameplay but I am afraid of changing it too much.

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3 hours ago, lilington said:

One more question, how much can we change the gameplay? I mean I want to add more stuff, as I started yesterday and it is almost finished already, I have 2 months to make better image and music, so I think about adding things in the gameplay but I am afraid of changing it too much.

I think the key is to keep the spirit of the original gameplay, but that doesn't mean you can't add a new design twist or new gameplay elements - as long as it's designed in the spirit of "Missile Command". The ultimate goal with these is to learn, challenge yourself, and have fun, so if you want to experiment around the Missile Command game design then go for it!

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13 hours ago, LanceJZ said:

Have you guys thought of starting a Discord server for this contest?

We have our GameDev.net Discord, so I don't know that we need another server, but if there was enough interest we could create another channel for challenges. Right now the challenges are posted to #lounge when they come out.

Very cool replication of Missile Command, btw!

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46 minutes ago, khawk said:

We have our GameDev.net Discord, so I don't know that we need another server, but if there was enough interest we could create another channel for challenges. Right now the challenges are posted to #lounge when they come out.

Very cool replication of Missile Command, btw!

Well, that would be a Discord server, thank you. LOL I'll go join it now.

Thank you! I'm a big fan of the original, I spent many quarters on that game in the 80s.

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Here goes my entry! Right now it's more or less a straight Missile Command clone. I couldn't help it but use the trophy image as the in game missile :)

 

Per default use the mouse and keys 1, 2, 3 to fire the cannons. Protect and survive!

Download from http://www.georg-rottensteiner.de/files/GDMissileCommand.zip

 

Edit: Updated archive with source code (only the main game code, not the overall library code, sorry!)

5a382080c1aac_GDMissileCommand18_12.201721_04_57.png.be262206401012b3e1829241968abd05.png

 

5a38208e9c518_GDMissileCommand18_12.201721_05_09.png.e8999cf02143e930243d53c584515b04.png

Edited by Endurion

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Awesome challenge.

Gonna give this a crack. Will be a good test of my framework I have been creating for the past few months.

Count me in! :D

 

[edit]

Had a chance to make a start today. Got some basic assets happening in game. Still haven't touched gameplay at this stage. Entire application currently weighs in at 344 Kilobytes (no audio yet).

GVaKQKt.png

[edit2]

Started a dev blog :)

 

Edited by lonewolff

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Quick question. Have I set up this blog thing correctly? I click on 'My Blogs' and it tells me I have no entries. I'm new to the blog thing. :)

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54 minutes ago, lonewolff said:

Quick question. Have I set up this blog thing correctly? I click on 'My Blogs' and it tells me I have no entries. I'm new to the blog thing. :)

Looks like you created the blog, so that's the right first step.

But maybe you put your first entry as the blog "About"? :)

For your first entry you'll want to click on the "Add New Entry" button (in blue) - right above where it says "No blog entries have been created". You'll get the familiar editor to fill out the entry.

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I'm on a cheap laptop the next few days, so probably hard to get a video up. Regarding the crash, I'll have to look. It's compiled with VS 2015, defaults to DX11 for the renderer, but will automatically fall back to DX9 and/or DX8 if that fails.

I'll try to see what could cause the crash. Are there any details in the crash message?

 

Oh, and thanks for letting me know!

Edited by Endurion

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Not a fault message, just the app will now close thing. I'm mobile now and can't give specific. When I create a dx11 device on this machine, it succeeds with feature level 10.0. It's interesting that you mention a dx8 fallback. Sounds complicated. I thought feature level only went back to dx9.x. Again, really like your art style. I suppose I should mention that I stopped upgrading visual studio at VS12 or visual studio 2013 depending on how you say it, so maybe its possible being the VC runtime. 

@lonewolff you too. That background is sexy.

Edited by GoliathForge
Leave no man behind

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I think I found the cause. The crap laptop I have here has a problem getting a proper IDX11Device2. Since I didn't even require it to be 2 I replaced that with a plain IDX11Device and it works.

I've uploaded the replaced file to the same link: http://www.georg-rottensteiner.de/files/GDMissileCommand.zip 

If you could try to see if that one works that'd be awesome. Thanks a lot!

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Awesome, kind of :)

Thanks a lot for re-testing. I'll have a look about the fullscreen issue.

 

I owe you one!

Edited by Endurion

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Posted (edited)

I've colored the text and numbers as you can see in the photo. I forgot to do that before making the video.

Current version 2.2.3. This version is for Windows 7-10. If you want to read about updates, check here. My Game site on Facebook

Download video game to play.

If you are on something older than Windows 10 you may need to download the runtime for .NET here. Visual Studio 4.5.2 runtime.

Use Keyboard ZXC to fire missiles, arrow or mouse to move the cursor. P pauses, and Esc to quit. (Or you can click the X on the window when the game is over. The mouse will reactivate.) Can you beat my high score? Enjoy!

On a side note, this game runs at 2500FPS average.

image.thumb.png.b2b050524b48c46e8919f5122bf79775.png

 

 

Edited by LanceJZ
Added OS type.

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On 12/20/2017 at 12:13 AM, lonewolff said:

Awesome challenge.

Gonna give this a crack. Will be a good test of my framework I have been creating for the past few months.

Count me in!

 

[edit]

Had a chance to make a start today. Got some basic assets happening in game. Still haven't touched gameplay at this stage. Entire application currently weighs in at 344 Kilobytes (no audio yet).

GVaKQKt.png

[edit2]

Started a dev blog

What library are you using with C++ for DirectX 11? I've only used SDL2 and SFML2. (You don't have any blog entries entered yet either.)

 

 

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