SHMUP-DEV

RAPID PROTOTYPE SESSIONS => Session 11 => Topic started by: Null1024 on April 13, 2009, 05:32:40 PM



Title: Null1024's entry -- [eEvogun] -- <FAILURE>
Post by: Null1024 on April 13, 2009, 05:32:40 PM
So, this time `round, I'm going to make my project in Java.
I may not finish this session.

Progress:
setting up everything: 150% -- I even have build and packaging scripts!
game logic: 40%
graphics: 40%
likelyhood of finishing: 0%

I'm following a bunch of tutorials, hopefully I can get my game done.
[EDIT: got the whole setup done, just need to code logic, patterns, objects...]

ALPHA v0032:
D/l: http://s_a_2_d.sitesled.com/
Click the eEvogun link.

So, it's a boss fight, but the boss never dies...

Game premise:
You are fighting a boss. When you destroy boss parts, it gets stronger. Now, you have to destroy the parts equally to get the huge score bonuses that the harder sections bring [e.g, lowest boss part level is your score bonus for ALL parts]
There is also a time limit, and infinite lives, however losing a life subtracts a massive amount of points based on the lowest boss part level.

PS: use Java 1.4 or 1.6, 1.5 seems to run the game at half speed, however further testing is needed.
PPS: use Wordpad to open the readme on Windows, Notepad doesn't like Unix style newlines.
PPPS: All this has so far is an invincible boss block that doesn't shoot at you.


Title: Re: Null1024's entry -- [unnamed]
Post by: kdmiller3 on April 13, 2009, 07:09:43 PM
It's always good to try something new.  Good luck!


Title: Re: Null1024's entry -- [eEvogun]
Post by: Null1024 on April 14, 2009, 07:44:03 PM
Ok, have basic player movement done, and player bullet shooting.
I may [will?] actually finish this.

Source included, under terms that pretty much say if you mess with it, you credit me for the origonal. And it has my awesome build scripts that make life easy.


d/l: http://s_a_2_d.sitesled.com/
[it's the eEvogun link]

Coming up:], the boss, and boss timeline patterns [both within 1-3 days].


Title: Re: Null1024's entry -- [eEvogun]
Post by: moosa on April 15, 2009, 09:34:13 AM
You probably ought to limit the bullets on screen by not letting the player fire more, rather than destroying the ones already flying through the air. Just thought I should mention. :)

By the way, how would the high score system work? Would it just remember your highest achieved score? Otherwise I would think that players would need to "strategically quit" while they're ahead, which sounds interesting but maybe not so fun. ;)


Title: Re: Null1024's entry -- [eEvogun]
Post by: Null1024 on April 17, 2009, 08:18:22 PM
It'd save after your run has ended.
And the bullet limiter was going to be implemented soon [really easy -- just keep a count of how many bullets there are on screen]

Also, I have gotten sick, and unable to code for the last few days...


Title: Re: Null1024's entry -- [eEvogun]
Post by: Null1024 on April 26, 2009, 11:19:29 PM
Bleeding muffins, even if I worked nonstop for the next several hours, I wouldn't have a game even close to what I was planning to make...
I'll post what I have tommorow, but...


Title: Re: Null1024's entry -- [eEvogun]
Post by: the2bears on April 26, 2009, 11:39:02 PM
Bleeding muffins, even if I worked nonstop for the next several hours, I wouldn't have a game even close to what I was planning to make...
I'll post what I have tommorow, but...

You've got until Monday night, PST... so roughly 29 hours from now :)

I share your pain.  I'm trying to get a little something done too.

Bill


Title: Re: Null1024's entry -- [eEvogun]
Post by: Null1024 on April 28, 2009, 12:05:54 AM
Eengh, had to go to dentist, in NY, and I'm in PA...
Screw it. Mine's not getting finished.
All I have so far is a single, indestructible section of the boss that bullets react to [and destroy themselves when necessary].
I'll upload the little bit I have tomorrow evening, I can't now, I'm not on the right machine...


Title: Re: Null1024's entry -- [eEvogun]
Post by: the2bears on April 28, 2009, 10:44:38 PM
Heh... didn't realize just how bare the current upload is  ;D Uses the boxy theme very well.  Anyway, hope you're able to get the latest up.  Should worry about it being late, we're pretty slack here ;)

Bill


Title: Re: Null1024's entry -- [eEvogun] -- <FAILURE>
Post by: moosa on May 01, 2009, 12:20:26 AM
The good news is that you can use what you've accomplished here for the next session.  ;D


Title: Re: Null1024's entry -- [eEvogun] -- <FAILURE>
Post by: Null1024 on May 01, 2009, 12:29:53 AM
Yeah, but I'm going to have to clean it up... *shudders*
My code is horrible, especially since I'm using the obvious, non optimized and bad solution for EVERYTHING. Collision put straight into the enemy event loop w/o placing it into a separate function? Check. Using brute force to detect which bullets are available? Check. Using a simple array to hold bullets instead of making them at runtime? Check. The list doesn't go on further, because I'm not even close to done, but...


Title: Re: Null1024's entry -- [eEvogun] -- <FAILURE>
Post by: moosa on May 01, 2009, 04:48:55 AM
But you said you've never done something like this in Java, right? So the experience at least... Come on, just agree with me.  ::)


Title: Re: Null1024's entry -- [eEvogun] -- <FAILURE>
Post by: Hacked on May 01, 2009, 02:01:03 PM
i remember back when i was learning vb 6
the only way i could get bullets to work was to use arrays of existing bullets because creating objects at runtime was too slow