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| 16 Jul 2008 07:56:22 pm by cjgone | ||
| Erm, i've successfully made a timer to keep huge speed differences a thing of the past.
emulator deosn't support the timer (gs), but some random new thingies. |
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| 17 Jul 2008 06:52:05 am by fourchanb | ||
| Hey, don't make a shooter that's more awesome than Touhou!
(Luckily I'm making a very different kind of shooter, because this looks like serious competition). |
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| 17 Jul 2008 11:11:53 am by Agent84 | ||
| I've got a couple names off the top of my head:
1) Cosmic Galaxy Warriors 2) Extraterrestrial Space Wars 3) Cosmic Galaxy Conquest 4) Cosmic Galaxy Conquerors 5) Cosmic Space Wars That's all i can think of right now. I hope you guys like it, I'll think of more later. |
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| 17 Jul 2008 11:18:46 am by MSR5 | ||
0x5 looks like you are running someone out of business.
Great Job! Personally I like the flickering gs, it gives a retro feeling to the game. Anyways, I know it is a bit late to suggest this, but how about a weapon up grade (assuming that the ship runs on nuclear power) that shoots a radiated cloud of gas and nuclear waste material at enemy ships and slowly destroy them. Also that cloud would drift back slowly so it is a possibility that your ship could be caught in it, other words a double edged sword. |
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| 17 Jul 2008 01:34:18 pm by cjgone | ||||||
Hehe. Goodluck man with your shooter! Ever need a bit o' help on some shooting stuff, just pm me.
Eeks, engine wasn't built for advanced bullet customization. :S That's like the only thing that can't be written specifically =X Soz. Also note that my engine still limited to a max of 4x4 size bullets and 8x8 sized enemies. I'm working on increasing the sizes of things by making an object that assembles up a larger object. However, atm, such intensity can't be done just yet Haha, funny to see how much meh game progressed after i wrote the game in "C". it looks quite ugly now, but it allowed me to organize the game out |
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| 18 Jul 2008 02:30:35 pm by cjgone | ||
| Going to make hi score today. To busy playing Halo yesterday <3. | ||
| 18 Jul 2008 06:13:47 pm by Liazon | ||
| o.o jeez that C compiler was pretty good afterall. maybe someone should keep working on it. | ||
| 19 Jul 2008 11:47:19 pm by cjgone | ||
| lalalalalaa :blush:
back to old emmulator of wabbit srry no name input, free source coding makes me lazy ;) Unless it becomes a huge issue i prolly won't add name input. Hope no one is angry that the code = 14k Going to add some levels later and maybe some more power ups, dun dun dun. No progress tomorrow, i'm going to be out side of meh house. |
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| 20 Jul 2008 06:15:00 am by fourchanb | ||||||
I suppose most of the work is coding bullet patterns and graphics though.. that could take a while. Good to see that you did a great job on that already! Man, this gives me some great inspiration for Touhou. 'Too bad' I'm in one of the most awesome countries in the world now (Thailand). Expect some news when I come back though. |
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| 20 Jul 2008 11:19:42 am by cjgone | ||
| 0x5, :P
Sweet, should be exciting to see how your shooter will look when you get all the grfx and stuff. :blush: |
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| 20 Jul 2008 09:38:41 pm by Super Speler | ||
| Wow! This looks awesome so far. | ||
| 21 Jul 2008 03:46:50 pm by cjgone | ||
| Woot, got some sun tan yesterday :], anyway, i am confirming that I am writing some support to larger then 8x8 sprites, up to about 16x16. Unfortunately sprites WILL be limited to n by n, the width = height.
This project should be finished by next week, full source\documentation included. Looking forward to see you download it and have some fun <3. If you're dieing to see something added, you can post about it if I forgot (yes, i know about the scroll reverse) or you just wanna make me work harder on some absolutely useless upgrade annoying limitations that i will not update: bullets must be 4x4 objects = 16x16 max hiscore = no names |
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| 21 Jul 2008 03:54:56 pm by c_plus_plus | ||||
Will nagging and whining help? |
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| 21 Jul 2008 03:55:31 pm by cjgone | ||||
:[ Guess I gotta add names =X |
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| 21 Jul 2008 03:59:03 pm by c_plus_plus | ||
| Idk. I guess you don't have to, but it would be a nice feature. | ||
| 21 Jul 2008 06:09:07 pm by cjgone | ||
| Big boss thingy = hawtness
Yes, object support to 16x16 complete. The task of the big object in the screeny is the same for the shrimpy things hence the small misplace explosion and the bullets getting shot from inside of it. Collision detection with it is fine via bullets, and running into it. |
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| 21 Jul 2008 06:46:38 pm by Liazon | ||
| 14k's not bad on SE calcs. the name thing would be nice. | ||
| 21 Jul 2008 10:10:36 pm by cjgone | ||
| Wow, after writing a good amount of this game, its funny how similar this is to blaster ball except without the ball. :o
Sneak peak: I'm gonna be writing blaster ball next because there's like 200-300 lines of code difference, not to mention the blocks don't even move and a bouncing ball that only bounces at 45 degree angles is extremely easy to manage. Gonna start working on this 'cuz I don't feel like making levels for a shooter game (very boring). Will work on shooter more tomorrow, k thx. SAD, pong takes like less then 200 lines in asm.... blaster ball should take roughly 800-900 with no custom\powerups (last thing i have 2 add is collision detection to more objects, then the game engine is done cuz I have object support already...llooooll). Got a basic design done. No, it doesn't use pixel collision, it's object collision, and the ball goes only at 45 degrees, making it hella easy to write <3. |
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