gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

Announcements And Comments > My Project Introduction --> X-GUNS

#72568 - alexge - Sun Feb 19, 2006 11:56 pm

Hi all there,

here is a little demo from my current project. I still coding on it, and there is a lot to do.

demo download link: http://www.gebers-net.de/xguns.gba

#72584 - unrequited - Mon Feb 20, 2006 3:16 am

Any intro... or description of what this does? Also screens?
_________________
-Unrequited

#72585 - MrD - Mon Feb 20, 2006 3:25 am

A solid start! :)

Is there meant to be anything at the end of the green mesh, when you can see the space?

Also: It's a horiztonally scrolling space themed shoot em up.
_________________
Not active on this forum. For Lemmings DS help see its website.

#72591 - gauauu - Mon Feb 20, 2006 6:13 am

Cool. I really like the graphical look and feel.

The ship could move a little faster (the fast moving enemy ships wiped me out repeatedly as it was hard to dodge fast enough).

Also, the hit detection or bounding boxes seem slightly funny...sometimes it looks almost like a bullet is going through me, and I'm fine. Other times, I blow up when I thought I had avoided the object.

But overall, a great start!

#72619 - isildur - Mon Feb 20, 2006 3:35 pm

Hey thats very good. I found it a little too hard though (maybe i'm getting too old for this). It reminds me of when i was a kid playing Scramble at the arcade.

#72620 - gauauu - Mon Feb 20, 2006 3:41 pm

Quote:
Hey thats very good. I found it a little too hard though (maybe i'm getting too old for this).


Ha...that's exactly what I thought. I just didn't say it because after doing so badly on the "hunt" game that was demo'd a couple days ago, I was embarrased at my lack of skills.

....you know, SKILLS! Like computer hacking skills, bow hunting skills.....

Point is, I agree, it's a bit too hard. It took me quite a few tries to get past those initial waves of enemies.

#72682 - alexge - Mon Feb 20, 2006 11:48 pm

now I have included one new enemy and two Powerups (SpeedUp, SpreadShot). The Colision-detection is improved. This isn?t the final Level-Design , it?s like more a test.

Please post your comments and improvments

Thanks.

PS: Everyday I will upload an updated version under the same filename "xguns.gba".

http://www.gebers-net.de/xguns.gba

#72734 - shen3 - Tue Feb 21, 2006 7:01 am

That is a great improvement.

How are you designing and laying out the levels, in particular the enemy formations?

I also have a shoot em up game, but it just features random enemies at the moment. I would love to put in some levels with set enemy attack patterns, but I haven't figured out an easy way to generate them yet.

Shen

#72735 - alexge - Tue Feb 21, 2006 7:12 am

I edit the enemy layout with my own written level-editor.
The Enemies are stored in the same format like the Backgroud-Tile Graphics. The size of a Level-Map is currently 200 x 20 Tiles. I have 2 Layers for the Background-Graphics (BG & Paralaxx) plus the Layer for the enemies. The enemies are stored as numbers in this layer.

#72745 - keldon - Tue Feb 21, 2006 10:06 am

shen3 wrote:
That is a great improvement.

How are you designing and laying out the levels, in particular the enemy formations?

I also have a shoot em up game, but it just features random enemies at the moment. I would love to put in some levels with set enemy attack patterns, but I haven't figured out an easy way to generate them yet.

Shen


As an event when the camera has a specific position in the level.

#72748 - alexge - Tue Feb 21, 2006 10:27 am

I check the left and right map side.

i. e.


if(map[xmap]==2)
{
Init_Enemy2();
}

if(map[xmap+30]==1)
{
Init_Enemy1();
}


+30 because that?s the tile on right of the GBA screens.

#72832 - shen3 - Wed Feb 22, 2006 1:17 am

That is an ok way, but it requires a function for each enemy + flightpath doesn't it?

ie. 1 function to set up a red enemy flying straight across the screen, 1 to set up a red enemy flying in a sine wave, 1 to set up a blue enemy flying straight across the screen, 1 for a blue enemy in a sine wave pattern, etc etc.

I was hoping you would have the enemy placement, and the flight path seperated out, and make your level editor would allow you to place enemies, and give each one a flight path from a list of defined flight paths.

And also that your level editor was available for other people to use. :-)

Your way is a lot easier to implement. the other way allows for more complex behaviour, but there is so much data involved that a program to nicely manage it all is really required.

Shen

#72836 - keldon - Wed Feb 22, 2006 1:59 am

You can have it seperated with complex behaviour without any trouble; or an external program.

Code:
Level 1:
   On Camera.x past 200, Create Shooter at 220, 80 Using path Sine
   On Camera.x past 205, Create Shooter at 220, 80 Using path Sine


You can also create sets with behaviours; for example
Code:
Sequence 0x01:
   Store SequenceStartX = Camera.x
   On Camera.x - SequenceStartX past 200, Create Shooter at SequenceStartX + 50, 80 Using path Sine
   On Camera.x past - SequenceStartX 205, Create Shooter at SequenceStartX + 55, 80 Using path Sine

Level 1:
   On Camera.x past 200, do Sequence 0x01

#73225 - shen3 - Thu Feb 23, 2006 11:59 pm

Keldon:

I know you can have it seperated out, and that is exactly what I want.

I don't want to have to type in all the data for each level by hand, and then try to wade through it all it find some stuff in the middle of a level when I want to change it around.

Technically it is quite easy to do, practically, dealing with the large amounts of data required to specify all the attack patterns for multiple levels is a pain unless you have some nice level editor to help manage it.

That is why I was asking if Alexge had a level editor that supported all of that functionality. I'd really like one, but I haven't made one, or been able to find one anywhere on the net.

Shen

#73228 - alexge - Fri Feb 24, 2006 12:21 am

Hi shen3,

it?s very easy to write an own level-editor using Blitzbasic. My editor isn?t very comfortable but I can design the level?s with it.

#73229 - alexge - Fri Feb 24, 2006 12:23 am

Hi,

it?s time to show an new version of my little game. At the end of the map appear?s a simple End-Boss. At this time the End-Boss never die.

http://www.gebers-net.de/xguns.gba

#73270 - alexge - Fri Feb 24, 2006 8:45 am

Good morning,

now after 1,5h coding an update version is avaible ...

http://www.gebers-net.de/xguns.gba

#73271 - gauauu - Fri Feb 24, 2006 8:53 am

Wow, it's coming together really well. nice work.....

How'd you do the music? Did you write it yourself?

#73272 - alexge - Fri Feb 24, 2006 8:56 am

The music is currently a conversion of an c64 tune. In the final version a friend of mine write the music :)

#73274 - gladius - Fri Feb 24, 2006 9:26 am

Nicely put together game :). Good thing there is infinite life though or I would've been done in the first little while.

#73400 - alexge - Sat Feb 25, 2006 9:44 am

Now the End-Boss is finished.

http://www.gebers-net.de/xguns.gba