1943 ripoff game

Started by Fuzz, July 26, 2010 04:23 PM

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Fuzz

So, for my final project in Advanced Multimedia, I need to program a video game using director. This is pretty much an Alpha build, right here. I need some people to play this and tell me of any problems they're experiencing.

My Final is pretty much a 1943 NES rip off. I'm probably going to use my own sprites when I get to the point where graphics matter. I've got about 5 weeks to finish this up. Any help would be appreciated.

logen

#1
You didn't compile it with the music. It's missing the file. The sounds are rather low quality and irritating, you should use something else. (not trying to be a dick, just telling my honest opinion) It also looks like the planes and their courses aren't random, but predetermined and looped. I don't know director and it's capabilities but this kinda spoils the fun. (also the screen is waaay to small)

rtil

yeah the sounds are annoying as hell. controlling the plane with the mouse seems a little strange, and only being able to have 1 bullet on the screen at a time is annoying. if it's going to be a 1943/raiden ripoff, it should at least be as fun as them. this is lame. focus on the gameplay before the graphics though

Fuzz

I've only been working on this for a week, and I honestly don't know a lot about Lingo.
One of my biggest problems right now is getting the enemy fighters to shoot. I'm just trying to work out the bugs in the game play. The final product will not be the same 20 planes flying in a loop. This is a build for testing purposes.

My bad on the music, and I'll be sure to replace the sounds. They've got to be free tho, so if anyone knows of good sites for this, I'd love to see them.

Would it be better to use arrow keys to move, and spacebar to shoot?

I can't really do anything about the screen size, but I would really like it to run in full screen to get that Nintendo-ey look.

I'm also working on the multiple bullets problem. I'm working through a tutorial for space invaders, and that gives a lot of examples and lines of code I could use.

Also, thanks a lot for the input.

rtil


slantedskarekrow

the game was alright, the mouse thing didn't bother me that much but i guess its just preference. for the bullets maybe you could use an array to keep track of multiple bullets? that's what we did in my java class I've never used director so i don't know how specifically you'd go about that.

Fuzz

Quote from: slantedskarekrowthe game was alright, the mouse thing didn't bother me that much but i guess its just preference. for the bullets maybe you could use an array to keep track of multiple bullets? that's what we did in my java class I've never used director so i don't know how specifically you'd go about that.

I think director uses lists... Is that the same? But see, thats the problem with my school. They make us do projects while teaching us, instead of teaching us prior to the project.

slantedskarekrow

i can't say if lists are the same or similar because I've never used director. arays are basicly a group of objects of the same type that use the same name, for example:

int playerscore[] =new int[4];

basicly this line declares 4 ints callable under the names playerscore[0], playerscore[1], playerscore[2], or playerscore[3]. it saves a bit of code if you wanted to make a 4 player game and keep track of their scores or something.

using loops you can change them all at once with something like:

for(int i=0;i<4;i++)
{
    playerscore=100;
}

this would set all the scores to 100.

for something like bullets i would use an array of rectangles for hittesting, an array of ints for x position and an array of ints for y position. you can run hittesting in a loop to check them all with a few lines of code. hopefully my information is accurate it's been a while since i coded anything

Fuzz

Alright, I got that all figured out, so now there's more bullets. I only put 5 because any more and the game would just be way too easy, and we can't have that now. I'll probably end up doing the player scoring the same way when I get around to it. I still can't figure out what the fuck is causing one of the enemy planes to shoot tho.

It's supposed to fire a bullet when the player is directly beneath. I do a test every frame to check whether or not the player is in the same vertical. But sometimes he just fires for (what seems to be) no reason. Any ideas?

slantedskarekrow

it sounds weird, maybe if you show me the code i can look it over, but it's hard for me to tell otherwise I'm not super experienced at coding.

Fuzz

#10
Alright, got an updated version for you all right here.

I'm sorry rtil, but unless you can find me a list of the names of the keys of the keyboard, I'm not going to be able to map the controls to keys. The only ones I know are Shift and Control. I can't find these things anywhere, but I know how good you are at finding information.

I've added more bullets, but I think it makes the game a bit too easy... I'm thinking about trying to figure out a way to give enemies, and the player health of some sort. Using Director is a bitch cause there's not a whole lot of documentation on the scripting language anymore.

Right now, the boss doesn't do anything and I'm planning on adding some more levels or something along those lines. Still, only one fighter shoots, and I can't figure out how to get the others to do the same, without writing individual scripts for each.

Any suggestions are appreciated.

EDIT: I don't know why the hell the game music isn't linked with the game.

slantedskarekrow

it feels like you shoot really fast, maybe make more of a delay in between each shot, also if you full screen you can cheat and move your plane below the game area.

rtil

Quote from: FuzzI'm sorry rtil, but unless you can find me a list of the names of the keys of the keyboard, I'm not going to be able to map the controls to keys.
http://www.asciitable.com

Fuzz

Quote from: rtil
Quote from: FuzzI'm sorry rtil, but unless you can find me a list of the names of the keys of the keyboard, I'm not going to be able to map the controls to keys.
http://www.asciitable.com

I found that too, but it's not the right thing. Lingo doesn't use ASCII. But I did find the right thing. However, once the button is pressed ONCE, it will keep moving in that direction until another button is pressed. I figured that it was because it was receiving the command every time the game refreshed the frame. After moving it into it's own handler, it doesn't even work. I'm still working on it, but I promise you I will get it working.

I much rather would have learned to do this all in AS3 or something.

I'm also having some problems with the music still. I might just going to have to bite the bullet and put it in one of the sound channels which will only leave a channel open for 1 other sound at a time. When the music is playing, the sound effects sound a lot better.

This here is the latest version. I have the key board controls disabled atm.

Terry Thel Ozymandius

Why dont you upload it in the TBA dump? If it dose not allow that file type, just put it into a zip folder.
Thanks for the bad comment
[mp3]http://www.thebackalleys.com/dump/files/1611/138y3D_Transformers%20-%20Scramble%20City%20%5Byou%20can%20fight%20transformer%21%5D.mp3[/mp3]
Я не потерял, мир потерял от меня

Fuzz

#15
I don't want to be taking up 10MB worth of space with every update. Is it really so bad to wait 45 seconds to download?

Fuzz

Also, would anyone be kind enough to make some pixel art of a plane falling from the sky, and another of and crashed burning plane on the ground?

Fuzz

Quote from: FuzzAlso, would anyone be kind enough to make some pixel art of a plane falling from the sky, and another of and crashed burning plane on the ground?
GUESS NOT.

Any way, HERE is the final version submitted for grading. It's not a particularly hard game, and due to time restrictions I wasn't able to do nearly as much as I had wanted. But I enjoyed making it so much, that I'm going to keep working on it. Hopefully it will become a good game some day.