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 Post subject: Please test my game! :)
 Post Posted: March 11th, 2017, 10:51 pm 
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Joined: January 19th, 2017, 10:28 pm
Posts: 281
Location: Idiot from northern Europe
Hey guys,

My game is almost done. Please test it a few times.

did you find any bugs?
is it too hard/too easy?
do you think anything should be changed about the level

Would like to hear all opinions on what is bad/what is good and what you'd change. Comments about the code is welcome too.

https://github.com/Yumtard/Spaceballs


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 Post Posted: March 12th, 2017, 1:31 am 
 

Joined: February 28th, 2013, 3:23 am
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Which branch should be checked out?

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If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com


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 Post Posted: March 12th, 2017, 1:38 am 
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"Kk"


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 Post Posted: March 12th, 2017, 2:02 am 
 

Joined: February 28th, 2013, 3:23 am
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Chili moved some of the Present functionality to the Surface class instead of the Graphics class in the 3D fundamentals framework, sorry for the confusion, I had forgotten about that.

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 Post Posted: March 12th, 2017, 2:07 am 
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Oh okay. I tried copying both the graphics and the surface though:p


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 Post Posted: March 12th, 2017, 7:14 am 
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Lol, fuck that minefield with the black hole XD

Dude, looking very good. Feels like actual levels now with the... levels. And the enemy movement pattern is cool too. looks like you got alpha blending working now too, nice ;)

A few observations: loading all the mp3s at once during startup might not be the best idea, seeing as how you got some long ones there. I would like to recommend loading on a separate thread, maybe with a loading screen, or defering some till they are needed (like the end screen stuff). The threaded loading would allow you to load around 4x faster since you can use all the cores as well, but it's a little advanced so maybe you can come back to it later.

Ships etc. should blink white or red when they take damage for a very short duration. It's hard to tell what things in the world take damage without that kind of feedback.

It looks like the shot from the large ship is not being alpha blended. When it goes over an obstacle, it looks funky :D

Overall, looking very good man. Definitely something to put in the portfolio. Keep up the good work! I'll play some more later and give you any feedback I can think of.

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 Post Posted: March 12th, 2017, 7:20 am 
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Just tested out the black hole level. That getting sucked in animation looks sweet! :)

The alpha blending on the red fire obstacles needs some TLC tho ;)

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 Post Posted: March 12th, 2017, 10:14 am 
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Haha I might have been a bit too sadistic with that minefield :P

Thanks :) Will look into that threading thingy, sounds like a good idee.
I was planning to make everything that takes damage blink red but got lazy :p I'll get right on it today!

Actually nothing at all is alpha blended :p I just get away with it a lot of the times because it's a black background and I use black as sprite backgrounds and then drawspritekey.
Got alpha to work when using 3d framework but were unable to copy pasta the 3d framework stuff to my game or my game to the 3d frame work.

Actually posted this recently

Yumtard wrote:

@Chili
If you could please show me how to change the graphics to use sysbuffer it'd highly appreciated as I've tried to get alpha working for a total of prob 20 hours and only managed to f everything up :D
It's also pretty much the last thing left in dev



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 Post Posted: March 12th, 2017, 11:58 am 
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Added white flashes when a killable object is shot as requested by chili.
Makes it much more clear if you're shooting something that's invincible or not :)
Before you might have tried to kill mines or thought maybe the purple ships are invincible but now it's clear. I like it


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 Post Posted: March 13th, 2017, 3:37 am 
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Yumtard wrote:
Haha I might have been a bit too sadistic with that minefield :P

Thanks :) Will look into that threading thingy, sounds like a good idee.
I was planning to make everything that takes damage blink red but got lazy :p I'll get right on it today!

Actually nothing at all is alpha blended :p I just get away with it a lot of the times because it's a black background and I use black as sprite backgrounds and then drawspritekey.
Got alpha to work when using 3d framework but were unable to copy pasta the 3d framework stuff to my game or my game to the 3d frame work.

Actually posted this recently

Yumtard wrote:

@Chili
If you could please show me how to change the graphics to use sysbuffer it'd highly appreciated as I've tried to get alpha working for a total of prob 20 hours and only managed to f everything up :D
It's also pretty much the last thing left in dev



Hmmm, here's the deal. I could incorporate the Surface into the Graphics for you, and hook up the Present() functionality, but I kinda want you to figure that stuff out for yourself bro ;) You may find that to be a dick move, but I think ultimately it will be the best thing for you. If you can't quite hack it yet, maybe come back to it in a month or so. After that point, you might know a bit more about pointers and about memory management, and that should make it easier to figure out what needs to be done.

As for the threading stuff, same story. Put that on the backburner and maybe revisit close to when you're gonna submit the portfolio. I might be able to point you in the right direction with some example code using std::async, but you might not be ready right now.

Next thing you need to focus on (after getting caught up on the tutorials ofc ;) ) is gonna be SFML. I think you should make your next game in it. It will give you a lot more freedom in terms of manipulating sprites and rendering text and shapes. A lot of the basic concepts are similar to the Chili framework too, so the learning curve should not be too steep :)

I will check out your flashing improvement soon! ;)

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