Who's up for a group challenge?

The Partridge Family were neither partridges nor a family. Discuss.
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Multibyte
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Re: Who's up for a group challenge?

Post by Multibyte » October 9th, 2013, 3:04 am

LuisR14 wrote:or it could mean that he hasn't read them yet? :lol: (messages don't get moved to the Sent box until the receiver reads them :))
Well, I did not know that. I thought maybe the server was having an issue. :o

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bobloblaw
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Re: Who's up for a group challenge?

Post by bobloblaw » October 14th, 2013, 10:45 pm

Well guys I haven't commented yet on the project but I have been reading the back and forth since original post. Felt like doing some art today to warm up and I chose the space game. I'd love some feed back and I have a few loading screens in the works and will post those when they're ready. As far as graphics goes it really would help if we could use .png. Would love it if someone on the forums could post it if they know how. Chili?? Until then we can keep using .bmp like in the chilli videos thus far.

Image removed for future post. Sorry for the inconvenience.

The red reticle would in theory be controlled by the mouse or equivalent thumb stick, the movement of the ship controlled by wasd on the keyboard or second equivalent thumb stick. For those of you that wanted to do a more rpg based game we can include lvls, power ups, different factions, etc. When the enemy gets killed they have a chance to drop barrels, one being good to pick up the other bad. Maybe eve have a mystery barrel to tempt fate, could be bad or good. I added some asteroids based on request. Let me know if you would like me to create anything else.
-Cheers
bobloblaw
Last edited by bobloblaw on November 8th, 2013, 9:30 am, edited 5 times in total.
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albinopapa
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Re: Who's up for a group challenge?

Post by albinopapa » October 15th, 2013, 5:26 am

@bobloblaw
Nice artwork, as far as using png's vs bmp, not sure it matters as far as performance as loading the images in memory in D3DCOLOR format take up the same space, however, PNG import ability is added by chili to framework in one of his frameworks using GDI+. I haven't created the sprite class that he has yet, but the functionality is there in the D3DGraphics class.

I like the sprite idea, I think the original idea was to use geometric shapes which would be simple to do in code using points and the DrawLine function which is actually how I have it now, but it would take up a lot more cpu cycles to make it look prettier this way, especially without using the graphics card to do he math.

I guess if we had difficulty levels that affect how the heat gauge affects the player.

I was hoping to keep this a vertical scroll arcade style game so when coming up with ideas keep that in mind.

Possible game plot:
Our solar system is being invaded and you are the first line of defense. You must advance through (six?) levels in order to push the invaders back beyond our solar system.
  • Each level should have a boss.
    There should be different types of ships maybe 4 for the first level then add a new type in each additional level for a total of about 10 different types plus 6 bosses.
    It has been suggested that if player causes an enemy to perish, the player has a chance of getting a power-up, such as speed, different weapons or more shield strength, I kind of like this idea would like to keep this.
    Another thing I would like to see is asteroids that can be broke into 4 smaller pieces then those pieces can be blown up so can't hurt the ships. An obstacle to avoid for both player and computer.
Hope this helps, and am open to suggestions. I haven't received too much feed back in a while so this is a combination of the suggestions I have gathered and what I have made up to keep coding.
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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bobloblaw
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Re: Who's up for a group challenge?

Post by bobloblaw » October 15th, 2013, 9:52 am

I know with chili's help I will one day utilize my graphics rendering ability and see it in a game. I see you guys definitely wanted to go in a different direction. Well you've inspired me to make the game I envision, thank you.
I would however like to help with the game you are developing. If you download the shooter game file and try to run it it throws an access violation error up. So I stepped through the code and found out it's an issue inside of Game.cpp -> DoState -> Play - >
I simply commented out...

Code: Select all

/*
if( jnfo.pButtons[0] )
{
	if( fireRate.GetTimeMilli() > 100 )
	{
		fireRate.StopWatch();
		p1ship.Fire();
		fireRate.StartWatch();
	}
}
*/
Then the magic it happened!

Side note: I was wondering if chili has and can post a larger in size ( giggity ) image of the chilli Framework Icon. I would like to make a Splash Screen in game stating this game is...
........._______________________________
........|-------------------------------------------|
........|-------------------------------------------|
........|--------------- image --------------------|
........|-------------------------------------------|
........|_______________________________|
---------------- POWERED BY CHILI ----------------
- or -
------------------ CHILI POWERED ------------------

In Game.h -> Class Game -> Public

Code: Select all

enum GameState
	{
		SplashScreen, Title, ScoreBoard, Play, Pause, Poll
	};
In Game.cpp-> Game:DoState

Code: Select all

case SplashScreen:
	{
		//Powered by Chili	
	}
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albinopapa
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Re: Who's up for a group challenge?

Post by albinopapa » October 15th, 2013, 2:18 pm

Well, the code you commented out is for firing.

If you do not have a joystick/gamepad connected or the structure just didn't get loaded with info from your joystick/gamepad I believe is what is causing the access violation at that point.

PS, since it's in development the DInput class is not real flexible.
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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chili
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Re: Who's up for a group challenge?

Post by chili » October 15th, 2013, 3:35 pm

Nice mockup bobo! (I saw it before you took it down :P) Stuff like that would be useful when you're trying to elicit help or generate interest for a project. It's one thing to explain what you want to do in words, but show me the money (shot).
Chili

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LuX
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Re: Who's up for a group challenge?

Post by LuX » October 15th, 2013, 3:44 pm

bobloblaw wrote:Side note: I was wondering if chili has and can post a larger in size ( giggity ) image of the chilli Framework Icon. I would like to make a Splash Screen in game stating this game is...
Google "Chili tomato noodle" it's just ripped from google :- D
I like how when you type it, it suggests "Chili tomato noodle c++". I guess chili is just that popular.
ʕ •ᴥ•ʔ

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LuX
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Re: Who's up for a group challenge?

Post by LuX » October 15th, 2013, 3:52 pm

Googling that, turns out there's some robot figurines coming with the cup noodle. Would be interesting to make an official planet chili game where those giant robots are fighting around Tokyo and eating cup noodle. Must be a really original idea... giants fighting in Tokyo, right?

Image
Image

Select your character!
ʕ •ᴥ•ʔ

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bobloblaw
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Re: Who's up for a group challenge?

Post by bobloblaw » October 16th, 2013, 12:35 pm

albinopapa

PNG import ability is added by chili to framework in one of his frameworks using GDI+.
How did I miss that! Well I'm off to figure out how to implement that system. In my opinion .png handles the alpha channel much more elegantly than .bmp, at least in the way my workflow goes.
LuX

Google "Chili tomato noodle" it's just ripped from google :- D
I like how when you type it, it suggests "Chili tomato noodle c++". I guess chili is just that popular.
I see, thanks for the heads up, I'm working on the chili themed SpashScreen at the moment and I will be posting it to the forums upon completion.

Thanks for the help guys and in case you didn't see I replaced the mock shooter image with my latest sprite sheet. I also have five or six alternate ship designs coming down the pipe so stay tuned for those if interested.

P.S. I'm loving the robots, good fined LuX. I choose the middle one cause he has huge claws that I imagine could explode out of his forearms with chains keeping them attached to his body, kind of like scorpions chain spike from Mortal Combat but they are his hands.

Pass on the first guy cause you're a huge frig'en Robot no need for a gun, unless you were in a Michael Bay movie that is. Also pass on the third bot cause although I like the sword and shield he would be destroyed before he could get in striking distance. I could see it now he's flailing around while the first robot is emptying round after round into his shield and the second robot is flanking him ready to grappling hook an extremity with his hand claws. I propose the immediate introduction of a flying type robot with flame throwing ability, just to round out the group.

-bob'o
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albinopapa
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Re: Who's up for a group challenge?

Post by albinopapa » October 30th, 2013, 2:18 pm

Most recent version of project has been uploaded to first page of this thread. Thank you Cameron and Luis for all the help so far. It's not too late to help. We still have so many things left to add.
  • // In game objects still needed
    Bosses
    Enemy Types
    Bonuses

    // In game actions still needed
    Enemy flight paths / AI
    Scrolling
    Boss AI

    // Engine actions still needed
    Sound code
    Visual effects
    Bonus system
I'm sure I'm forgetting stuff, but I'm sure that will do for now.
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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