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Read August 16, 2007, 08:46:27 am #240
Alex

Re: ProtoType II

I'll have a go at it for you, can you send me a list with the sounds you need.

Even better, if you can send a link to a demo build with placeholder sounds that I can replace then I can actually test the sounds in-game.
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Read August 16, 2007, 09:23:52 am #241
X-0ut

Re: ProtoType II

Great idea, I'll get some placeholders in there today then pm you a build.
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Read August 17, 2007, 02:27:08 pm #242
X-0ut

Re: ProtoType II

Possible splash page:

Feels like the clock is ticking now, everything is beginning to pull together.
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Read August 17, 2007, 02:40:40 pm #243
Five Damned Dollarz

Re: ProtoType II

Looking good Smiley I like the ship models, I can't wait for a demo...
And yeah, it does feel like the clock is ticking now but at least everyone is pulling their entries together into a tight knit package Smiley
Good luck, this is one of the top contenders for 1st place I'm thinking...
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Read August 17, 2007, 07:49:47 pm #244
X-0ut

Re: ProtoType II

If anyone is interested, I've made a wallpaper here:
1280x1024
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Read August 17, 2007, 10:20:48 pm #245
X-0ut

Re: ProtoType II

Five Damned Dollarz: Pop by the IRC channel, theres an alpha hanging around - only if you don't mind spoiling the finished product.
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Read August 17, 2007, 10:58:50 pm #246
berilium

Re: ProtoType II

X-Out, you are truly makeing a great commercial quality game! That makes me ask myself why did I entered the compo Cry Looking forward to play a demo. Keep up the great job  Smiley
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Read August 17, 2007, 11:26:51 pm #247
X-0ut

Re: ProtoType II

berilium: We enter because we enjoy making games, and we love shmups! Smiley
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Read August 18, 2007, 02:50:15 pm #248
Five Damned Dollarz

Re: ProtoType II

Quote
Five Damned Dollarz: Pop by the IRC channel, theres an alpha hanging around - only if you don't mind spoiling the finished product.
Well, I'd hang out on the IRC chatroom but I don't want an alpha if it'll ruin the final game Wink
Nice wallpaper by the way, I'm putting it up at school Smiley
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Read August 18, 2007, 07:35:21 pm #249
berilium

Re: ProtoType II

We enter because we enjoy making games, and we love shmups! Smiley

You have a point  Grin
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Read August 27, 2007, 01:29:54 pm #250
X-0ut

Re: ProtoType II

After some feedback on the channel, I'm told my game is way too difficult even on the rookie setting.
Its got me a little worried so I'm asking for feedback here, but please don't judge this as the final product (although its pretty close)
P2 alpha (38mb)
Requires an opengl pixel shader capable card. I'm running on an Fx5200 - I would say thats the minimum.
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Read August 27, 2007, 04:09:13 pm #251
Dookie

Re: ProtoType II

Well crud.  I was going to do a little critiquing for you, but the download doesn't work...  I got about 3/4 done with the download, then the link went dead.

Good luck with your game, I'm sure it's gonna be awesome!  Smiley


The crows seemed to be calling his name, thought Caw.
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Read August 27, 2007, 04:20:33 pm #252
X-0ut

Re: ProtoType II

Sorry Dookie, I'm uploading again right now, needed a fix for some ATI cards.
Will be finished very soon. oh in fact it just finished. Its good to go.

Sorry if I inconvenienced anyone.
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Read August 27, 2007, 04:41:02 pm #253
Dookie

Re: ProtoType II

No problem, I know how bug fixing goes...  Too bad there's just enough difference between ATI and nVidia that bugs can crop up on one vid card while the same game runs perfectly on the other.

I'll give your alpha a try later today (gotta fix a hospital machine out of town, then gotta watch my new baby boy until mommy gets home, etc) and I'll let you know how hard I had it while playing your game.


The crows seemed to be calling his name, thought Caw.
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Read August 27, 2007, 06:06:42 pm #254
the2bears

Re: ProtoType II

Guess I'm out of luck for now, ATI Mobility Radeon X1400.  I'll check for updates to the drivers.

Bill


the2bears - the indie shmup blog
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Read August 27, 2007, 06:09:34 pm #255
X-0ut

Re: ProtoType II

Yeah I've had someone else try with a mobility x1400, seems he didn't have texture_rectangle extension, but the card does support it so I'm guessing its a driver issue.
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Read August 27, 2007, 06:32:49 pm #256
X-0ut

Re: ProtoType II

Just a note, if the game doesn't startup the logfile should give some indication to whats wrong.
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Read August 27, 2007, 06:49:05 pm #257
the2bears

Re: ProtoType II

The logfile seems to indicate all's well.

It appears everything's present, then goes on to load all the images.  Still, I've installed the new driver and will try that once I can reboot.  Note that I get through the menus and everything just fine, it's the actual game that shows up with a black screen (though the HUD is present and looks fine).

Update:No luck, same behaviour as before.  Looks great until it's time to play the game Sad

Bill

Code:
Logfile created on Aug 26 2007
>>Logging Enabled<<

[Initializing Video Settings]
Resolution Set: 640x480x32
Vsync Enabled.
Complete...


[Initializing Devil]
Complete...


[Initializing Extensions]
MultiTexturing supported!
Texture Rectangle supported!
Frame Buffer Object supported!
Fragment Shaders supported!
Complete...

Intiailzing Engine!

[Searching for Joystick]
No joysticks found...

[Initializing Frame Buffers]
Complete...


[Compilling Shaders]
Compilling shader: pass through.
Compilling shader: pass through & texture.
Compilling shader: pass through rectangle.
Compilling shader: scanline rectangle.
Compilling shader: to greyscale.
Compilling shader: to grey texture.
Compilling shader: shockwave.
Compilling shader: water ripple.
Compilling shader: wave distortion.
Compilling shader: damage distortion.
Compilling shader: damage flash.
Compilling shader: saturation.
Complete...


[Initializing BASS]
Complete...
« Last Edit: August 27, 2007, 09:24:43 pm by the2bears »

the2bears - the indie shmup blog
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Read August 27, 2007, 10:20:32 pm #258
battlegorge

Re: ProtoType II

The demo looks very good!
I think the levels are great especially level 2.
But the weak player ships make your game too hard.

I gave up shooting at the second midboss and used only the force to destroy it, because the main shot is so weak and my special weapon had no range  Grin.

I would make the main weapon shoot at least twice as often and speed up the loading time for the special weapon.
I know you like the inertia but maybe your game would be more fun without  Smiley.
For example In dodonpachi the player simply moves up, down, left, right with the same speed and into the diagonal directions with speed*0.7!
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Read August 27, 2007, 11:26:59 pm #259
Dookie

Re: ProtoType II

I thought I couldn't play the game until I dug a little deeper...  Here's what I got when I first tried your game:

Code:
Logfile created on Aug 26 2007
>>Logging Enabled<<

[Initializing Video Settings]
Resolution Set: 640x480x32
Complete...


[Initializing Devil]
Complete...


[Initializing Extensions]
MultiTexturing not supported!

I have a WinXP-SP2 system with a GeForce 8800GTS (320MB) vid card installed...  Core2 6600, 2GB RAM, onboard SigmaTel audio, Intel Pro/100 NIC.  Mine's a pretty generic setup.

After digging around, I found that my desktop settings were 1024x768x16...  The game didn't launch at all after clicking the READY button, it just bailed back to the desktop without warning.  After setting my color depth to 32bpp, the game launched without any problems...  You should make a check to see if a gamer's desktop is set to 16bpp before starting the renderer, and maybe make a messagebox pop up that indicates that the game cannot play in a window if the desktop color depth isn't set to 32bpp.

Now I'm gonna try the game, so stay tuned for a critique!  Unless my wife catches me playing computer games...  I'm supposed to be fixing the toilet.  Smiley


The crows seemed to be calling his name, thought Caw.
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Read August 28, 2007, 09:53:59 am #260
X-0ut

Re: ProtoType II

Great Dookie Smiley

the2Bears: If your still having problems I could add an option to disable all special effects, it should work for you then but without the gfx candy.

battlegorge: Yeah some other people have mentioned the weak player ships, so I'll be doing something about that shortly.
Using the pod to destroy the 2nd midboss is a good technique - if you can grab the green weapon its much easier though Smiley
Each weapon has different charge up times, some very fast, some not so fast. Or do you mean the on board burst shot?
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Read August 28, 2007, 02:48:04 pm #261
pixelizr

Re: ProtoType II

Ran without any problems on my computer. I have an AGP 7600GT set at 1024x768x32.

If I may leave a comment, I'm not really in favor of granting super cheap cheats to players who figure out the secret code. Unlocking extra ships and probably even giving free options is really nice, but giving the player infinite lives just kills the game's challenge completely.

In any case, I really was surprised to see this game go as far as having a secret input code. It really tells us something about X-0ut's dedication. Smiley
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Read August 28, 2007, 04:40:45 pm #262
Dookie

Re: ProtoType II

I got a chance to play it and wow it's tough!  I need to play it more to figure out how to use the option device, and then I'll have a better idea whether it's too hard at the 'rookie' level...  On first impression though, I think the first level may be a little too hard.  Especially if I died and lost all my powerups, then had to restart in a hard area with no decent firepower.  The first level should be a level that lets the player get used to how the ship flies and how the powerups work, not a gauntlet of multi-hit baddies all going after your one-shot-kills-player ship.

I dunno if I'd use a multi-hit hull for the player ship, since that's not what R-Type and Gradius did.  But I'd make the first level consist of swarming one-shot-kills baddies and multi-hit single baddies, instead of swarming multi-hit baddies that constantly fire on you.  For each difficulty level, I'd make the different levels of difficulty make the baddies behave differently as well as make their hull strengths weaker/stronger...  For example, if a player is playing 'rookie', make the swarming green baddies have single-hit hulls, and don't let them shoot bullets unless the player has a bunch of powerups.

If you don't have it, I'd recommend a dynamic difficulty system...  If your ship is fully powered up, let the enemies shoot at you relentlessly.  If your ship is not powered up at all, let the enemies fire an occasional bullet.

You should make the collision box for the powerup items larger...  I found that I would sometimes destroy a baddie that was close to the ground, and then had a hard time getting the powerup because I had to fly practically into the powerup to get it instead of simply clipping its edge.  Powerups should be easy to collide with, while bullets should be pretty forgiving (which they are in your game, good job!).

Here's some menusystem recommendations:

I know it's alpha, but I had some problems assigning my joystick settings.  I have an XBox 360 controller, and if I hit a directional stick then some random setting in the 'controller config' screen would change.  I couldn't simply highlight a setting and push a direction on my controller.

The fades between screens is a little slow.  For example, going between menu options is sluggish because you have to wait for the slow fades.

The splashscreens at program launch should be escape-able...  In most games, if I push the 'fire' button during a splashscreen then it takes me to the next splashscreen or game menu.  I shouldn't be forced to view a five- or ten-second splashscreen before getting to the main menu...  I know it doesn't sound like much, and this is just a nitpick, but I imagine other players would get annoyed while sitting through splashscreens when they just 'want to get their game on'.

Pretty cool so far!  I'll play it some more and goof off with the 'option' devices, then I'll post with a better 'difficulty level' opinion.  Thanks for posting an alpha, your game's a lot of fun!


The crows seemed to be calling his name, thought Caw.
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Read August 28, 2007, 05:04:12 pm #263
X-0ut

Re: ProtoType II

Excellent feedback Dookie.
Here goes, for the rookie mode - all the enemies have now had their healths lowered, I've removed a few of the swarm sections so its not as hectic. After death, all weapons are retained. Spread shooting enemies now have substantially less fire. I'm also going to throw in a shield, so you can take a few hits before death.
I think I'll remove some of the turrets early on too.
Powerup hulls - ok right on it.

Main ship recharge now recharges at 2x speed.

and next the menu...

Yep, absolutely agree on the slow fades, will sort that out right now.
Not sure how to deal with the controller problem in the menu, maybe the sensitivity was up too high?
Anyway, great feedback, thanks again! Smiley
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Read August 28, 2007, 08:51:32 pm #264
cactus

Re: ProtoType II

Quote
Texture Rectangle not supported!
Too bad. Looks like I won't get the chance to play it. I was being optimistic since I could play the first one, but I guess I was just lucky there. My computer can't handle beasts like this Tongue
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Read August 29, 2007, 12:58:28 am #265
Shoot-em-upper

Re: ProtoType II

At least you got an error message...


I came, I saw, I posted.
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Read August 29, 2007, 10:46:28 pm #266
X-0ut

Re: ProtoType II

Ok I decided to add a low spec variable, so cards with atleast pixel shaders can still play. You wont get no funky special fx though.
Been tweaking difficulty, for me its too easy - I can complete with keyboard on one life without picking up any weapons.
General tweaks here and there, hopefully will get xbox controller support working before deadline.

I'll try to get this version uploaded over the next couple of days. I will make a new post when its uploaded.
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Read August 29, 2007, 10:47:48 pm #267
the2bears

Re: ProtoType II

Ok I decided to add a low spec variable, so cards with atleast pixel shaders can still play. You wont get no funky special fx though.
Been tweaking difficulty, for me its too easy - I can complete with keyboard on one life without picking up any weapons.
General tweaks here and there, hopefully will get xbox controller support working before deadline.

I'll try to get this version uploaded over the next couple of days. I will make a new post when its uploaded.

Good news, I want to see what all the fuss about the difficulty is...

Bill


the2bears - the indie shmup blog
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Read August 30, 2007, 12:29:07 am #268
cactus

Re: ProtoType II

At least you got an error message...
Check the logfile in the folder. That's where I got my error message  Wink
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Read August 30, 2007, 08:54:51 am #269
X-0ut

Re: ProtoType II

Ok uploaded current version, hopefully now 2bears can play Smiley

Current version
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Read August 30, 2007, 05:24:24 pm #270
plounted

Re: ProtoType II

Ok uploaded current version, hopefully now 2bears can play Smiley

Current version
oh my god this game is so much better than i thought it would be.
this is what last hope should have been.
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Read August 30, 2007, 05:28:33 pm #271
Adigun A. Polack

Re: ProtoType II

Ahhh, I can see that this game plays a whole lot fair now, yet retaining the challenge for both beginners and hardcore players alike.  My, I am so glad you are actually making this game more accessible than the original, and THAT I am proud of out of you, X-0ut, so most splendidly done on the game so far indeed!!!  d=Grin=b !

If there is one issue that needs fixing though, it is the beam-charging sound effect that is heard at the title screen when you press “ESC” in the middle of gameplay.  Could you please take that sound effect off only so that it cannot be heard when going back to the title screen?  Thanks!!!  Wink

Also, could you implement a Pause menu to take place during gameplay upon pressing the “ESC” key, in which the menu here displays something like this:

==================================
=     Continue Game              =
=     Return to Title            =
=     Exit Game                  =
==================================


...and if the player then chooses either “Return to Title” or “Exit Game”, his/her score will *not* be entered into the Score Ranking/Name Entry screen at all... even if he/she beats the high score, too.

However, his/her score will ONLY be entered into the Score Ranking/Name Entry screen if he/she runs out of ships, and that is all.  And the Name Entry screen should come before the Continue screen comes up (when a player gets a high enough score).  And when the player uses a continue, his/her score needs to be reset to 0.  Keep all of that in mind, VERY important!!!  Wink=b !

You know, I think such an already outstanding game can be made even better with all of these features implemented, don’t you agree?  grin2 !!
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Read August 30, 2007, 05:32:39 pm #272
X-0ut

Re: ProtoType II

Adigun A. Polack: theres quite a few little things here and there that need to be sorted out, still not finished remember Smiley
The chargeup sound is going to be completely replaced, its been driving me nuts.
Pause menu - yep absolutely, will do.
HiScore/Name Entry is not implemented yet,. but soon.

The main thing is I wanted to get the difficulty balance right for rookie mode, nobody was enjoying it previously.
Still, lot more work to do so I better get back on with it.
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Read August 30, 2007, 05:43:44 pm #273
Adigun A. Polack

Re: ProtoType II

Thank you so much, and I am SO rather delighted that you are taking such things into uncompromised, dead-serious consideration as a sheer blessing to the players everywhere (and even to the certain players that were *totally* turned off by the game Last Hope, as well!) and that you are deliberately showing off your outstanding dedication as an awesome entrant of this competition, X-0ut... and as such, I REALLY like you, you know that!?  d=grin2=b
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Read August 30, 2007, 06:26:35 pm #274
the2bears

Re: ProtoType II

Ok uploaded current version, hopefully now 2bears can play Smiley

Current version

Played it just once, really quickly, as I'm at work...

 Shocked

Wow... stunning Smiley  As a fan of R-Type, and Prototype "the original" this game puts a big smile on my face.

Bill


the2bears - the indie shmup blog
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Read August 31, 2007, 07:22:24 pm #275
Shoot-em-upper

Re: ProtoType II

Still wouldn't work on my computer. Angry  I now officially hate Windows Vista.  Also, out of curiousity, I loaded Prototype I on it and, while it ran, the screen was blank. Angry


I came, I saw, I posted.
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Read August 31, 2007, 07:25:14 pm #276
X-0ut

Re: ProtoType II

Oh well, I don't know what I can do without actually having Vista installed myself.
Out of curiosity, what did the log say?
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Read August 31, 2007, 07:27:40 pm #277
the2bears

Re: ProtoType II

I now officially hate Windows Vista.

I'm not a Windows fan, but you might direct your anger at your graphics card.  What have you got in your machine?

Bill


the2bears - the indie shmup blog
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Read September 01, 2007, 12:16:43 am #278
Edge

Re: ProtoType II

Since you know my awesome gfx card, you know I wasn't expecting this to run in the first place. But because it looks really cool I wanted to give it a try nontheless. Though there was no miracle letting me the game run. Tongue

From the log:
[Initializing Extensions]
MultiTexturing supported!
Some extensions skipped for low specs.
Fragment Shaders not supported!
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Read September 01, 2007, 04:16:06 pm #279
charlie

Re: ProtoType II

Hi there,

unfortunately, i can't get this to work on my machine. I have an intel gma 950 chip thing.

here is what the log file says:

Logfile created on Aug 26 2007
>>Logging Enabled<<

[Initializing Video Settings]
Resolution Set: 640x480x32
Vsync Enabled.
Complete...


[Initializing Devil]
Complete...


[Initializing Extensions]
MultiTexturing supported!
Some extensions skipped for low specs.
Fragment Shaders supported!
Complete...

Intiailzing Engine!

[Searching for Joystick]
Joystick 0 found and intialized.
Complete...


[Initializing Frame Buffers]
Disabled for low spec!

[Compilling Shaders]
Compilling shader: pass through.

hope you can get this fixed.

Cheers
Charlie
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