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Author Topic: TMC's Shoot Em Up Dev Diary  (Read 112089 times)
T_M_C
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« Reply #495 on: July 02, 2011, 08:54:16 AM »

And one more.   Grin

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* tmc_level_15_the_asteroid_belt.jpg (143.1 KB, 1024x768 - viewed 309 times.)
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fog
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« Reply #496 on: July 02, 2011, 09:09:29 PM »

Awesome update Masked. Smiley  I love those more organic looking levels much more than the more geometric ones....although obviously variety is good.

I've also got a sneaky suspicion that drawing the background grid ( which covers the entire screen ) could be a speed bottle neck.
So including the option to turn it off should help with the Fps for slower machines.
But i'm yet to test this.
Yeah the background will have a crippling effect on slower PC's.  I wanted to do something similar in DUO, but it was too slow so I ended up just drawing a few lines to make the background slightly mor interesting.

Maybe you could construct your grid by drawing similar vector lines?  That would be much faster than using images and would allow you to tweak the density of the grid easily to match the performance of the PC.  As well as being able to do other cool things with it like rotating it.


Level 13 , ( The Speed Run ) , is a bit different to the others in that the camera zips along 5 times faster than the other levels.

Makes for interesting gameplay, as it's a sort of race track, and the players main concern is just to survive to make it to the end of level boss.   Cheesy
Cool idea.  I'm all for anything that adds a bit more variety in games other than using the obvious ways of just using different enemies etc.
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T_M_C
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« Reply #497 on: July 04, 2011, 05:26:52 AM »

Quote
Awesome update Masked.   I love those more organic looking levels much more than the more geometric ones....although obviously variety is good.

Cheers Fog.

I appreciate the feedback.  As this is the only place i've shown the game.



Quote
Yeah the background will have a crippling effect on slower PC's.  I wanted to do something similar in DUO, but it was too slow so I ended up just drawing a few lines to make the background slightly mor interesting.

Maybe you could construct your grid by drawing similar vector lines?  That would be much faster than using images and would allow you to tweak the density of the grid easily to match the performance of the PC.  As well as being able to do other cool things with it like rotating it.


Yeh, i actually have two background grid types.

The Lines version, which consists of drawing horizontal and vertical line images ( much faster than Blitzmax's drawline function ) to draw a background grid of squares.

And another version for the other background shapes, such as Hexagons, Circles and Triangles.

And these are about 20 repeated images which cover the whole screen.


I do also have background stars, so slower machines can at least get some background parallax with these.


TMC
« Last Edit: July 06, 2011, 07:35:04 AM by The_Masked_Coder » Logged
fog
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« Reply #498 on: July 04, 2011, 06:36:46 PM »

Oh yeah I forgot about all the stars.  That's a great way to make the background a more interesting for very little processor cost.
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« Reply #499 on: July 06, 2011, 05:49:40 AM »

lol , screenies /// lol

ever try IcoFX , to do pixel art. & it edit my icons & can edit reasource files , / swap exe icons .
but it has great small scale image editing . great for making sprites from icons .
ms old to w7 & mac icons
oh and it is free!
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T_M_C
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« Reply #500 on: July 06, 2011, 07:33:58 AM »

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lol , screenies /// lol


 Grin


Cheers for the headsup Prime.

That looks like a really useful utility.

I've got it downloaded.   Cheesy

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Prime_8
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« Reply #501 on: July 08, 2011, 04:22:59 AM »

i was just playing with anifx . teh cursor maker . very cool .
.

man i hunt for them free ones .. but icofx 's reasource editor is double handy for editing exe's icons.

i know it's not so good for your glowy goodness of a shooter.
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T_M_C
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« Reply #502 on: July 08, 2011, 09:44:53 PM »

Update.
----------

Have completed a couple more levels.

And have decided i'm going to add animated Mechs to the game as well.

Which will walk back and forth shooting at the players.

I hunted around on the net and found this animated mech .gif file and spent all morning converting it to neon glow with all 15 frames of animation.

It's turned out quite well.

Now to start on the mechs sub editor.   Grin

TMC


* mech.gif (15.36 KB, 120x100 - viewed 227 times.)

* mech outline.bmp (117.24 KB, 200x200 - viewed 286 times.)

* mech.bmp (66.26 KB, 150x150 - viewed 222 times.)
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T_M_C
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« Reply #503 on: July 08, 2011, 09:46:04 PM »

And two more levels.

The Lunar Forest and the Caves Of Time.

TMC


* tmc_the_lunar_forest.jpg (172.14 KB, 1024x768 - viewed 329 times.)

* tmc_the_caves_of_time.jpg (171.05 KB, 1024x768 - viewed 315 times.)
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fog
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« Reply #504 on: July 08, 2011, 10:33:20 PM »

That Lunar Forest level looks amazing.  Shocked  Original and easily my favourite so far.  Looks like setting up the collision zones might be a fiddly process, but well worth the effort.

Love the walker too.  BunnyMonkey!
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Prime_8
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« Reply #505 on: July 08, 2011, 10:42:13 PM »

oooh purty !
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T_M_C
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« Reply #506 on: July 08, 2011, 10:45:02 PM »

Cheers Fog.    Cheesy

Yeh, i've realised i made a mistake using the Circles ( distance ) intersection technique for the background collisions.

I should have gone with a polygon system.

The average number of circle collisions for each level is between 2000 - 3000.

Although i have the level partitioned off, so only local circles are tested for collision, it's still a much less efficient technique.

It's also verly laborious designing the collision level.   Tongue

A polygon system would be much more flexible.

Still, you live and learn.


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oooh purty !
   Grin


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« Last Edit: July 08, 2011, 10:47:13 PM by The_Masked_Coder » Logged
JDog053
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« Reply #507 on: July 08, 2011, 10:59:19 PM »

You really do amaze me TMC, this game just gets better by the screenshot! Tongue

I'm guessing you're just going to trace each frame of the Mech iinto vectors and animate them that way?

Can't wait to see more tbh!
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T_M_C
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« Reply #508 on: July 08, 2011, 11:39:11 PM »

Thanks Jdog.   Cheesy

I thought about tracing over each frame of the mech's animation using a seperate layer, but decided to first try and force an outline out of each frame by using some photoshop filters.

I cranked up the contrast and lowered the midtone levels several times and this brought out the basic outline.

Then i manually cleaned up each frame and reduced the detail and anti aliased the images.

And then finally spent ages faffing about in photoshop getting the right amount of neon glow.
And created an alpha layer for each image too.

Now i have 15 seperate frames of animation in 8 different colors.   Grin

Was alot of work, but worth it.

TMC
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« Reply #509 on: July 08, 2011, 11:44:36 PM »

looks slick man ..
very neon for sure .
my wife likes it , and she likes old schooll stuff..  hardcore nintendo player .. LOL
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