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x2495iiii
03-04-2011, 12:48 AM
I've been working on an SB reboot for quite some time now.

Controls

Left Mouse: Fire

1-5: Switch Weapon

R: Reload

W/S: Move forward/back

A/D: Turn left/right

Space: Electric attack

-Use the cursor to aim

-Scroll to the edge of the screen to pan the camera

-The squares feature dynamic collision detection, meaning if you're moving or they're moving, you won't overlap too much.

Tell me what you guys think.

http://www.alice.org/community/picture.php?albumid=86&pictureid=494

http://www.alice.org/community/picture.php?albumid=86&pictureid=493

http://www.alice.org/community/picture.php?albumid=86&pictureid=496

arty-fishL
03-04-2011, 09:46 AM
Wow. Very brilliant. Youve even added the very finest details. Nice map, nice effects (explosions, lasers, tracks etc), nice graphics, nice weapons, nice collision and so on. I couldn't find any enemies, have you just not added them yet?

I pressed "p" and it glitched the whole thing up, firing all of the weapons, messing up the ammo and then causing an error when I tried to shoot.

But overall very excellent. Good work, great improvements. This is the perfect type of game for Alice; simple, low poly, low file size, but excellent gameplay and featureful.

x2495iiii
03-04-2011, 12:07 PM
Thanks for the feedback arty. I appreciate it.

The "P" key was supposed to be a purge button for all of your weapons simultaneously. Doesn't surprise me that it glitched, since it wasn't finished or polished like the other weapons. I'll probably remove that event entirely.

I'm most proud of weapon 5. It took a while to come up with the formula to get it to resize based on the cursor's position.

And yes, there aren't any enemies yet. My mistake with the last iteration of SB was that each enemy had too many unique methods and features that couldn't be duplicated or combined, meaning each enemy had to be individually inserted into each list, have each method tailor made for it, etc. I've gotten better at dealing with groups of objects, so that shouldn't be a problem with this version.

jediaction
03-04-2011, 02:01 PM
I just saw this. This is very well improved from the first version.

Pros - Fun
Pros - Good VE
Cons - No sound
Cons - Small Map
Cons - No enemies

Keep it up. I cant wait for the full version

David B
03-04-2011, 03:08 PM
Is it just me, or do all of x2495iiii's animations/games have REALLY good graphic and 3D models?

(Basically, this post means good job!)

x2495iiii
03-04-2011, 08:53 PM
Note: this and all of my projects have no sound for a reason: it's a bad idea to put sound files in Alice. They make your worlds far less compatible with other versions of Alice and far more likely to lag and freeze.

Also note: the map already takes up 3 of the 7 megs that world is made up of. Making it larger would also be a bad idea.

By the way, the bullet textures are courtesy of chris101b. Thanks chris.

jediaction
03-04-2011, 09:45 PM
Mabey you could of told me that for Halo. But anyway, you might of just solved the lag in my Halo game. THANK YOU X!!!!

David B
03-05-2011, 11:39 AM
Note: this and all of my projects have no sound for a reason: it's a bad idea to put sound files in Alice. They make your worlds far less compatible with other versions of Alice and far more likely to lag and freeze.

Also note: the map already takes up 3 of the 7 megs that world is made up of. Making it larger would also be a bad idea.

By the way, the bullet textures are courtesy of chris101b. Thanks chris.

Not only that, but when I try to run an Alice world with sound files, Alice always throws an error. I am not quite sure why, but I hope to soon find out.

x2495iiii
03-05-2011, 12:54 PM
Forgot to mention, the game is designed to be run with 0, 0 as the screen's position and 800x600 as the dimension. Just click Edit>Preferences>Rendering and change the numbers in the text boxes.

jediaction
03-05-2011, 03:31 PM
That makes things a lot better

x2495iiii
03-05-2011, 11:12 PM
Flamethrower!

Also, bullet collision. Very hard to do, but working well with my arbiter-based collision system (Dameria knows what I'm talking about).

Collision detection for the squares has been amped, since it wasn't pushing back hard enough before.

Added new textures for the cursor-following laser: 6 new colors besides green. Not yet accessible to the general public, however.

I'm going to sleep now.

arty-fishL
03-06-2011, 11:51 AM
That's a great weapon, but not my favourite, I like the exploding one the best.

x2495iiii
03-06-2011, 03:08 PM
Having fun messing with my flamethrower?

I'm just happy to have made it look better than the old Glowtorch did.

arty-fishL
03-06-2011, 04:58 PM
Having fun messing with my flamethrower?

I'm just happy to have made it look better than the old Glowtorch did.Lol, yes.

I dont remember the glowtorch, but the flamethrower is good.

I just realised the squares flash red when fired at by most of the weapons, so that means there is already good potential for adding enemies, but that aside its always best to perfect what you've got in a game like this before adding enemies.

x2495iiii
03-06-2011, 05:45 PM
The glowtorch was a static flame that, though animated, moved with the turret, making it look less like a jet of flame and more like a triangular lightsaber.

This flamethrower, being made of several different "flames" moves more like a real jet of flame would.

By the way, I tweaked the flamethrower animation to make the flame jet more consistent, longer, and more vibrant. Yay me.

As for enemies, yes, I'm paving the way for them to be added to the game. My plan it to basically use the same methods I'm using now for the squares, but with a list of enemies as the potential colliders. If I do this right, I should be able to (literally) fill the screen with enemies that can be destroyed simultaneously or one at a time with nearly instantaneous collision recognition.

David B
03-06-2011, 09:05 PM
The flames on this weapon (whatever the weapon is) look cool! :D:D:D:D:D:D:D:D:D

http://www.alice.org/community/attachment.php?attachmentid=4287&stc=1&d=1299433868

x2495iiii
03-06-2011, 09:31 PM
The flames on this weapon (whatever the weapon is) look horrible! :D:D:D:D:D:D:D:D:D

Fix'd.

David B
03-06-2011, 09:36 PM
That was mean. I think the colorful flames look awesome! http://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gifhttp://www.alice.org/community/images/icons/icon14.gif

x2495iiii
03-06-2011, 09:45 PM
I prefer my flames to look more like actual flames and less like assorted perfumes.

But that's just me.

David B
03-06-2011, 10:01 PM
I prefer my flames to look more like actual flames and less like assorted perfumes.

But that's just me.

I am not sure if you knew this, but there is a flame model in Alice. In fact, there are two of them, one is a 3D model with a built in method that makes it rotate like it is burning. The other one is a 2D billboard-like flame that, when dropped into a world, and after the play button is hit, automatically animates itself.

Also, if you don't like the colored flames, why did you make them like that?

x2495iiii
03-07-2011, 09:53 AM
I am not sure if you knew this, but there is a flame model in Alice. In fact, there are two of them, one is a 3D model with a built in method that makes it rotate like it is burning. The other one is a 2D billboard-like flame that, when dropped into a world, and after the play button is hit, automatically animates itself.

Also, if you don't like the colored flames, why did you make them like that?

Nope. Didn't know that. I used it in the old SB,

The glowtorch was a static flame that, though animated, moved with the turret, making it look less like a jet of flame and more like a triangular lightsaber.

but I had no idea what it was.

Too bad I didn't know about them. I could have made the flamethrower so much less realistic.

This flamethrower, being made of several different "flames" moves more like a real jet of flame would.

Also, notice I said:

Having fun messing with my flamethrower?

and someone who's not me said:

Lol, yes.

From those posts, one can reasonably infer that perhaps the perfume thrower isn't of my own creation.

David B
03-07-2011, 10:49 AM
By messing with your flamethrower, did you mean he was changing the way it looked?

arty-fishL
03-07-2011, 10:54 AM
I like your sarcasm.

x2495iiii
03-07-2011, 12:38 PM
By messing with your flamethrower, did you mean he was changing the way it looked?

...

Anyway, 2 new weapons, a better looking flamethrower, a bunch more bullet collision, a slightly improved reload method, and an alternate flamethrower that isn't available to the general public yet.

Whee.

arty-fishL
03-07-2011, 02:00 PM
I love this.
Your games are so much fun and so innovative.
For my favourite weapon I am now tied between the punching one and the exploding one (and maybe the flamethrower).
What is the other new one you added? Why is the fist activated by the 0 key?

x2495iiii
03-07-2011, 03:33 PM
I love this.
Your games are so much fun and so innovative.
For my favourite weapon I am now tied between the punching one and the exploding one (and maybe the flamethrower).
What is the other new one you added? Why is the fist activated by the 0 key?

It's not a game just yet, but thanks all the same.

Number 7 activates the warp gun. It warps your bullets to your cursor so you can shoot through walls. This will be important, since most weapons will not be able to go through walls when the game is finished.

Number 0 is the fist because it's a joke weapon and is supposed to be a last resort, as it has infinite ammo (like a melee attack).

David B
03-07-2011, 05:01 PM
Sometimes I wonder why, when a person starts a contest for animations on the Alice Forums, you don't enter. You have so much potential.

arty-fishL
03-07-2011, 05:03 PM
Number 7 activates the warp gun. It warps your bullets to your cursor so you can shoot through walls. This will be important, since most weapons will not be able to go through walls when the game is finished.Oh, yeh, there I see it now. The bullet (and laser) enters the tunnel hole thingy and comes out the other hole at the cursor. No collision on the squares in the middle, but there is either side. Well done; that looks complicated to make.

x2495iiii
03-07-2011, 05:51 PM
Sometimes I wonder why, when a person starts a contest for animations on the Alice Forums, you don't enter. You have so much potential.

Yet another brilliant post. Check your submission thread. The VERY FIRST PAGE has two of my best works, Resident Penguin and the Maritz video. You apparently forgot that I even entered.

Oh, yeh, there I see it now. The bullet (and laser) enters the tunnel hole thingy and comes out the other hole at the cursor. No collision on the squares in the middle, but there is either side. Well done; that looks complicated to make.

Somewhat. The hardest part was getting the portal to move to the cursor and point straight every time.

David B
03-07-2011, 05:57 PM
Ooops. I am sorry. I forgot. You did enter, and actually those games looked pretty good!

arty-fishL
03-07-2011, 06:13 PM
Yet another brilliant post. Check your submission thread. The VERY FIRST PAGE has two of my best works, Resident Penguin and the Maritz video. You apparently forgot that I even entered.



Somewhat. The hardest part was getting the portal to move to the cursor and point straight every time.but you worked it out, this is where I probably would have failed.

Ooops. I am sorry. I forgot. You did enter, and actually those games looked pretty good!I remembered though.

David B
03-07-2011, 06:31 PM
I feel ashamed that I didn't remember! So few people entered, and I couldn't even remember who!

jediaction
03-07-2011, 09:17 PM
I cant even remember if I did. Did I?

x2495iiii
03-08-2011, 11:46 AM
Okey dokey...

Added some enemies.

Enemies lagged, then refused to die.

Messed with some stuff.

Enemies stopped lagging.

Messed with some more stuff.

Enemies started dying too much.

Kept messing.

Here's the end result of said messing.

EDIT: Version .7 has twenty enemies and lags a bunch. Version .6 has only nine and is considerably more manageable.

Dang. I'd hoped to achieve the screen filled with enemies thing. I'll keep working on it, I suppose.

EDIT2: Version .7 updated to .71. Give that a shot.

arty-fishL
03-08-2011, 01:07 PM
its lags quite a lot when I play it.

jediaction
03-10-2011, 09:35 AM
Okey dokey...

Added some enemies.

Enemies lagged, then refused to die.

Messed with some stuff.

Enemies stopped lagging.

Messed with some more stuff.

Enemies started dying too much.

Kept messing.

Here's the end result of said messing.

EDIT: Version .7 has twenty enemies and lags a bunch. Version .6 has only nine and is considerably more manageable.

Dang. I'd hoped to achieve the screen filled with enemies thing. I'll keep working on it, I suppose.

EDIT2: Version .7 updated to .71. Give that a shot.

Daaaaaaaaarn

arty-fishL
03-10-2011, 05:47 PM
I will get round to it tomorrow :), but for now goodnight zzzzzzzzzz......
http://www.rainsalestraining.com/default/assets/Image/asleep-at-desk.jpg
PS - thats not me in the picture, but that is what I feel like.

debussybunny563
03-10-2011, 06:24 PM
I will get round to it tomorrow :), but for now goodnight zzzzzzzzzz......
http://www.rainsalestraining.com/default/assets/Image/asleep-at-desk.jpg
PS - thats not me in the picture, but that is what I feel like.

Sleepin' on the job, eh? Wait 'till I tell your boss...

jediaction
03-10-2011, 07:43 PM
That is one of the coolest signatures Arty

David B
03-10-2011, 08:00 PM
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How did you do that?

arty-fishL
03-11-2011, 04:20 AM
Sleepin' on the job, eh? Wait 'till I tell your boss...
Lol http://www.simplelivingforum.net/images/smilies/smiley-laughing002%5B1%5D.gif
That is one of the coolest signatures Arty
Thanks, My old one was too big and I wanted to let people know about the AODb, so I done that.

arty-fishL
03-11-2011, 04:21 AM
How did you do that?
I found some good unicode characters and used them.

jediaction
03-11-2011, 09:08 AM
I found some good unicode characters and used them.

I knew that. It looks like over a thousand

x2495iiii
03-11-2011, 10:36 AM
For a guy who asks so many obvious questions, you sure say "I know" a lot.

And thanks for the feedback guys. I appreciate it.

jediaction
03-11-2011, 01:00 PM
Yah well, somethings I do know. Btw, X, your next post will be 2,500

x2495iiii
03-11-2011, 08:04 PM
Hooray for staying on topic.

Well, I'm messing with adding a health system for the enemies.

Since I got no input from anyone on how the updated versions run on computers other than my own, I'm proceeding with the twenty enemies in version .71. I'll keep the general maximum to 15 enemies, however.

The health bar method should allow for other things to happen besides instant death or damage, like catching on fire or being frozen for example.

EDIT: Totally missed arty's input. Man, I'm slipping. Should have asked for specs, but I guess it's already nice enough that you guys were willing to be testers.

arty-fishL
03-12-2011, 07:44 AM
I knew that. It looks like over a thousand
They're just blocks with dots in them.
_____________________________________________

The new version lags less, but it isn't smooth.

I think the enemies are too easy to kill, they should require more hits, and each weapon should inflict different amounts of damage.