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 Post subject: GridWars - Version 1.8 (Feb 6nd)
PostPosted: Wed Jan 04, 2006 4:53 pm 0 
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2.0 - The big playfield mix:
http://www.yakyak.org/viewtopic.php?t=49122

GridWars 1.8 If it ain't fixed, don't break it

OpenGl build
- minor changes to sun explosion
- grid color/lines/triangles info saved
- new image for whitestar (powerup image)
- speed up shot release

Version 1.8
PC Build (complete with gfx & snd & src)

Mac Version 1.8
Mac build courtesy of Rik (complete with gfx & snd & src)

Feb 2 1.7
- black holes grow faster as gcount increments
- mouse sensitivity works
- inertia works
- purple cube movement adjustments
- player death disrupts grid
- powerup birth pokes grid
- mouse buttons assignable
- delay time fixed in all routines

Feb 2 1.6b
- fixed dual config screen stuff

Version 1.6:

- updated more gfx (svrman)
- changed size of whitestar to 49X49
to avoid scaling it each time
- snakes form from 1 spot
- cycle colours grid/line - F3
(rainbow dots/rainbow lines/fixed dots/fixed lines)
- grid colour and opacity in config -opacity means rainbow!
- sun repels shots
- use filtered images
- birth locations moved toward center
- sun explosion debris is faster
- more gfx tweaks (snake, triangle)
- purple cube swirl modified
- optional inertia
- mouse sensitivity
- can press option during get ready
- moved autofire to Game settings

Version 1.5
- added axis12,13,14,15
- more push to triangles when shot


Mark
(incitti.com)


Last edited by MarkInc on Wed Mar 29, 2006 2:57 pm 0, edited 32 times in total.

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 Post subject:
PostPosted: Wed Jan 04, 2006 5:04 pm 0 
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Would make sense to keep this all in one thread dude..

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 Post subject:
PostPosted: Wed Jan 04, 2006 5:11 pm 0 
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it is, by the way, awesome so far.

Keep it up dude!

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 Post subject:
PostPosted: Wed Jan 04, 2006 5:21 pm 0 
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This looks ace mate. The can you blow up the Red Gravity Ball thingies? I seemed to shoot a ton on bullets at them last night and they didn't seem to want to die :?


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 Post subject:
PostPosted: Wed Jan 04, 2006 5:39 pm 0 
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How do I get this to compile on a Mac, Rik?

matt

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 Post subject:
PostPosted: Wed Jan 04, 2006 7:17 pm 0 
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Ely wrote:
This looks ace mate. The can you blow up the Red Gravity Ball thingies? I seemed to shoot a ton on bullets at them last night and they didn't seem to want to die :?


They do eventually. I will make this more obvious in future release (visual /audio cues or something)
This version has weapon powerups every 10,000 points.
You'll see it die faster with more fire power.


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 Post subject:
PostPosted: Wed Jan 04, 2006 7:48 pm 0 
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Good stuff, my only moan is that it takes a while before it gets enjoyable. Upping the starting difficulty would be a good thing imo.

As it is I get bored before the fun starts, if that makes sence :)


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 Post subject:
PostPosted: Wed Jan 04, 2006 9:14 pm 0 
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matt wrote:
How do I get this to compile on a Mac, Rik?
matt


Comment out the DX specific framework stuff at the top of each file:

In grid.bmx:
Code:
'Framework BRL.D3D7Max2D
'Import BRL.Random
'Import pub.freejoy
'Import BRL.FreeAudioAudio
'Import BRL.Wavloader


and
Code:
'SetGraphicsDriver D3D7Max2DDriver()


In vectorfont.bmx:
Code:
'Framework BRL.D3D7Max2D


and the Test() function in Vectorfont.bmx.

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 Post subject:
PostPosted: Wed Jan 04, 2006 9:17 pm 0 
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Also, with my PS2 dualshock (through a USB adaptor) I had to swap the axes on the right hand stick, i.e. swap JoyZ() and JoyR() on lines 2100 and 2102.

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 Post subject:
PostPosted: Thu Jan 05, 2006 7:21 pm 0 
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Version 3 is up. See top of thread.

Thanks for the mac help Rik.

I've got a few more things to do to it.
- Snakes
- Evil clone
- adjust speeds of everything
- enemy wave size/distribution
- sfx for each death type
- red sun behaviour changes (inactive till shot, etc)
- better powerup behaviour (faster, more, directions)
- configuration options
- high score table
- grid distortion effects

If anyone has any other suggestions - fire away.


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 Post subject:
PostPosted: Thu Jan 05, 2006 11:12 pm 0 
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MarkInc wrote:
Version 3 is up. See top of thread.

Thanks for the mac help Rik.

I've got a few more things to do to it.
- Snakes
- Evil clone
- adjust speeds of everything
- enemy wave size/distribution
- sfx for each death type
- red sun behaviour changes (inactive till shot, etc)
- better powerup behaviour (faster, more, directions)
- configuration options
- high score table
- grid distortion effects

If anyone has any other suggestions - fire away.


Main one will be to remember you need to be able to choose the axis assignments for the analog sticks. Different types map the right hand stick to different axes. There was a useful thread on the Blitz forums about that a while back.

Some sticks map the right stick to JoyZ() and JoyR(), others to JoyPitch() and JoyYaw()

My PS2 DualShock for example maps to Z and R, but the axes are reversed in your example and needed swapping in the code.

Also, remember that some axes return in the range +/-180 rather than +/-1/

What I did in my general purpose joystick handler was make a simple function to return a normalised value from an axis by (my) own unique reference.

Something like

Code:
Function MapAxis( axis, invert=1 )
   Select axis
      Case 1
         joy=JoyX()
          Case 2
         joy=JoyY()
      Case 3
         joy=JoyZ()
      Case 4
         joy=JoyU()
      Case 5
         joy=JoyV()

      Case 6
         joy=JoyPitch()
      Case 7
         joy=JoyRoll()
      Case 8
         joy=JoyYaw()

   End Select
   return (joy * invert)
end function


That way the config file just remembers an axis reference for you to look up.

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 Post subject:
PostPosted: Fri Jan 06, 2006 12:41 am 0 
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Mark,

Just tried it a bit for the first time. Nicely done so far, good job :)

Bill

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 Post subject:
PostPosted: Fri Jan 06, 2006 11:26 am 0 
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RiK wrote:
MarkInc wrote:
Version 3 is up. See top of thread.

Thanks for the mac help Rik.

I've got a few more things to do to it.
- Snakes
- Evil clone
- adjust speeds of everything
- enemy wave size/distribution
- sfx for each death type
- red sun behaviour changes (inactive till shot, etc)
- better powerup behaviour (faster, more, directions)
- configuration options
- high score table
- grid distortion effects

If anyone has any other suggestions - fire away.


Main one will be to remember you need to be able to choose the axis assignments for the analog sticks. Different types map the right hand stick to different axes. There was a useful thread on the Blitz forums about that a while back.

Some sticks map the right stick to JoyZ() and JoyR(), others to JoyPitch() and JoyYaw()

My PS2 DualShock for example maps to Z and R, but the axes are reversed in your example and needed swapping in the code.

Also, remember that some axes return in the range +/-180 rather than +/-1/

What I did in my general purpose joystick handler was make a simple function to return a normalised value from an axis by (my) own unique reference.

Something like

Code:
Function MapAxis( axis, invert=1 )
   Select axis
      Case 1
         joy=JoyX()
          Case 2
         joy=JoyY()
      Case 3
         joy=JoyZ()
      Case 4
         joy=JoyU()
      Case 5
         joy=JoyV()

      Case 6
         joy=JoyPitch()
      Case 7
         joy=JoyRoll()
      Case 8
         joy=JoyYaw()

   End Select
   return (joy * invert)
end function


That way the config file just remembers an axis reference for you to look up.


Similarly, my Xbox pad converter returns -255/+255 on both joysticks, and -1/+1 on the triggers

cheers
charlie

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 Post subject:
PostPosted: Fri Jan 06, 2006 7:20 pm 0 
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RiK wrote:
MarkInc wrote:
Version 3 is up. See top of thread.

Thanks for the mac help Rik.

I've got a few more things to do to it.
- Snakes
- Evil clone
- adjust speeds of everything
- enemy wave size/distribution
- sfx for each death type
- red sun behaviour changes (inactive till shot, etc)
- better powerup behaviour (faster, more, directions)
- configuration options
- high score table
- grid distortion effects

If anyone has any other suggestions - fire away.


Main one will be to remember you need to be able to choose the axis assignments for the analog sticks. Different types map the right hand stick to different axes. There was a useful thread on the Blitz forums about that a while back.

Some sticks map the right stick to JoyZ() and JoyR(), others to JoyPitch() and JoyYaw()

My PS2 DualShock for example maps to Z and R, but the axes are reversed in your example and needed swapping in the code.

Also, remember that some axes return in the range +/-180 rather than +/-1/

What I did in my general purpose joystick handler was make a simple function to return a normalised value from an axis by (my) own unique reference.

Something like

Code:
Function MapAxis( axis, invert=1 )
   Select axis
      Case 1
         joy=JoyX()
          Case 2
         joy=JoyY()
      Case 3
         joy=JoyZ()
      Case 4
         joy=JoyU()
      Case 5
         joy=JoyV()

      Case 6
         joy=JoyPitch()
      Case 7
         joy=JoyRoll()
      Case 8
         joy=JoyYaw()

   End Select
   return (joy * invert)
end function


That way the config file just remembers an axis reference for you to look up.



Thanks Rik & Charlie
Will Borg (ie assimilate) that into the proggy.

I will make a config screen that lets you wiggle the axis you want to use for this and that... Push your Fire stick UP. Now to the RIGHT...etc.
Then save it all to a config file for later.


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 Post subject:
PostPosted: Fri Jan 06, 2006 8:33 pm 0 
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Very nicely done.

I seemed to die a lot by enemies spawning on top of me - the little blue fellas mainly.

Worked fine on my PS2 -> USB from GAME.

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