Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: 1 [2]   Go Down

Author Topic: {Development Journal} U.N. Squadron/Area 88 Engine  (Read 5751 times)

0 Members and 1 Guest are viewing this topic.
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #20 on: February 21, 2011, 07:54:15 pm »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
02/21/2011

The titlescreen(minus intro) is finished.  The character select screen is also finished.  As far as the engine itself, bounds have been added to keep the airplane in a certain range on screen.  Easy enough.  The score Display was also fininshed, in one way or another.  The code I used was probably not the best way but it works for the moment.  It's not a lot of code, maybe 20 lines or so, but it could be better, I feel.

Other than that, if someone knows of a good way of ripping sound effects, I need to start doing that.
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #21 on: February 24, 2011, 09:02:26 am »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
2/24/2011

I decided to make another release.  Release 3 has quite a bit of new features compared to the previous release:

~Work-in-progress title screen
I just need to change a couple things, add sound effects, and work on an option screen
~Nearly complete character select screen
Just needs sound effects.
~Four levels on the vulcan
~Drawing of Pow and Total
~Drawing of score
~More fluid getting hit with more eye candy
Still needs work.  I am missing the "extinct" part of the healthbar.  I think I need to rework the code to include that.

For testing purposes:
Increase score by 100 press -
Increase score by 10000 press /
Increase Total by 1 press *

Test getting hit press/release H
Fire the vulcan press Z

Overall, I need sound effects.  

EDIT: I found something interesting.  When you run the game, it takes about 50mebs of ram.  Once you are in the playable level, it eventually goes down to about 20 megs... Any ideas?WTF, now it is at 9megs...Something is up.  I am looking into it.
The memory issue has something to do with the titlescreen.

Oh and the midis are placeholder.
« Last Edit: February 24, 2011, 09:17:22 am by Theforeshadower »
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #22 on: February 26, 2011, 05:43:54 am »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
2/26/2011

Still trying to figure out the issue on the titlescreen.  Right now I am ripping sound effects to the best of my ability.  Got quite a few so far.  Next update should have almost everything on the in-game HUD finished, all levels of the vulcans finished, Briefing Scene for first level started, and old McCoy's shop started.
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #23 on: February 26, 2011, 10:02:50 am »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
I know it is a double post but I added some screenshots for those who won't download releases until there is actual gameplay/demo.
Check first post.
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #24 on: February 28, 2011, 01:25:10 am »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
Interesting dilemma:
In the original game, whenever you are in a "on fire" status, your plane flashes red along with various parts of the HUD.
Now, in GM8 lite, you cannot do any kind of color blending(that I know of).
So, here in lies the question: How do I have a red flashing plane when you are on fire?
Should I just make a flashing sprite of all the planes? That would mean about 4x sprites of every plane so about 20+ frames per plane.  Also means more code as well.

I wish I could just blend it together with one sprite globally, but all the planes are slightly different in shape.
Maybe I should make a flashing silhouette in all directions like the planes.  Then have an object set to each sprite based upon the current sprite frame of the obj_plane.

Basically:
if obj_plane image_index > 4
{
     sprite_index = sprPlaneflashred_up;
}

Then it would change according to the image_index on the obj_plane.

Any other suggestions?  Trying to think of an optimized way.

Also, how can I play music to play over multiple rooms?
« Last Edit: February 28, 2011, 02:10:44 am by Theforeshadower »
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #25 on: March 03, 2011, 09:12:34 pm »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
3/3/2011

Not making a new release yet but alot has been going on actually.

High Quality Mp3s
Sound Effects are coming along nicely.
Mission select screen has been started and progressing nicely.
More HUD elements have been refined a bit.  More eye-candy sprites.
Enemy base object has been more or less finished with explosions and sound effects.

Getting ready to throw together the first level to make an official demo release.  i am going on spring break so i should have something done when i get back to college afterward.
Logged
  • Super Fan Gamers!
Re: {Development Journal} U.N. Squadron/Area 88 ...
« Reply #26 on: March 13, 2011, 06:04:50 pm »
  • *
  • Reputation: +12/-2
  • Offline Offline
  • Gender: Male
  • Posts: 4849
3/13/2011

Sorry it has been 10 days.  i took a break from it to enjoy Killzone 3 and my second PS3.
I am going to redo alot of code, so again, don't expect anything too soon.  I decided to change how levels are going to be handled, so I need to change the positioning code an what not.
Logged
  • Super Fan Gamers!
Pages: 1 [2]   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.054 seconds with 52 queries.