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		<title>White Butterfly</title>
		<link>http://www.allegro.cc/forums/view/599168</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sun, 22 Feb 2009 21:07:18 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Time for my new game, White Butterfly! It&#39;s a shoot-em-up with three stages, five fighters and hours of agonising fun.</p><p>Makes extensive use of Allegro&#39;s 8-bit transparency and palette shifting. It also has code-generated music, some of it a bit random. Supports joystick control.</p><p><a href="http://www.allegro.cc/depot/WhiteButterfly"> Depot page</a>.</p><p><span class="remote-thumbnail"><span class="json">{"name":"wb_scr1.png","src":"http:\/\/static.allegro.cc\/image\/cache\/d\/2\/d2b8a2a8d540ca334dc6a8f237c3b9c4.png","w":300,"h":300,"tn":"http:\/\/static.allegro.cc\/image\/cache\/d\/2\/d2b8a2a8d540ca334dc6a8f237c3b9c4"}</span><img src="http://static.allegro.cc/image/cache/d/2/d2b8a2a8d540ca334dc6a8f237c3b9c4-240.jpg" alt="wb_scr1.png" width="240" height="240" /></span><span class="remote-thumbnail"><span class="json">{"name":"wb_scrs2.png","src":"http:\/\/static.allegro.cc\/image\/cache\/1\/f\/1f0a40363369c1c3fb4d17d32f1492d6.png","w":300,"h":300,"tn":"http:\/\/static.allegro.cc\/image\/cache\/1\/f\/1f0a40363369c1c3fb4d17d32f1492d6"}</span><img src="http://static.allegro.cc/image/cache/1/f/1f0a40363369c1c3fb4d17d32f1492d6-240.jpg" alt="wb_scrs2.png" width="240" height="240" /></span></p><p>Also, there are some videos by ortoslon (who is insanely good at it) <a href="http://www.youtube.com/watch?v=IX0aUbJ1f_M">here</a>.</p><p>Windows only for now, but source is available (under the GPL) and it should compile for Mac and Linux.</p><p>Have fun! And let me know what you think.
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		<author>no-reply@allegro.cc (Linley Henzell)</author>
		<pubDate>Mon, 09 Feb 2009 13:12:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">depot page vista download said:</div><div class="quote"><p>

For use with Windows Vista if the application directory is write-protected.
</p></div></div><p>
What&#39;s this for, as in, which directory does it need to write to that is write-protected? Or rather, why not save to c:\users\public or c:\users\current_user?</p><p>If that&#39;s for the installer, why doesn&#39;t it let you choose where to install the game to (and therefore, where save files will go)?</p><p>It looks pretty good from the screenshots.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 09 Feb 2009 13:21:39 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The default is to write configuration details to the directory where all the game files are. When I released Garden of Coloured Lights I got some feedback that Mac OS X and possibly also Windows Vista might be set up with the application directory write-protected, and Thomas Harte contributed some code to detect the appropriate directory to write to instead. I don&#39;t really understand how it works, sorry (never used Vista or OSX).</p><p>There isn&#39;t an installer, because I don&#39;t know how to make one. It&#39;s just a zip of the files.
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		<author>no-reply@allegro.cc (Linley Henzell)</author>
		<pubDate>Mon, 09 Feb 2009 13:29:14 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It crashed in linux during the initial loading screen. Here is a useless stack trace.
</p><div class="source-code snippet"><div class="inner"><pre>Program received <a href="http://www.delorie.com/djgpp/doc/libc/libc_724.html" target="_blank">signal</a> SIGABRT, Aborted.
<span class="k2">[</span>Switching to Thread <span class="n">0xb7b6a6b0</span> <span class="k2">(</span>LWP <span class="n">21339</span><span class="k2">)</span><span class="k2">]</span>
<span class="n">0xb7f66410</span> in __kernel_vsyscall <span class="k2">(</span><span class="k2">)</span>
<span class="k2">(</span>gdb<span class="k2">)</span> bt
<span class="p">#0  0xb7f66410 in __kernel_vsyscall ()</span>
<span class="p">#1  0xb7bc7085 in raise () from /lib/tls/i686/cmov/libc.so.6</span>
<span class="p">#2  0xb7bc8a01 in abort () from /lib/tls/i686/cmov/libc.so.6</span>
<span class="p">#3  0xb7bffb7c in ?? () from /lib/tls/i686/cmov/libc.so.6</span>
<span class="p">#4  0xb7c07a85 in ?? () from /lib/tls/i686/cmov/libc.so.6</span>
<span class="p">#5  0xb7c0b4f0 in free () from /lib/tls/i686/cmov/libc.so.6</span>
<span class="p">#6  0xb7e5f3da in _al_free () from /usr/lib/liballeg.so.4.2</span>
<span class="p">#7  0x00000000 in ?? ()</span>
</pre></div></div><p>
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Mon, 09 Feb 2009 13:34:29 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
The default is to write configuration details to the directory where all the game files are. When I released Garden of Coloured Lights I got some feedback that Mac OS X and possibly also Windows Vista might be set up with the application directory write-protected, and Thomas Harte contributed some code to detect the appropriate directory to write to instead. I don&#39;t really understand how it works, sorry (never used Vista or OSX).
</p></div></div><p>
Okay, thanks for letting me know. I&#39;ll check it out tomorrow.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
There isn&#39;t an installer, because I don&#39;t know how to make one. It&#39;s just a zip of the files.
</p></div></div><p>
That&#39;s actually my preference, so good deal.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 09 Feb 2009 13:39:04 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I tried the game in wine and it ran fine.</p><p>The game looks nice and I like the weapons. I have some of the same gripes that I had with Garden of Colored Lights.<br />1. one shot to be killed is annoying when the screen is littered with bullets. this just seems like an artificial difficulty<br />2. I confused the bullets with the background, but much less than in Garden of colored lights</p><p>but overall its still quite nice. good work!
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Mon, 09 Feb 2009 13:50:01 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s a really cool game. It has some interesting weapons, too (like the homing weapon of the <i>hand of xom</i>, like worth checking the code to see how you did it). I&#39;ve just got a hiscore of 3360 on normal and barely reached Level 3 (that&#39;s a lot bullet-dodging against Level 2 Boss). I muted the music though, but everything else is quite nice.</p><div class="quote_container"><div class="title">kazzmir said:</div><div class="quote"><p>
The game looks nice and I like the weapons. I have some of the same gripes that I had with Garden of Colored Lights.<br />1. one shot to be killed is annoying when the screen is littered with bullets. this just seems like an artificial difficulty
</p></div></div><p>I guess this is the usual on this kind of games.
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		<author>no-reply@allegro.cc (kenmasters1976)</author>
		<pubDate>Wed, 11 Feb 2009 01:58:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Great game! I really like all your games aesthetic approach.<br />I am curious about how did you write this particular effect (I mean the trajectory of the bullets) did you use bezier curves perhaps?<br />http://www.allegro.cc/files/attachment/597747<br />I have been thinking in implement the same effect for some time.
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		<author>no-reply@allegro.cc (Paul whoknows)</author>
		<pubDate>Wed, 11 Feb 2009 05:27:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Saw the video, pretty awesome. I am not into shmups a lot, but it looks just like what you would expect: bullets everywhere. Looks like you are using the american system (where a bullet anywhere kills you) instead of the japanese one (where the bullet must hit the cockpit). Maybe adding a shield or some power that lessens the amount of bullets?
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		<author>no-reply@allegro.cc (ReyBrujo)</author>
		<pubDate>Wed, 11 Feb 2009 05:53:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Looks pretty awesome - no idea how you get the cool graphic fx <img src="http://www.allegro.cc/forums/smileys/huh.gif" alt="???" /><br />Anyway, good job <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Darizel)</author>
		<pubDate>Wed, 11 Feb 2009 06:39:13 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I played it, nice GFX, I like the retro looking and the laser ala Albator :-)
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		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Wed, 11 Feb 2009 15:14:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Looks like you are using the american system (where a bullet anywhere kills you) instead of the japanese one (where the bullet must hit the cockpit). Maybe adding a shield or some power that lessens the amount of bullets?
</p></div></div><p>
Actually the only part of the player ship that&#39;s vulnerable is the small white area in the centre, the part that&#39;s the same shape for all of them.</p><p>I considered giving some of the fighters defensive weapons capable of blocking bullets, but decided that would be too hard to balance.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I am curious about how did you write this particular effect (I mean the trajectory of the bullets) did you use bezier curves perhaps?
</p></div></div><p>

No bezier curves. The seeker missiles work on the same principle as the worm weapons in Overgod and the charge seekers in Excellent Bifurcation.</p><p>Basically, each is a bullet object with an x/y position, x/y speeds and an angle. Each tick the bullet:<br />a) turns towards its target by a certain amount<br />b) accelerates a certain amount in &lt;angle&gt; direction<br />c) has its speed on each axis reduced by 5% or so. </p><p>This results in the curving motion.</p><p>The trails are just a series of lines between the bullet and its previous position, then from there to the next position, etc.</p><p>In WB the trails are bit more complex because instead of lines there are a series of transparent 8-bit RLE sprites drawn with do_line, but the principle is the same.
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		<author>no-reply@allegro.cc (Linley Henzell)</author>
		<pubDate>Wed, 11 Feb 2009 16:27:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve just finished it on normal with a hiscore of only about 8300. It gets frustrating at times but still you can&#39;t stop playing it. I don&#39;t think I&#39;ll be trying any other difficult level though, since normal was already too difficult for me.</p><p>I don&#39;t really get the weapon levels. Stage 3 was just as difficult for me with level 4 weapons as it was the first time I reached it with level 0 weapons.
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		<author>no-reply@allegro.cc (kenmasters1976)</author>
		<pubDate>Thu, 12 Feb 2009 00:01:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Nice graphics, and good sounds, along with a nice assortment of ships and effects. I&#39;ve only made it to the second stage on normal difficulty, and that&#39;s pretty difficult to get to anyway. Perhaps a slight increase in the scoring awards might be nice.</p><p>The anemone ship with the melee weapons is too difficult to play with effectively, and the hand of Xom is really effective until you reach the 3rd area in stage 1 where the enemies movements start to be erratic.</p><p>The game says the hand of Xom ship has a closed hand and an open hand weapon, but I can&#39;t see any difference between the two. Pressing fire 2 or fire 3 just charges the thing at it&#39;s last position, but is it actually doing anything other than making noise and looking pretty? It&#39;s also not clear how to level up the 3rd weapon for the hand of Xom.</p><p>In stage 1 between the 2nd and 3rd boss, the large amount of bubbling background stuff makes it difficult to see the projectiles.</p><p>The spinneret&#39;s orb beams shorten when you move up the screen, and lengthen when you move down the screen. It makes more sense to me that they should have a variable length that is irrespective of the ship&#39;s vertical movement.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sat, 14 Feb 2009 11:25:28 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The <i>hand of xom</i> is my favorite ship, so here&#39;s what I&#39;ve figured out (the actual author description might be different). If you get close to an enemy so that it&#39;s within the circle, then the <i>hand</i> will home in to the enemy and may actually automatically destroy it; that counts for leveling up the second weapon. If, after the <i>hand</i> has home into a target, you press Fire 2 or 3, the <i>hand</i> will &quot;open&quot; and remain in that place. If you destroy enemies with the &quot;open hand&quot;, that counts for leveling up the third weapon.</p><p>The <i>hand of xom</i> makes beating all bosses a piece of cake, except for that small boss at the end of Stage 2.
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		<author>no-reply@allegro.cc (kenmasters1976)</author>
		<pubDate>Sun, 15 Feb 2009 00:19:47 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Very fun game.<br />Also, very hard.</p><p>I suspect that if I had a gamepad or the game supported using the mouse in some clever way it would be a bit easier. (especially with how the keyboard just loves to ignore the wrong keys when you are pressing what it decided to be too many :S)</p><p>Anyway, not that I&#39;m very good (Highscore 11395 on normal, only got to stage 2), but one very important tip is to stress the offensive - destroying enemy ships before they get to shoot helps immensely.
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		<author>no-reply@allegro.cc (Slartibartfast)</author>
		<pubDate>Mon, 16 Feb 2009 03:22:41 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Here is a patch for Linux. prepare_circles() is buggy on other platforms too.  I added a CMake file for my own testing, which you can keep or not.
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		<author>no-reply@allegro.cc (Peter Wang)</author>
		<pubDate>Sat, 21 Feb 2009 12:54:53 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s really addictive, and really hard! I still can&#39;t pass the first level.. -__-<br />The graphics are well made. Maybe it&#39;s because I never played shoot &#39;em up games before, but most of the time, I got lost among the particles! And I even thought some of them can be picked up -___- I wish I can make something like this in the future, because I&#39;m still stuck on my Space Invaders clone xD
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		<author>no-reply@allegro.cc (Fishcake)</author>
		<pubDate>Sun, 22 Feb 2009 11:25:46 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I wish I can make something like this in the future
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Second that. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Darizel)</author>
		<pubDate>Sun, 22 Feb 2009 21:07:18 +0000</pubDate>
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