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KrampusHack 2018 : Collision1982
GullRaDriel
Member #3,861
September 2003
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KrampusHack 2018 : Collision1982

Collision1982

Controls:

-arrows for horizontal and vertical thrust, be warned that a collision mess your trust values
-mouse aim and left button: aim and shoot

Objective:

-Reach the far right side of the screen and take one exit door while avoiding or killing the enemies that will try to kill you.

Hint:

-Do not thrust too much. Cruise low and aim fine, take your time.
-The more enemies you kill, the more powerful you got

Should compile fine under windows and linux with the right dependencies. If asked I'll build a linux version.

Edit :
-The level size can be tweaked in the DATA/level/level1.txt file, the first 2 numbers are the W and H size of the level, in tile size.
(full line syntax: sscanf( str, "%d %d %d %d %d %d %d", &lvl -> w, &lvl -> h, &m1, &m2, &m3, &lvl -> tilew, &lvl -> tileh ); with m1,2,3 the life of the monsters type 1,2,3 , tilew & tileh the size of one tile )
-Level is auto generated, I first fill it with walls and some 'crawlers' make the empty spaces. I forgot to initialize rand, so it may not look like it's the case.
-I planned to make 10 levels with different geometry and size, some bonus for better shoots, and all, but no time.
-Accuracy is xp based. The more you kill the more accurate you are.
-XP and level are used, but no progress bar so far.
-I may edit a finished version of the entry during the first semester
-The multiplayer is achieved via a hack: one can control the vehicle why a second player use the mouse to clean the areas

Entry(code&binaries)

{"name":"611815","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9a97dae6e662ae29923cc57c22319ab4.png","w":813,"h":516,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9a97dae6e662ae29923cc57c22319ab4"}611815 {"name":"611816","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/3\/73295affaa00b7ab1221abd231d6d2b0.png","w":1268,"h":785,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/3\/73295affaa00b7ab1221abd231d6d2b0"}611816

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Doctor Cop
Member #16,833
April 2018
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I played your game and enjoyed it very much. Keep up the good work!

Why is the door so far away?
I mean at least first level should be easy enough to get the hang of the game. No?

GullRaDriel
Member #3,861
September 2003
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You're right, but I can explain why ^^

I did not have enough time to put sounds, make menus and polish the leveling system, so instead of giving nothing, I tuned the first level a bit, and made it longer, with much more space and lots of monsters.

This is also why you have a full wall of doors, I did not have the time to do better.

Conclusion: If you remember what Edgar said to you regarding how to finish an entry, you see it in application now. If I had stick to the original plan, no game would have been done, so in the last hours I decided to keep only what was working and deal with it.

Thanks for the tests and review :-D

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SiegeLord
Member #7,827
October 2006
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I liked the graphics. It seemed hard until I figured out you could shoot... but then I discovered that you could just hold the fire button and slowly advance through the level... easy things to remedy, but either way it was fun to try this out.

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GullRaDriel
Member #3,861
September 2003
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Thanks for the feedback :-)

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Edgar Reynaldo
Major Reynaldo
May 2007
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GullRaDriel
Member #3,861
September 2003
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i'm waiting for it :-)

"Code is like shit - it only smells if it is not yours"
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Edgar Reynaldo
Major Reynaldo
May 2007
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GullRaDriel
Member #3,861
September 2003
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That's why I said "-Do not thrust too much. Cruise low and aim fine, take your time."

;-)

Thanks for trying it !

"Code is like shit - it only smells if it is not yours"
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