[SH05] Bunkermaster
Rodrigo Monteiro

Bunkermaster is my entry for Speedhack 05, and the result of three exhausting days of coding. I hope you have as much fun playing it as I had programming it, because, yes, it was a lot of fun, aside from the super evil bugs. :)

The game idea is that you must march against the enemy armies (to your right) until you can't anymore. If you fail to take the next flagpole within 100 seconds (50 in the speedhack version), you lose the game.

Win32 binary+Source:
- Speedhack version: http://files.cellosoft.com/zeratul/bunkermaster.zip
- 1.02 (Linux friendly): http://files.cellosoft.com/zeratul/bunkermaster_v102.zip

9620-1-small 9620-2-small 9620-3-small

BAF

I love your game :-*

Johan Peitz

Agreed, this is a really fresh and fun game. A bit repetetive, but fun. Good job, two thumbs up!

kentl

Just tried it, it's fun! Amazing job! How much code did you reuse and how much was written from scratch?

Gnatinator

This is one of my favorites. Another well done job by AMZ.

Make it multiplayer? ;)

Fladimir da Gorf

Ahah, a great game indeed! First I had a bit of trouble capturing even the first flag but eventually I was able to get quite far after all...

Rodrigo Monteiro

Thanks for the compliments.

I've been getting some requests to make it multiplayer. While I think it would be really interesting, I'd have to rewrite much of it so it would function with a server-client environment (peer to peer is out of question, the desynchronization would be impossible to solve), and make the game work with more than one player... etc.

So I'm not promising anything, but I'll look into it. :)

Johan Peitz

Who cares about networking? Make it split screen mayhem! (see attached image)

Richard Phipps

Looks great, very very polished. But I die every time before I can reach the first flagpole! :(

Rodrigo Monteiro

To everyone saying it's too hard, take it easy. :)
You have 50 seconds to take it... it's enough to wait for your troops to advance and go along with them. Also take cover by entering sandbags and towers, they give you damage reduction.

Also, beware, when flagpoles' doors light up, then it means it's about to spawn, so either take it quickly or run away!

Gnatinator

Just grab the flamer and go in hardcore firebat style

works every time ;)

Rodrigo Monteiro

I just managed to get 33535 points on the game, and I was ABOUT to grab a health box... Though, I must admit, my version gives me 100 seconds to capture next flagpole. I'll fix a few other things and upload a non-speedhack version.

[EDIT]: here you go: http://files.cellosoft.com/zeratul/bunkermaster_v101.zip

Don Freeman

Does anyone have a 4.2 version of allegro compiled for windows that I can download please?

Edit:
I'm currently using 4.1.17 WIP...sorry! I'm stone aged!

Matthew Leverton
Don Freeman

Thanks Matthew!

Rodrigo Monteiro

New version up, now includes a makefile that should work on Linux, thanks to juvinious. Also, as a consequence of it not working on Linux, FBlend is now optional.

http://files.cellosoft.com/zeratul/bunkermaster_v102.zip

Everything else is identical to v1.01, so you should probably only bother if you can't build it because of fblend.

Michael Faerber

Thanks for making a Linux compatible version! :D

This game is bloody, but very cool! I can just take one flagpole, though.
(This is not because of a programming failure, but because of me being a bad player probably ;) )

Frank Drebin

AWESOME GAME !!!

OICW

Really awesome, I like the blood all over the place ;D

Frank Drebin

does the level has an end?

Rodrigo Monteiro

Nope, it never ends... in theory, you can play forever, or, more likely, until precision goes out of bounds and the game starts acting weird... but that would probably take way longer than anyone would want to play :)

[EDIT] Yay, just got 71 thousand points in the game. :)
What are your top scores?

OICW

36805 is mi highest score but I'll try to beat you ;)

Trezker

Hehe, this game is so much fun. :)

Dennis

Yay, addictive, great "driving" music. Very satisfying feeling mowing down the enemies. My personal best is only about 19000 so far.

Rodrigo Monteiro

My friend said he has 78k as highscore... It shouldn't be too hard, a little more and I'd have gotten it when I got 71.

fuzinavl

the gameplay and control layout is perfect ;)
I love the strategic use of bunkers, towers, terrain, and sandbags!

suggestions:
- aim up / aim down should be at half speed.
- should have twice as much angle accuracy
- player should be closer to the left side of the screen, maybe 1/2 way between right and center?
- 4 player horizontal split-screen MAYHEM!

Trezker

4 player? 2 vs 2 or?
Once you got splitscreen, I want networking!

Rodrigo Monteiro
Quote:

- aim up / aim down should be at half speed.

Will do ;)

Quote:

- should have twice as much angle accuracy

They're doubles, the precision is only (in practice) limited by game refresh rate (60 Hz) and player reflexes

Quote:

- player should be closer to the left side of the screen, maybe 1/2 way between right and center?

I actually meant to make the camera stay "ahead" of player

Quote:

- 4 player horizontal split-screen MAYHEM!

You people don't know how hard multiplaying this will be, do you? ;)
But I'll try. Just not now, I have an important project to work on...

Quote:

4 player? 2 vs 2 or?

Should be trivial to let player pick his side...

Quote:

Once you got splitscreen, I want networking!

;____;

Toasty

My highscore is 796K on the post-SH version you linked here. :o (see attached screenshot)

By the end of the game I had become a superhuman soldier with 1700 health. I noticed that as the game progresses, the enemies start out with better weapons, like grenades, flamethrower, etc. But in the end, they seemed to be starting with that mortar weapon, and instead of launching it at me, they blew themselves up. It was pretty funny to see an enemy base put out waves of guys who kept blowing themselves up. But not only that, their explosions didn't hurt me.

When I realized that, I became concerned that I wouldn't be able to get a game over, as their explosions (grenades and mortars both) didn't hurt my teammates either, who marched on to claim flags abandoned by the suicidal opposition. I finally just kept running far to the right past enemy lines and got the timer to run out.

It took me a while to accomplish that, though. It's a fun game and I played for quite a while. ;D I think my second-highest score was around 40k, with several attempts ending at less than 10k.

I have a couple suggestions for the game. The extra-health things seem to unbalance it in the player's favor once you get past a lengthy initial hump of difficulty. Maybe they could be replaced with special health boxes that temporarily set you to 700hp?

Also, it got a bit confusing having my weapon switched when I was storming around with the flamethrower. I vote against auto-equip on pickup. The weapon-switch key is a bit hard to reach, too. I like to hover my fingers over the keys useful to the game, and the stretch from Tab to Ctrl to Space was a slight strain.

Great polish, great fun, great game.

Moving Shadow

I cant play it! Every time I run it just keeps minimizing to the system tray!

fuzinavl

try spybot S&D / antivirus stuff

Quote:

You people don't know how hard multiplaying this will be, do you? But I'll try.

thanks :)

Netplay for this type of game is overrated and difficult to program. Horizontal split-screen is the way to go.
keyboard1, keyboard2, mouse, gamepad1, gamepad2, gamepad3, gamepad4

I guess the "active" game area would encompass only where the players are plus 1 or 2 bases over. In timed multiplayer, players could use the flag on their side as a spawn point. (not next to the next enemy flag, but one back)

look-ahead camera: A fixed camera would be better because you can see what the enemy is doing while retreating. (unless you added overhead flying vehicles). For the 4-player narrow split-screen, you could add/subtract the player-relative crosshair position to the "Y" camera position.

Rodrigo Monteiro
Quote:

By the end of the game I had become a superhuman soldier with 1700 health. I noticed that as the game progresses, the enemies start out with better weapons, like grenades, flamethrower, etc. But in the end, they seemed to be starting with that mortar weapon, and instead of launching it at me, they blew themselves up. It was pretty funny to see an enemy base put out waves of guys who kept blowing themselves up. But not only that, their explosions didn't hurt me.

I'll look into that bug ^_^"
There was also another bug, where I was forgetting to give them proper ammo for their weapons...

Quote:

I have a couple suggestions for the game. The extra-health things seem to unbalance it in the player's favor once you get past a lengthy initial hump of difficulty. Maybe they could be replaced with special health boxes that temporarily set you to 700hp?

Yea, maybe that works - I'll have to do something about it.

Quote:

Also, it got a bit confusing having my weapon switched when I was storming around with the flamethrower. I vote against auto-equip on pickup. The weapon-switch key is a bit hard to reach, too. I like to hover my fingers over the keys useful to the game, and the stretch from Tab to Ctrl to Space was a slight strain.

Yes, I'll definitely disable auto weapon switch for player, and show a message on screen when you get a new weapon. I'll also make controls remapable.

Quote:

Great polish, great fun, great game.

Thanks :)

Dennis

I don't know if i should love or hate your game.

I love it because it is just great (as already mentioned).:)
I hate it because it keeps me from working on my project.:(

(Looks like there's more 'Dichotomy' to your game than it becomes obvious.;))

fuzinavl

Rodrigo: what other games/whatnot gave you the inspiration for:

bunkers, towers, sandwalls
terrain
control scheme
overall gameplay

Rodrigo Monteiro
Quote:

Rodrigo: what other games/whatnot gave you the inspiration for:

bunkers, towers, sandwalls
terrain
control scheme
overall gameplay

Well, now that's a though question :)
I don't know, I just knew I wanted to make a sidescrolling game with hilly terrain and fast action. Then I decided on two armies fighting, and the rest I mostly decided as I went. It's nothing revolutionary, really. :)

Control scheme was just the best I could do with the four buttons. I had to scrap the jump button because of the limitations, and make weapon switching a bit weird, but it still worked out nicely in my opinion.

Michael Jensen

Hmmm, I disagree that netplay would be a good addition to this game, don't get me wrong. The game is great. But its linear left to right which can get old, and it seems like one side would increasingly get stronger and unbalance the game quickly... If you plan on netplay you really need an overhaul -- ladders, more weapons, etc, if all you can do is go left and right and hit in the middle, it seems like a basic tug-of-war, where one person is constantly getting stronger, and the other stays the same, which will get old quickly.

I'll have to download the 100 second version, my bane in the speedhack entry was the mindset "crap 5 seconds left, gotta rush in, crap, dead, crap crap crap" my highest speedhack score was about 17k...

As for the person who got up to 1700 health, maybe their should be a quake style health cap? Ie, you were allowed to get over the maximum health, but after an amount of time had passed since the health had been picked up, the health started ebbing away back to the maximum...

Also in the speedhack version (I dunno if its there in the 100 sec version) with the grenade launcher, when you ran out of ammo it would switch you back to another weapon (this is good), but you could switch right back to the grenades and go negative in ammo, and just keep throwing them all you wanted! :o

edit: a cool addition would be vehicles, as in: tanks, jeeps, helicopters, jets, manable turrets/bunkers, manable turrents on vehicles! AA guns! etc... that would be cool!

edit2: and those dropping bombs could be dropped by random enemy planes, or sometimes they could drop parachuters... anyway, I have a habit of requesting an ungodly amount of complicated features. OOh and some scrollable screens where the hills might be so high that the screen scrolls upwards, with a scrolling upwards screen giving plenty of room for dogfights, and maybe turn it into a MMORPG where the main character is an elf... (hahaha... ;) sorry, heh... couldn't resist.)

It's a great game how it is! -- My $.02

Victor Williams Stafusa da Silva

Bunker Master doesn't run in my computer! It crashes immediately when runned.

I tried to recompile it (with MinGW) to make it work, but i couldn't because it conflicts the BITMAP struct between windows and allegro.

I'm using 24 bit color resolution, 1024x768, windows xp. I tried in 16 bits but it failed too. My CRT monitor has just 16 and 24 bits (it doesn't support 8 bits). 800x600 didn't work too.

FIX THAT!

GullRaDriel
Quote:

conflicts the BITMAP struct between windows and allegro.

seems to be other think already solved... lemme check for the right thread.

EDIT: it's in the FAQ

quoted from faq:

Quote:

I get lots of compile errors about conflicting types for "struct BITMAP"!

If your program directly includes Win32 API header files, see the
"Windows specifics" section of the documentation.

If your program only includes header files of the C++ standard library,
you're very likely trying to compile it with gcc 3.x for MinGW; if so,
define the symbol __GTHREAD_HIDE_WIN32API on the compiler command line:

g++ -D__GTHREAD_HIDE_WIN32API program.cpp -lalleg

i think you should upgrade or check the version of gcc you got.

fuzinavl
Quote:

I disagree that netplay would be a good addition to this game,

yeah, lag sux, but splitscreen would be great

Quote:

and it seems like one side would increasingly get stronger and unbalance the game quickly...

how about 8-20 seconds after a red flag gets captured, you get a red bombing run to help balance things out. (& vice-versa)

I REALLY like the parachute troopers idea.
A hang-glider / parachuter ballista would look neat, but I think utterly useless.

I don't know if Aircraft and AA guns would really add to the game.
Regardless, I should be able to aim up to 89 degrees with my crosshairs.

tanks(armor) & jeeps(speed) could be balanced out by infantry mine weapons. The infantry weapons are powerful enough, so you wouldn't have to add power to mounted weapons.

Rodrigo Monteiro

It seems that my latest binary isn't truly statically linked. That's probably what's causing the crash... Sorry :|

I'll build a new version (with bugfixes and jump enabled again) and upload...

Michael Jensen

As for how far you can aim upwards, in RL I can point a gun straight up, why is there a limit in the game? It seems kind of silly.

Marcello

He didn't feel like rotating the bullet sprites. ;-)

Marcello

gillius

Where exactly can you find the latest version? I have to be embarassed to admit I don't have Allegro or a good compilation environment installed right now so I can't build from the source, so a binary version is needed.

I can't find it from the Cellosoft site.

Rodrigo Monteiro

Well, I'm having issues compiling it with mingw... -_-
It compiles just fine, but crashes when trying to run.

The 1.02 version is available at the first post on this thread, I'll see if I can get 1.03 up tomorrow. Gotta go to bed now, sorry :)

As for pointing up, yea, that would require making bullet rotation and (most importantly) an animation of soldier aiming up/down.

gillius

Oh I am really dumb. I downloaded the 1_02 and saw the source but didn't see the binary, so I thought it was source only.

EDIT: yeah I also beat Bunker Master too, tonight. After about 300k points I didn't even see my team anymore (not that I used them that much, ever). I never let go of the right key and I just chucked grenades constantly. At around 600 to 700k points they started getting mortars and blowing themselves up. At around 1 million points they pretty much all had the mortars so I didn't have to do anything at all.

Attached: This is what the end of the game looks like. I sat at the entrance just to see if they could hurt me -- they did 1 damage to me in something like 5 spawns worth of guys.

Rodrigo Monteiro

Yea, that's a known bug that was fixed in 1.03... -_-
(Which still isn't up, heh heh)

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