Cosmic Invaders -- WIP demo
X-G

Hello everyone. Here's a little game I've been working on since... well, since Friday... inspired by a game (Moon Invaders) in the recent Ludum Dare. Except prettier. And, since it's pretty, let's see some screenshots.

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The objective of the game is, as one might glean from the screenshots, to prevent the invaders from reaching the bottom of the screen. This is done by deploying defensive structures, accessible from the bottom right; once deployed, towers will automatically fire on your enemies. Each costs money, which along with your remaining "life" is displayed in the bottom left. Towers can be sold, giving you back half of their original cost plus potentially valuable real estate, by selecting them with the left mouse button and clicking the "Demolish" button. Right click cancels selection and placement. Finally, Esc exits the game (after confirmation).

Laser turrets fire straight up every few seconds, dealing damage to the first invader the shot hits. Missile batteries fire seeking missiles at a slower rate, but they deal heavier damage, plus splash damage around them. The missiles explode if they fail to hit anything within a few seconds, though (although they still deal splash damage if they're close enough to anything when they do). Spark towers (not yet implemented) will deal heavy damage to a single invader, but have much shorter range.

Download Link (.zip, ~480 KiB, DLLs included)

It's still work in progress. Thus, there are planned features not yet in the game, such as the ability to upgrade towers once placed, more types of towers, more enemy types, and boss waves. With that in mind, it might be fun to play for a little while -- personally I can't beat wave 11, but maybe someone else will have better luck. :P

Finally, I would like to add sound and music to this, but I'm utterly incompetent when it comes to that. Any suggestions are welcome.

OICW

Nice, that graphics is purely by you? If yes, it's impressive. Also when I consider it's only three day job. Though I must admit that after wave 8 it began to be boring. When you just watch those aliens getting shot down.

For sounds I'd advice some cool oldie laser sounds and missiles. Something beepy. As for the music I have no clue.

X-G

I made all the graphics, yes. And yes, it does get repetitive after a while, something I'm sure will be alleviated when more features are implemented.

kazzmir

Fun little game. I got to wave 10 before I died. I wasn't sure if I was supposed to fill the bottom with SAMs or leave some laser turrets, but I ended up having I think 6 SAMs and a few laser turrets.

Once the realistate is taken up the user has little to do other than wait for the wave to end. Maybe zoom out a little each wave so the user has more land to use up?

gnolam

Are the enemies deliberately cthulhoid? ;)

Zaphos

Aside from the graphics, it seems like a step down from the original ... the graphics are really nice, though!

X-G

cough

I said:

It's still work in progress. Thus, there are planned features not yet in the game, such as the ability to upgrade towers once placed, more types of towers, more enemy types, and boss waves. With that in mind, it might be fun to play for a little while -- personally I can't beat wave 11, but maybe someone else will have better luck.

Quote:

Are the enemies deliberately cthulhoid?

I bet it's subconscious.

Bob

Seems to segfault on launch :(

ReyBrujo

Can't seem to get it working correctly, the game is halty, and has no sound. Maybe it is because I am right now importing over 1m entries to a MySQL database... Also, the screen does not refresh unless I keep forcing it (in example, keep the mouse cursor pressed against the window title). What are you using, page flipping? Here is a screenshot:

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Archon
Quote:

inspired by a game (Moon Invaders) in the recent Ludum Dare.

... and Tower Defence?

Paul whoknows

Nice mini-game, I liked the graphics!
The missile batteries are not smart enough IMHO, when a few invaders remains it seems that the missiles can't find their target!
You should include another weapons before wave 11 appears, most people can't beat them (me included).

Rampage

What, no source?

I got to beat 9 waves.

kentl

Nice start which may turn into a good game. I especially like the graphics. I got to wave 12 before I quit playing it.

My suggestions/feedback:

  • The best strategy seem to be filling the entire floor with Laser Turrets. When I include Missile Turrets I haven't gotten as far. Missile Turrets would need to be a bit better.

  • It would be nice if the aliens would shoot back. And I could buy little repairmen who would run around fixing my weapons.

  • As it is now I want the possibility to do something else while I wait for a level to end. At defocus the game pauses which keeps me from doing that. If the game requires more interaction later on this might not be a problem any more.

Rampage

The missiles are plenty useful if you increase their life. :P

HardTranceFan

I can't get the game to run. The error message I get is :

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X-G

Quote:

Seems to segfault on launch

Odd... what kind of system are you running? Would you be terribly against running a debug version and seeing where it crashes?

Quote:

Can't seem to get it working correctly, the game is halty, and has no sound.

The former probably is because of the SQL thing (and you seem to be running it in Wine... no excuse, but...), and there is no sound becuase... there is no sound. Read the end of my first post. :P

Quote:

What are you using, page flipping? Here is a screenshot

Plain old double buffering for now. I see nothing wrong with the screenshot.

Quote:

... and Tower Defence?

Moon Invaders itself was inspired by Tower Defence, so yes. ;)

Quote:

The missile batteries are not smart enough IMHO, when a few invaders remains it seems that the missiles can't find their target!

This is a side effect of them not having perfect homing ability (they can only turn so much in one second) and is intended. They're not supposed to be as good at hitting invaders at every part of the screen -- other towers will help with that.

Quote:

The best strategy seem to be filling the entire floor with Laser Turrets. When I include Missile Turrets I haven't gotten as far. Missile Turrets would need to be a bit better.

Once there are more towers - and importantly, once you can upgrade them - there will be more balancing options and hopefully towers will be useful in different situations leading you to want both, especially against different kinds of invaders.

Quote:

If the game requires more interaction later on this might not be a problem any more.

It might, with the increased options. Also, with more powerful towers, you will finish levels faster and it will feel less obtuse.

Bob
Quote:

Odd... what kind of system are you running? Would you be terribly against running a debug version and seeing where it crashes?

Win2k, Athlon XP 2500+, GeForce FX 5900SE, 1.5 GB of RAM. And no, I wouldn't mind a debug version to track down the culprit.

Paul Pridham

Bob, Christmas is over. FYI.

Bob
X-G

Thanks, Bob. Attached is a debug executable... just run it from wherever you extracted the game as normal and see if you can get a backtrace.

Paul whoknows

I have defeated wave 12 but I think it is not possible to go beyond that, and it would be nice if you add a reduce CPU usage option.

X-G

It does yield when it would be idle already...

Richard Phipps

Looks great from the screenshots! Very DS'ish. :)

Good job.

le_y_mistar

cool looks nice, will try it tonight

edit: what are the controls, counldnt find a README either

edit i get it, nice i dont have to manually shoot!

ReyBrujo

At work's computer (W2k, 1gb RAM, Intel 3Ghz), it crashes with the following (DrMingw):

CosmicInvaders. caused an Access Violation at location 0043c4a4 in module CosmicInvaders.exe Reading from location fffffffc.

Registers:
eax=00000000 ebx=00000001 ecx=fffffff4 edx=0047b0c8 esi=004218b0 edi=00000035
eip=0043c4a4 esp=0022f870 ebp=0022f908 iopl=0         nv up ei pl nz na po cy
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00200207

The debug throws:

CosmicInvaders_ caused an Access Violation at location 0043d58c in module CosmicInvaders_debug.exe Reading from location fffffffc.

Registers:
eax=00000000 ebx=007facbc ecx=fffffff4 edx=007fb0d8 esi=00000055 edi=007f3f00
eip=0043d58c esp=0022fb70 ebp=0022fc08 iopl=0         nv up ei pl nz na po cy
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00200207

Call stack:
0043D58C  CosmicInvaders_debug.exe:0043D58C
0043F5FD  CosmicInvaders_debug.exe:0043F5FD
00410001  CosmicInvaders_debug.exe:00410001  System::setup()  system.cpp:119
0040A707  CosmicInvaders_debug.exe:0040A707  _mangled_main(int, char**)  main.cpp:22
67A4DA89  alleg42.dll:67A4DA89  _WinMain

le_y_mistar

this game has tons of potential for people who like games but dont want to be constantly clicking around

Add some creative levels and you've got a winner here.

Albin Engström

The game runs.. but i don't think it should act like this (attachment for screenshots). i can't beat wave 2..

Paul Pridham
Bob said:

You don't say?

Bob, I can't stalk you 24 hours a day, you know. A post is bound to slip through every so often... sheesh!

Bob

Thanks. I feel so much safer now.

X-G

Quote:

(attachment for screenshots)

Again, I see nothing wrong with the screenshot. Please clarify what you mean.

Albin Engström

sorry, i thought it was a space invaders clone.. was kinda confused when i had nothing to shoot with... but now i understand the game play, and i like it. reminds me of td.. great work, so far. :)

ReyBrujo

No new version yet? Game won't fix itself, as far as I know :P

X-G

Here you go. I think the bug has been fixed, and you can also build Spark Towers now (although I think their range is a bit too short... comment on that!). :D

... Matthew, if you're reading this, there's a bug with attachments. The link to the file I just attached comes out as "http://www.allegro.cc/files/attachment/", which probably isn't correct, right?

ReyBrujo

Cool, working now. The Spark tower hasn't got the opportunity to test itself, as it is surrounded by lasers and missiles :P

(Edited: Oh, there... too short, and too slow).

Kikaru

I would suggest increasing the Spark towers range and speed as well, too make it worth the cost. I beat 11 waves, and missed the last invader on wave 12, who took away the last of my health. Better Spark Towers would really help. :)

BTW, awesome game, sound will make it even better. Is it in the Depot yet? :D

[EDIT]
Spark towers are underpowered. Too short range, too slow firing, and a little too low damage. :P

ReyBrujo

Had 2 problems: Somehow (dunno how still) I started a game, and could not build anything. Hovering the mouse above the icons would not select anything, and I had the $600. Also, just after I finished the first wave with a missile and two lasers, the game crashed. Will need a debug build to check that out (that is, if I can reproduce it again).

CosmicInvaders. caused an Access Violation at location 0514a464 Reading from location 05258000.

Registers:
eax=00000000 ebx=0514a008 ecx=0047b060 edx=0047b060 esi=05258000 edi=050fd458
eip=0514a464 esp=0022fa66 ebp=0022fa78 iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00200202

Call stack:
0514A464

By the way, I really liked the fact that, if the target of a missile is destroyed by another weapon, it will turn around and target another instead of just exploding.

Paul whoknows

I tried your new version, spark tower is almost useless, but it looks so cool!
Attached screenshot, as I said, it would be nice if you add a working reduce CPU usage option.

ReyBrujo

Paul is right, I get 50% CPU usage (HT). Yielding is exactly the contrary you want here, X-G, you want to rest.

Level 12, 11 missiles and 3 lasers.

By the way, when I lose, if I choose "No", the game does not reset. :P

X-G

I like how people keep restating the obvious, such as that choosing "no" doesn't restart the game. That's not what it asks you about, people. :P (And there will be an option that makes more sense there later on.)

Anyway, attached is another debug build -- see if that gives us any insight.

Oh, and spark towers will be rebalanced; both made faster and with increased range. Once I implement upgrades, they'll be even better; chain lightning ftw!

LennyLen
Quote:

Anyway, attached is another debug build

Nope.

ReyBrujo

Haven't been able to reproduce it yet. The tower's range is fine, but you should make them faster, and start firing as soon as you drop them on ground, so that you can replace whatever you have with towers if the waves come too near.

X-G

Gah, I fail. Trying again.

LennyLen

Nice game, It's going to be fun when finished. Wave 12 is as far as I can get without dying.

Kikaru

Same here. Adding an upgrade system for the structures (more damage, faster firing, etc.) could be really neat, if you weren't already planning on that. :)

X-G

Sometimes I really get the feeling none of you even read the first post. :P

LennyLen
Kikaru said:

Adding an upgrade system for the structures (more damage, faster firing, etc.) could be really neat, if you weren't already planning on that.

X-G's first post said:

It's still work in progress. Thus, there are planned features not yet in the game, such as the ability to upgrade towers once placed, more types of towers, more enemy types, and boss waves.

edit:

Quote:

Sometimes I really get the feeling none of you even read the first post.

:P

Skax459

I can't run it at all. It flashes then exits.
Its all in the original folder.

Bob

Debug build doesn't help. Maybe you could include the pdb and/or the source?

Kikaru

Sorry, didn't see that part. I didn't read much below the download, so I missed it. :-/

Jakub Wasilewski

The groundwork is there, nice graphics. I'm looking forward to seeing it develop actual gameplay with more towers, enemy types and stuff.

Anyway, the spark towers seem almost useless now. By the time they're actually in range, you are usually fried, and the fact that they fire only once in a long while doesn't help them.

Got to level 12, 6 missiles on the sides, and all lasers in the middle.

Francois Lamini

It crashes on my computer even when I change the color depth.

ReyBrujo

Reached level 13, 3 missiles in each side, lasers everywhere, plus two spark towers in the middle. I also tried another tactic: since it is not a pure Galaxian/Galaga (where the movement was fixed), the secret is to destroy the invaders on the sides to make the movement of the wave longer. I put one missile at the very end, then four lasers, and then pure missiles, replacing the missiles and some of the lasers with sparks, but didn't really work. The sparks don't destroy with one hit, which is a pity.

ngiacomelli

Good fun. I managed to reach Level 11. I don't really have anything to comment on. Just the usual: Spark Tower needs a greater range and a faster firing interval.

The game locked up on me, once. While destroying a turret.

SkaxCo

OK, so the reason it wouldn't run was I was on a ten year old laptop. Now I'm not, it runs great (and its really fun, if a little slow paced) but I can't find the link to the version with the spark towers.

GullRaDriel

I loose at level 12.

I WANNA PLAY MORE !

;D

Kikaru

Give us better spark towers! Please! :D

Paul Pridham

I get the same crash as the others.

Paul whoknows
Quote:

Give us better spark towers! Please! :D

Yes!, and a way to reduce the CPU usage! Please!

Skax459

Where are you finding the download with the spark towers?

HardTranceFan

Check the original post?

Onewing
Quote:

Check the original post?

The original post doesn't seem to have the Spark towers. :(

Hey, X-G, just checked out the game, kudos. I have all these ideas I want to suggest, but that wouldn't be appropriate for a WIP now would it? I do expect the interface to be a little better in the end.

Anyway, it's a good mix and fun. :)

HardTranceFan

Sorry, it's one of X-G's later posts.

Rampage

The last version freezes randomly on my machine.

HardTranceFan

The last debug version runs on my machine (but no sparkies available).

kentl

Both versions work. The weapons still need to be balanced, but that's something you're working on already.

LennyLen

I'm hoping the lack of any responce form X-G is because he's working on the game. :)

X-G

Yep. I'm holding back on a new version because I want upgrades to work first. And I can't figure out why it still crashes for some of you.

Paul Pridham

X-G, my crash report was actually false. I'd reported on the version linked at the top of the thread, not the one hidden in the middle. Maybe just edit the top thread for new releases? :)

GullRaDriel

Perhaps some help for debugging.
Happens sometimes.

1gdb: Target exception EXCEPTION_ACCESS_VIOLATION at 0x0040eefc
2 
3Program received signal SIGSEGV, Segmentation fault.
40x0040eefc in SpritePlayer::getWidth (this=0x1a86934) at sprite.cpp:136
5136 sprite.cpp: No such file or directory.
6 in sprite.cpp
7Current language: auto; currently c++
8(gdb) bt
9#0 0x0040eefc in SpritePlayer::getWidth (this=0x1a86934) at sprite.cpp:136
10#1 0x00421b38 in Invader::centerX (this=0x1a7b750) at invader.h:41
11#2 0x0040d5df in MissileProjectile::advance (this=0x1a887a0, elapsed=0)
12 at projectile.cpp:77
13#3 0x0040869b in Game::advanceGame (this=0x198ff78,
14 elapsed=0.020002821587695507) at game.cpp:223
15#4 0x0040a2c9 in Game::go (this=0x198ff78) at game.cpp:406
16#5 0x0040c3fa in _mangled_main (argc=1, argv=0x3e40d8) at main.cpp:23
17#6 0x67a4da89 in UxTheme!GetThemeEnumValue ()
18 from C:\Documents and Settings\Gull\Bureau\alleg42.dll
19#7 0x00000001 in ?? ()
20#8 0x003e40d8 in ?? ()
21#9 0x00000001 in ?? ()
22#10 0x00000001 in ?? ()
23#11 0x7c802011 in KERNEL32!GetStartupInfoA ()
24 from C:\WINDOWS\system32\kernel32.dll
25#12 0x00000040 in ?? ()
26#13 0x00000001 in ?? ()
27#14 0x00000000 in ?? () from
28#15 0x0022f100 in ?? ()
29#16 0x00000035 in ?? ()
30#17 0x0022fef8 in ?? ()
31#18 0x0040c470 in WinMain (hInst=0xbaadf00d, hPrev=0xbaadf00d,
32 Cmd=0xbaadf00d <Address 0xbaadf00d out of bounds>, nShow=-1163005939)
33 at main.cpp:28
34#19 0x00000000 in ?? () from
35#20 0xbaadf00d in ?? ()
36#21 0xbaadf00d in ?? ()
37#22 0xbaadf00d in ?? ()
38#23 0xbaadf00d in ?? ()
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106#91 0x00000000 in ?? () from
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108#93 0x00000000 in ?? () from
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110#95 0x003eb468 in ?? ()
111#96 0x003eac88 in ?? ()
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113#98 0x000000d5 in ?? ()
114#99 0x00000014 in ?? ()
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193#178 0xabababab in ?? ()
194#179 0xabababab in ?? ()
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202#187 0x00000002 in ?? ()
203#188 0xabababab in ?? ()
204#189 0xabababab in ?? ()
205#190 0x00000000 in ?? () from
206#191 0x00000000 in ?? () from
207#192 0x00050005 in ?? ()
208#193 0x001c0756 in ?? ()
209#194 0x679d79f0 in UxTheme!GetThemeEnumValue ()
210 from C:\Documents and Settings\Gull\Bureau\alleg42.dll
211#195 0x679d7bba in UxTheme!GetThemeEnumValue ()
212 from C:\Documents and Settings\Gull\Bureau\alleg42.dll
213#196 0x003e2650 in ?? ()
214#197 0xabababab in ?? ()
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216#200 0x00000000 in ?? () from
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261#245 0x00000000 in ?? () from
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280#264 0xbaadf00d in ?? ()
281#265 0xbaadf00d in ?? ()
282#266 0xbaadf00d in ?? ()
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296#280 0xbaadf00d in ?? ()
297#281 0xbaadf00d in ?? ()
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299#283 0xbaadf00d in ?? ()
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304#288 0x00000000 in ?? () from
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315#299 0x00000000 in ?? () from
316#300 0x00000000 in ?? () from
317#301 0x00000000 in ?? () from
318#302 0x00000000 in ?? () from
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320#304 0xabababab in ?? ()
321#305 0xabababab in ?? ()
322#306 0x00000000 in ?? () from
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327#311 0x00000000 in ?? () from
328#312 0x00000000 in ?? () from
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332#316 0x00000001 in ?? ()
333#317 0x00000001 in ?? ()
334#318 0x00000000 in ?? () from
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336#320 0x003e2928 in ?? ()
337#321 0x00000001 in ?? ()
338#322 0x00000001 in ?? ()
339#323 0x00000000 in ?? () from
340#324 0x00000000 in ?? () from
341#325 0x00000000 in ?? () from
342#326 0x0025ca68 in ?? ()
343#327 0xffffffff in ?? ()
344#328 0x00000000 in ?? () from
345#329 0x00000000 in ?? () from
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347#331 0x00000000 in ?? () from
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349#333 0xabababab in ?? ()
350#334 0x00000000 in ?? () from
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353.
354.
355.
356#2255 0x0040ef4a in SpritePlayer::getHeight () at sprite.h:27
357Previous frame inner to this frame (corrupt stack?)

X-G

Thank you, that is helpful.

Onewing

Finally beat wave 11 (with 3000+ money).

GullRaDriel

For the gameplay:
I am sure that the lightning tower are too expensive, blah,blah (as already told by other)

My technique is the following (and bring me to level 11 with no problem):
One missile tower each side of the screen (you can put them with a middle part out of the screen)

Full laser between them. Each one as near as possible of the other.

I had tried full-missile, but it is not as powerfull than laser (because even if less powerfull, laser are way much faster)

EDIT: As I had played it a lot, I have a submission for you ! What about adding a scoring system based on the time it takes to destroy each wave ? Game after Game I realized that I was able to kill them faster and faster because I was knowing where and what to put. I am pretty sure you can know the maximum time a wave can take to reach the ground, and using some simple math can bring a simple but nice scoring system.

Last: what about giving us the ability of putting towers on a second line under the first ?

That's all for now ;-p

LennyLen
Quote:

Last: what about giving us the ability of putting towers on a second line under the first ?

Or perhaps making an upgrade for each tower that allows a secondary weapon type as well.

GullRaDriel

Yeah, that is in the feeling. The thing is to be able to fire two weapon from the same geographic place .

Paul Pridham

I think having the weapons snap-to-grid (1/8 of weapon width or something) would be a good thing as well, so that the placement isn't so finicky.

Kikaru

Yeah. That would be nice. A little easier to optimize your space. :)

Please give us a new version! :o

Onewing

One of the things I find interesting about this game is the time at which you place the towers. A line of laser turrets shooting properly down the line seems to have a greater chance of hitting the targets than a line of laser turrets shooting approximately at the same time. ;D

X-G

There is no snapping per design, and there never will be. Part of the challenge of the game is to align your towers properly. Besides, not all towers are the same width, so snapping would be arbitrary and meaningless anyway.

New version will arrive when I've implemented upgrades and a few bug fixes.

Richard Phipps

Are there giant enemy crab bosses in there?

Rampage
Quote:

Are there giant enemy crab bosses in there?

There should be! A game without giant enemy crab bosses is... I don't even want to imagine it.

Richard Phipps

We demand that X-G has crabs in there!

OICW

We demand more Cthulhu like monsters!

Onewing
Quote:

We demand that X-G has NINE THOUSAND crabs in there!

Fixed.

Paul Pridham

X-G has crabs?

Rampage

X-G having nine thousand crabs does seem a bit much.

William Labbett

I think X-G's more interested in non-crab feedback.

Paul Pridham

William, no need to be so crabby. >:(

X-G

Guess what I have?

Richard Phipps

Lobsters?

X-G

... a new version, smartass.

Richard Phipps

Crab Mark II?
:D

Kikaru

Were can we get a new version? :D

ReyBrujo

It is attached to his post.

Woo-hoo! Upgrades! Now the towers appear to do too much damage :P It is a pain in the ass to play under wine, so I will test it out next Monday at work.

Thomas Fjellstrom
Quote:

We demand that X-G has fish in there!

Fixed.

(damn god awfully ugly fish at that)

Paul Pridham

I defeated WAVE 45. Got killed because I sold some spark towers near the right edge to make room for a 3rd missile battery, and then the aliens started to heap up on the right side and land on me. Seems two missile batteries on each end with spark towers packed in between is the best strategy so far. May have to try a variation of this theme... put some missile batteries in the very middle, or mixed between spark towers.

ngiacomelli

It's getting really fun (and quite tactical), now. Here are my suggestions:

  • Show the current wave number on screen at all times.

  • Perhaps have a hotkey button that you can hold down to speed up game logic. I found that on early waves, I was sitting around not doing very much for large periods of time. It'd be nice if, like in Tetris, you could make the falling monsters speed up.

  • Have game logic continue even if the game isn't in focus. Again, this is related to the above point.

X-G

Quote:

Perhaps have a hotkey button that you can hold down to speed up game logic. I found that on early waves, I was sitting around not doing very much for large periods of time. It'd be nice if, like in Tetris, you could make the falling monsters speed up.

Press and hold Tab. This feature is buggy though; timesteps don't have an upper granularity, so fast moving shots like lasers have a tendency to phase through invaders.

Quote:

Have game logic continue even if the game isn't in focus. Again, this is related to the above point.

If only I could figure out how to coerce Allegro to do this. None of the switching modes seem to make a difference.

ReyBrujo

Planning money interest too?

ngiacomelli

My new personal best is WAVE 35.

Onewing

It froze on me, twice. Maybe pressing tab is causing the lockups?

Paul whoknows
Quote:

I defeated WAVE 45.

Quote:

My new personal best is WAVE 35.

See attachment :-*
I really like those upgrades, specially the twin missile and the third level of the spark tower.
I think the only thing left now is to change the backgrounds every X waves, oh! and add some SFX, and perhaps a boss every X waves, very addictive!
My CPU usage now is ~15% :o
Congratulations! you've grafted your game!

Onewing

31 Waves defeated...using NO spark towers. ;D

Matthew Leverton

There's some sort of bug with the money... I was clicking around and all of a sudden I had an incredible sum of money (around 1 billion). So I built spark towers across the entire terrain and as I was upgrading all of a sudden I ended up with -503,324,905 in my bank. :(

OICW

ML: maybe that was penalty for cheating ;D

X-G

No, that's not intentional. Do you have any idea what you were doing when it happened? Just randomly clicking around?

Kikaru

Wow, new version is awesome! Giving the Spark Towers another thing to buy would be nice, like a double shot. Or, even better: a chain shot! When you zap an enemy, that enemy zaps another!

X-G

Already planned, long ago.

Kikaru

Oh. Well, cool!

The only downside I see to the new version is that it isn't much of a 'quick' game anymore. However, it is more fun. :)

X-G

There are some more planned measures that will make it more friendly for quick games. In particular, every 10 waves or so your progress will be "saved", letting you start from that wave.

ngiacomelli

One nice feature would be if the game stored and spat out a log of your game progress, on request. So that others can check out your strategy. See when you built units, and how you dispensed upgrades. Or even some sort of replay system. But I think a text-based log would be cool for sharing on forums, etc.

Dennis

Nice little time waster so far. Cute graphics. I defeated 53 waves(see attachment) and I think that's around as far as it gets without better weapons but since that's already planned...

Would be nice if it was possible to buy some big sidekick bombs or orbital laser beams that can be targeted and shot in an emergency situation(or wasted in early waves:P).

Day and night cycle would add some nice eyecandy. In the night the screen could flash brightly on big explosions to provide that unique arcadelike warzone feeling.

However, even without all that, I already like it a lot.

count

Very good and professional looking game! Impressive work.

I reached wave 33 with the setup shown on the attached screenshot.

Some thoughts:
I think it's not easy to track the upgrade status of the diffrent towers.

When you click on a tower you see the level of the upgrade you can purchase. But after you purchased the MAX level of that upgrade there is still the last number on the icon.
To see if you maxed out already, you have to click on the symbol and then it says "max upgraded" (or something similar)

Same goes for the "one time purchase upgrades". to see if you have purchased this item, you have to click on it.
maybe it would be a good idea to make a red cross through items that already have been purchased/maxed out.

Another idea is to show a small tooltip list with upgrades when you mouse-over a tower.

Matthew Leverton
Quote:

No, that's not intentional. Do you have any idea what you were doing when it happened? Just randomly clicking around?

The first time (when I got lots of money) I think I was trying to build a tower before I had the money. I was just repeatedly clicking, knowing that the next kill would give me enough to buy the tower. Something like that, anyway.

Kikaru

Well, I beat 40 waves. A row of high-level Spark Towers on the bottom can help in a pinch. I would think that making some kind of tower that was a little thinner than the others would be nice. Help for filling in the space. :)

ngiacomelli

What would be cool is if you could have launch towers. Each launch tower has some kind of aircraft that it can release. The aircraft flies towards attacking waves, returning to the launch tower after it's run out of ammunition to reload.

Kikaru

Ummm... I don't think that would work too well. I was thinking something more like a Shield Tower of some kind

Onewing

I said I wouldn't list my ideas because it's a wip, but meh. Maybe you could build platforms (which I would assume would be expensive), so you can place towers higher up. Enemies with projectiles of their own would be cool too.

ReyBrujo

I would prefer some kind of "self-destructing tower" that does not attack, and explodes whenever either one the ships are going to withdraw a life, or when the player would lose, destroying some of the defensive buildings but also all the near enemies. I always like self destruction since the very beginning, with the Lemmings :P

GullRaDriel

It is crashing randomly.
Can you provide us the new debugged version ?

Kauhiz

Just tried it, very cool! I'd like to have some sort of icon show up next to the tower when I can upgrade it (an upgrade is available and I have enough money). That would make managing the towers a lot easier.

ReyBrujo

Start the game, buy a laser turrent, then upgrade rapid reload to the maximum. If you click the upgrade once it is at its maximum, the game freezes :(

X-G

Quote:

Just tried it, very cool! I'd like to have some sort of icon show up next to the tower when I can upgrade it

I'm going to add visual cues to towers so you can tell how they've been upgraded somehow.

Quote:

If you click the upgrade once it is at its maximum, the game freezes

Could not reproduce this bug. Clicking it again did nothing at all.

ReyBrujo

Really? It freezes the game here, leaving it running at 100% CPU :( I can reproduce it always.

Reached level 35 with lasers, replacing them with towers as able.

Onewing
Quote:

replacing them with towers as able.

The problem with "replacing" is that a fully upgraded laser tower vs. a none-upgraded laser tower gives you exactly the same return (currency wise). This might be per design, however.

X-G

It's not and will be changed.

ReyBrujo

Yeah, noticed that. With only lasers fully upgraded, I got to level 29 without losing a life, then was forced to begin replacing them. With interest and recovering money selling upgraded things, by level 25 or so you would not need money anymore...

(Edited: Level 51, but it becomes virtually impossible to continue, as the bugs can handle lightning very good at that level).

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Bob

I managed to get to level 54 using ReyBrujo's strategy.

Richard Phipps

Well done on a nearly finished game. Be proud!

Rampage

I can't get past level 48. :'(

GullRaDriel

[quote Gull's subconscient]
HOLY SHIT !!
GIMME A DEBUG VERSION !!
IT WILL COST YOU NOTHING AND IT WILL ALLOW ME TO TRACK THIS FUCKING BUG !!
</quote>

Please X-G, gimme a debug version.
The game crash between level 20/24, when I am full of money :'(

EDIT:
Here is the gdb trace. Not very usefull tough.

#SelectExpand
1gdb: Target exception EXCEPTION_ACCESS_VIOLATION at 0x00411b97 2 3Program received signal SIGSEGV, Segmentation fault. 40x00411b97 in ?? () 5(gdb) bt 6#0 0x00411b97 in ?? () 7#1 0x013e45b0 in ?? () 8#2 0xbaadf00d in ?? () 9#3 0xbaadf00d in ?? () 10#4 0x0022fa18 in ?? () 11#5 0x0041038b in ?? () 12#6 0x013e5a2c in ?? () 13#7 0x00000000 in ?? () from 14#8 0x00000079 in ?? () 15#9 0x012dcfa8 in ?? () 16#10 0x00000000 in ?? () from 17#11 0x00000000 in ?? () from 18#12 0x3f947b08 in ?? () 19#13 0x012efbc0 in ?? () 20#14 0x00000000 in ?? () from 21#15 0x012efbdc in ?? () 22#16 0x013f3290 in ?? () 23#17 0x013e51c0 in ?? () 24#18 0x012dcfa8 in ?? () 25#19 0x0000006f in ?? () 26#20 0x00000075 in ?? () 27#21 0x00000023 in ?? () 28#22 0x0000002b in ?? () 29---Type <return> to continue, or q <return> to quit--- 30#23 0x3fe10f25 in ?? () 31#24 0x012efbc0 in ?? () 32#25 0x3fdf19b1 in ?? () 33#26 0x013deba0 in ?? () 34#27 0x013deba0 in ?? () 35#28 0x012efbc0 in ?? () 36#29 0x013deba0 in ?? () 37#30 0x00000000 in ?? () from 38#31 0x00000000 in ?? () from 39#32 0x012efbdc in ?? () 40#33 0x013ea720 in ?? () 41#34 0x013e82b4 in ?? () 42#35 0x012dcfa8 in ?? () 43#36 0x00000023 in ?? () 44#37 0x0026c008 in ?? () 45#38 0x012efbc0 in ?? () 46#39 0x013f36f0 in ?? () 47#40 0x013e82b0 in ?? () 48#41 0x037f0f7f in ?? () 49#42 0x0022fb3c in ?? () 50#43 0xffffffff in ?? () 51#44 0x0022fb3c in ?? () 52#45 0xffffffff in ?? () 53---Type <return> to continue, or q <return> to quit--- 54#46 0x013f0fc0 in ?? () 55#47 0x012efc00 in ?? () 56#48 0x00419c00 in ?? () 57#49 0x00457c88 in ?? () 58#50 0x0022fa08 in ?? () 59#51 0x00410515 in ?? () 60#52 0x0022f940 in ?? () 61#53 0x0040d1b0 in ?? () 62#54 0x0022f950 in ?? () 63#55 0x00000002 in ?? () 64#56 0x00000000 in ?? () from 65#57 0x012efbc0 in ?? () 66#58 0xffffffff in ?? () 67#59 0xffffffff in ?? () 68#60 0x0022fbf8 in ?? () 69#61 0x0040a20d in ?? () 70#62 0x013f36f0 in ?? () 71#63 0x00000000 in ?? () from 72#64 0x00000000 in ?? () from 73#65 0x003e8818 in ?? () 74#66 0x000001e0 in ?? () 75#67 0x000001e0 in ?? () 76#68 0x67a3c992 in UxTheme!GetThemeEnumValue () 77---Type <return> to continue, or q <return> to quit--- 78 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 79#69 0x0022fa40 in ?? () 80#70 0x00000000 in ?? () from 81#71 0x00000000 in ?? () from 82#72 0x00000280 in ?? () 83#73 0x000001e0 in ?? () 84#74 0x01251800 in ?? () 85#75 0x012ab04c in ?? () 86#76 0x012ca030 in ?? () 87#77 0x67a3c91f in UxTheme!GetThemeEnumValue () 88 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 89#78 0x67a740a0 in UxTheme!GetThemeEnumValue () 90 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 91#79 0x003e8040 in ?? () 92#80 0x67a28e8b in UxTheme!GetThemeEnumValue () 93 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 94#81 0x012ca030 in ?? () 95#82 0x00000000 in ?? () from 96#83 0x00000000 in ?? () from 97#84 0x00004000 in ?? () 98#85 0x67a37117 in UxTheme!GetThemeEnumValue () 99 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 100#86 0x003eeb30 in ?? () 101---Type <return> to continue, or q <return> to quit--- 102#87 0x003e8040 in ?? () 103#88 0x012ca030 in ?? () 104#89 0x00000000 in ?? () from 105#90 0x012efbd4 in ?? () 106#91 0x013deba0 in ?? () 107#92 0xecae65e0 in ?? () 108#93 0x3ffef0a8 in ?? () 109#94 0x013deba0 in ?? () 110#95 0x013e82b4 in ?? () 111#96 0x012efbd4 in ?? () 112#97 0x012efbd4 in ?? () 113#98 0x012efbdc in ?? () 114#99 0x012efbd4 in ?? () 115#100 0x012efbcc in ?? () 116#101 0x013e82b4 in ?? () 117#102 0x003eeb30 in ?? () 118#103 0x00000020 in ?? () 119#104 0x80000000 in ?? () 120#105 0x00008000 in ?? () 121#106 0x00008000 in ?? () 122#107 0x00000000 in ?? () from 123#108 0x00000000 in ?? () from 124#109 0x00004000 in ?? () 125---Type <return> to continue, or q <return> to quit--- 126#110 0x0000005c in ?? () 127#111 0x00000043 in ?? () 128#112 0x28eefb18 in ?? () 129#113 0x00000010 in ?? () 130#114 0x012efbc0 in ?? () 131#115 0x00000054 in ?? () 132#116 0x0022fb68 in ?? () 133#117 0x67a3725c in UxTheme!GetThemeEnumValue () 134 from C:\Documents and Settings\Gull\Bureau\CosmicInvaders\alleg42.dll 135#118 0x003eeb30 in ?? () 136#119 0x003e8040 in ?? () 137#120 0x00000000 in ?? () from 138#121 0x00000000 in ?? () from 139#122 0x00000140 in ?? () 140#123 0x012efbc0 in ?? () 141#124 0x00000000 in ?? () from 142#125 0x00000000 in ?? () from 143#126 0x012dd170 in ?? () 144#127 0x012efbdc in ?? () 145#128 0x012efbd4 in ?? () 146#129 0x012efbcc in ?? () 147#130 0x013000b0 in ?? () 148#131 0x003eeb30 in ?? () 149---Type <return> to continue, or q <return> to quit--- 150#132 0x013e82b4 in ?? () 151#133 0x0022fd5c in ?? () 152#134 0xffffffff in ?? () 153#135 0x003e8040 in ?? () 154#136 0x00000000 in ?? () from 155#137 0x00000000 in ?? () from 156#138 0x00000140 in ?? () 157#139 0x00419c00 in ?? () 158#140 0x00457afc in ?? () 159#141 0x0022fbe0 in ?? () 160#142 0x0040ad8d in ?? () 161#143 0x0022fa20 in ?? () 162#144 0x0022fba0 in ?? () 163#145 0x7ffdf000 in ?? () 164#146 0x0022fbc8 in ?? () 165#147 0x7c80243c in SleepEx () from C:\WINDOWS\system32\kernel32.dll 166#148 0x0022fb8c in ?? () 167#149 0x7c80240f in SleepEx () from C:\WINDOWS\system32\kernel32.dll 168#150 0xffffffff in ?? () 169#151 0x012ca024 in ?? () 170#152 0x003e41f8 in ?? () 171#153 0x00000014 in ?? () 172#154 0x00000001 in ?? () 173---Type <return> to continue, or q <return> to quit--- 174#155 0x00000000 in ?? () from 175#156 0x00000000 in ?? () from 176#157 0x00000010 in ?? () 177#158 0x7c91e10e in ntdll!ZwQueryPerformanceCounter () from ntdll.dll 178#159 0x7c80a43b in QueryPerformanceCounter () 179 from C:\WINDOWS\system32\kernel32.dll 180#160 0x0022fbd0 in ?? () 181#161 0x0022fbb0 in ?? () 182#162 0x00369e99 in ?? () 183#163 0x00000000 in ?? () from 184#164 0x0022fbd8 in ?? () 185#165 0x00413741 in ?? () 186#166 0x0022fbd0 in ?? () 187#167 0xffffffff in ?? () 188#168 0x7c80240f in SleepEx () from C:\WINDOWS\system32\kernel32.dll 189#169 0x7c802451 in Sleep () from C:\WINDOWS\system32\kernel32.dll 190#170 0x040caf44 in ?? () 191#171 0x00000008 in ?? () 192#172 0x0022fbf8 in ?? () 193#173 0x004137a2 in ?? () 194#174 0x003e41f8 in ?? () 195#175 0x012efbd4 in ?? () 196#176 0x012efc00 in ?? () 197---Type <return> to continue, or q <return> to quit--- 198#177 0x003eb0a8 in ?? () 199#178 0x012ca024 in ?? () 200#179 0xffffffff in ?? () 201#180 0x0022fe28 in ?? () 202#181 0x0040c073 in ?? () 203#182 0x012efbc0 in ?? () 204#183 0xa6897e00 in ?? () 205#184 0x3f947b08 in ?? () 206#185 0x003e4078 in ?? () 207#186 0x00000168 in ?? () 208#187 0x00000140 in ?? () 209#188 0x0000014a in ?? () 210#189 0x00000118 in ?? () 211#190 0x00000168 in ?? () 212#191 0x77be2000 in msvcrt!??9type_info@@QBEHABV0@@Z () 213 from C:\WINDOWS\system32\msvcrt.dll 214#192 0x003ea7d8 in ?? () 215#193 0x003ea7db in ?? () 216#194 0x77bfc300 in msvcrt!free () from C:\WINDOWS\system32\msvcrt.dll 217#195 0x0000000d in ?? () 218#196 0x0022fc48 in ?? () 219#197 0x77bfc42e in msvcrt!malloc () from C:\WINDOWS\system32\msvcrt.dll 220#198 0x0000000d in ?? () 221---Type <return> to continue, or q <return> to quit--- 222#199 0x00000000 in ?? () from 223#200 0x003ecfa8 in ?? () 224#201 0x003ecfa8 in ?? () 225#202 0x003ecfa8 in ?? () 226#203 0x00000001 in ?? () 227#204 0x003eb098 in ?? () 228#205 0x003e41f8 in ?? () 229#206 0x003e4208 in ?? () 230#207 0x012efc00 in ?? () 231#208 0x00000000 in ?? () from 232#209 0x406c0000 in ?? () 233#210 0xffffffff in ?? () 234#211 0x012efc00 in ?? () 235#212 0x00000000 in ?? () from 236#213 0x4064c000 in ?? () 237#214 0x00419c00 in ?? () 238#215 0xffffffff in ?? () 239#216 0x00000000 in ?? () from 240#217 0x406f2000 in ?? () 241#218 0x003ed178 in ?? () 242#219 0x012efc00 in ?? () 243#220 0xffffffff in ?? () 244#221 0x012efc00 in ?? () 245---Type <return> to continue, or q <return> to quit--- 246#222 0x00000000 in ?? () from 247#223 0x40706000 in ?? () 248#224 0xffffffff in ?? () 249#225 0x012efc00 in ?? () 250#226 0x00000000 in ?? () from 251#227 0x40731000 in ?? () 252#228 0x0022fcc8 in ?? () 253#229 0xffffffff in ?? () 254#230 0x00254a54 in ?? () 255#231 0x00000000 in ?? () from 256#232 0x003eea18 in ?? () 257#233 0x003eea18 in ?? () 258#234 0x003eea18 in ?? () 259#235 0x00000001 in ?? () 260#236 0x7c938335 in ntdll!RtlSetDaclSecurityDescriptor () from ntdll.dll 261#237 0x00254a3c in ?? () 262#238 0x0022fd4c in ?? () 263#239 0x00419c00 in ?? () 264#240 0x00458079 in ?? () 265#241 0x0022fd10 in ?? () 266#242 0x003eeb30 in ?? () 267#243 0x003eb1b8 in ?? () 268#244 0x003e41f8 in ?? () 269---Type <return> to continue, or q <return> to quit--- 270#245 0x003e4208 in ?? () 271#246 0x003ea7cc in ?? () 272#247 0x002550b0 in ?? () 273#248 0x00000082 in ?? () 274#249 0x00000000 in ?? () from 275#250 0x0045b418 in ?? () 276#251 0x00000000 in ?? () from 277#252 0x0045b458 in ?? () 278#253 0x0045ca84 in ?? () 279#254 0x00000000 in ?? () from 280#255 0x00000000 in ?? () from 281#256 0x00000000 in ?? () from 282#257 0x00000000 in ?? () from 283#258 0x003eb128 in ?? () 284#259 0x00000000 in ?? () from 285#260 0x003e41f8 in ?? () 286#261 0x003e4208 in ?? () 287#262 0x012efbc0 in ?? () 288#263 0x00000010 in ?? () 289#264 0x00000010 in ?? () 290#265 0x0000000d in ?? () 291#266 0x0000000d in ?? () 292#267 0x0000000e in ?? () 293---Type <return> to continue, or q <return> to quit--- 294#268 0x0000000e in ?? () 295#269 0x0022fe68 in ?? () 296#270 0xffffffff in ?? () 297#271 0x7c9206f0 in ntdll!RtlAppendStringToString () from ntdll.dll 298#272 0xffffffff in ?? () 299#273 0x7c9206eb in ntdll!RtlAppendStringToString () from ntdll.dll 300#274 0x77bfc3c9 in msvcrt!free () from C:\WINDOWS\system32\msvcrt.dll 301#275 0x00419c00 in ?? () 302#276 0x00457b24 in ?? () 303#277 0x0022fe10 in ?? () 304#278 0x0040c0a6 in ?? () 305#279 0x0022fc00 in ?? () 306#280 0x00000060 in ?? () 307#281 0x00000006 in ?? () 308#282 0x00000000 in ?? () from 309#283 0x406c0000 in ?? () 310#284 0x00000000 in ?? () from 311#285 0x40490000 in ?? () 312#286 0x00000000 in ?? () from 313#287 0x40040000 in ?? () 314#288 0x00000003 in ?? () 315#289 0x77bfc3ce in msvcrt!free () from C:\WINDOWS\system32\msvcrt.dll 316#290 0x77bfc3e7 in msvcrt!free () from C:\WINDOWS\system32\msvcrt.dll 317---Type <return> to continue, or q <return> to quit--- 318#291 0x00000060 in ?? () 319#292 0x0022fdc8 in ?? () 320#293 0x77bfc42e in msvcrt!malloc () from C:\WINDOWS\system32\msvcrt.dll 321#294 0x00000060 in ?? () 322#295 0x00000060 in ?? () 323#296 0x0022fe28 in ?? () 324#297 0x0041adfb in ?? () 325#298 0x012ca014 in ?? () 326#299 0x00000000 in ?? () from 327#300 0x00000000 in ?? () from 328#301 0x00000000 in ?? () from 329#302 0x00000000 in ?? () from 330#303 0x012efbc0 in ?? () 331#304 0x0022fe68 in ?? () 332#305 0x00000001 in ?? () 333#306 0x0022fdac in ?? () 334#307 0x00461e00 in ?? () 335#308 0x00000000 in ?? () from 336#309 0x00000000 in ?? () from 337#310 0x01301f5c in ?? () 338#311 0x00458134 in ?? () 339#312 0x0022fe1c in ?? () 340#313 0x0041ae10 in ?? () 341---Type <return> to continue, or q <return> to quit--- 342#314 0x0022fdd0 in ?? () 343#315 0x0022fc0c in ?? () 344#316 0x0022fee8 in ?? () 345#317 0x00000000 in ?? () from 346#318 0x0000004a in ?? () 347#319 0x003e4078 in ?? () 348#320 0x0022fea8 in ?? () 349#321 0x0040f39e in ?? () 350#322 0x012efbc0 in ?? () 351#323 0x003e0000 in ?? () 352#324 0x40000060 in ?? () 353#325 0x77bfc3ce in msvcrt!free () from C:\WINDOWS\system32\msvcrt.dll 354#326 0x003e4078 in ?? () 355#327 0x0000004b in ?? () 356#328 0x00251ee0 in ?? () 357#329 0x003e23d8 in ?? () 358#330 0x00423920 in ?? () 359#331 0x012efbc0 in ?? () 360#332 0x77bfc024 in msvcrt!_msize () from C:\WINDOWS\system32\msvcrt.dll 361#333 0x003e41f8 in ?? () 362#334 0x77c05c94 in msvcrt!_except_handler2 () 363 from C:\WINDOWS\system32\msvcrt.dll 364Previous frame inner to this frame (corrupt stack?) 365(gdb) continue 366Continuing. 367gdb: child_resume.SetThreadContext: thread 2700.0x814 368ContinueDebugEvent (cpid=2700, ctid=2068, DBG_EXCEPTION_NOT_HANDLED); 369gdb: kernel event for pid=2700 tid=2068 code=EXCEPTION_DEBUG_EVENT) 370gdb: Target exception EXCEPTION_ACCESS_VIOLATION at 0x00411b97 371 372Program received signal SIGSEGV, Segmentation fault. 3730x00411b97 in ?? () 374(gdb) continue 375Continuing. 376gdb: child_resume.SetThreadContext: thread 2700.0x814 377ContinueDebugEvent (cpid=2700, ctid=2068, DBG_EXCEPTION_NOT_HANDLED); 378gdb: kernel event for pid=2700 tid=3900 code=EXIT_THREAD_DEBUG_EVENT) 379ContinueDebugEvent (cpid=2700, ctid=3900, DBG_CONTINUE); 380gdb: kernel event for pid=2700 tid=2068 code=EXIT_THREAD_DEBUG_EVENT) 381ContinueDebugEvent (cpid=2700, ctid=2068, DBG_CONTINUE); 382gdb: kernel event for pid=2700 tid=244 code=EXIT_THREAD_DEBUG_EVENT) 383ContinueDebugEvent (cpid=2700, ctid=244, DBG_CONTINUE); 384gdb: kernel event for pid=2700 tid=688 code=EXIT_PROCESS_DEBUG_EVENT) 385 386Program exited with code 030000000005. 387ContinueDebugEvent (cpid=2700, ctid=688, DBG_CONTINUE); 388gdb: child_close, inferior_ptid=2068

ReyBrujo

Woo-hoo, level 60 :)
{"name":"591279","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/a\/5a3939b7cfaf470660f8ee8cf2e74a59.jpg","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/a\/5a3939b7cfaf470660f8ee8cf2e74a59"}591279

I noticed that, sometimes, you lose a life if a bug touches your tower, and sometimes you don't (as in, you have an "extra line" that overlaps the tower, so that you lose a life once the bugs touch the floor). Check the image:

{"name":"591280","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/5\/2514e124dcdb3432cd04c0a81bd1846d.jpg","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/5\/2514e124dcdb3432cd04c0a81bd1846d"}591280

I think it just happens when you press the TAB key to make the game run faster, and then release it after a time when the waves are near the ground.

X-G

I really can't bother to make a new debug version yet.

Rey: Yes, it's because the tab thing is shoddy. What happens is, because of the timestep becoming too large, each drop becomes a little bit longer than it should be, and eventually they drift enough to overlap the towers, but be above the point where they would be counted as hits.

le_y_mistar

so when can we expect a new/debugged version? I havent tried anything since the demo you put up on the first page.

X-G

Uh, there are two new versions since the first page one.

le_y_mistar

so did you update your first post with the latest wip...?

X-G

No.

le_y_mistar

well, I can't be bothered to search then :(

X-G

Your loss, little buddy.

count
fsDoom

Very addictive game :)
One of the best I've tried in a long time! Can't wait to try next version out!

Matt Weir

I'm sorry. I'm going to be honest here and say I don't get it. The second time I played I noticed that you get to a point where money's pouring in and you've pretty much filled the bottom with weaker towers so you buy a spark tower. As the enemies get stronger the only thing left to do is buy more spark towers as the other things aren't really that effective anymore. You fill the bottom of the screen with spark towers. You sit back and wait to die at around level 45-55.

It's kinda fun to try out different things at the start but eventually you know to get any further your just going to load up the screen with spark towers or die right then. I realize it's still a WIP and this probably just isn't my kind of game but I thought I'd share my opinion even though it's kinda contrary to most here. :-X No offence is meant at all! (graphics, interface, basic idea are done very well by the way. Very polished, I'm impressed!)

SkaxCo

The only thing I find odd is that when you lose and it says Quit? there is no followup answer to start over...and selling upgraded things should net more money. (like ReyBrujo said)

So far my record is 34!

Paul Pridham

There needs to be a point where you can buy the classic Space Invaders tank. Give it a poweful shot (one hit one kill, always), and then buy upgrades for the AI, or even buy modules for the AI and program it using a simple iconic system. Because yes, once you get to the maxed out spark towers, there's nothing left to do.

If the aliens started shooting, then you could also have shields with upgrades, etc. and that would also work well with the AI tank, and could be used to protect the towers (have them be damagable by shots). These sorts of additions would add a lot of new depth, and a new direction for progression. Guns -> SAMs -> Sparkers -> Tanks -> AI -> Shields.

Matt Weir

Right. I've been thinking about this since I posted about what I didn't like ie. you get to a certain point and that's it, you become a spectator. Perhaps the following idea could help...

How about having an infinite upgrade system where for more and more money you can keep updating towers. Obviously this wouldn't work for the cool upgrades like double missiles or viper but just for tower strength it could. (I'm thinking: Wave 110, upgrade missile-tower strength to 67, $5000 etc.) You already know the rate that the enemies difficulty increases so with a bit of tinkering you could make the upgrade rate slightly less. Eventually you would still lose as the ratio gets less in your favour but it would be a lot more dependant on the player. It would also get more use out of all the towers rather than just trying to get spark towers.

Think tetris, the game gets increasingly faster the longer you play. At some point it's inevitable that your going to lose because stuffs happening at light speed but it's still dependant on your skill at parking those bricks. If you were infinitely good you could play for infinitely long (in theory). Same goes for classic space invaders etc.

Would definitely take quite a bit of tinkering to get the balance right but this 6 page thread suggests you have plenty of people willing to use/abuse the WIP... ;)

GullRaDriel

Do you have something better, X-G ?

:p

Ceagon Xylas

You are a game-graphics god! That's not to say the rest of the game sucks, however. I really enjoyed.

Simon Parzer

The game is great! Reminds me of Tower Defense in Warcraft.

But you seriously need
- music and sound
- more towers
- better calculation of selling income (upgrades!)
- different enemies, boss enemies
- graphics for upgraded towers
- maybe an upgrade tree (upgrade enables/disables other upgrades)
- something like a fighter spaceship, very expensive and you can control it with the keyboard

Kikaru

He said it's a WIP, and almost everything you just mentioned has been suggested already or was on the list beforehand. :P

LennyLen
Quote:

something like a fighter spaceship, very expensive and you can control it with the keyboard

Noooooooooooo! This would break what I think is the most important feature of the game, which is that it requires no manual dexterity to play.

Simon Parzer
Quote:

He said it's a WIP, and almost everything you just mentioned has been suggested already or was on the list beforehand. :P

Yeah, but now he can use my list as a reference and doesn't need to go through all the unnecessary posts. ;D

deps

I need a new demo.

Kikaru

Yes, I agree. But I am willing to wait a few more weeks so you can pack in more new features. :)

Thread #590023. Printed from Allegro.cc