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| WIP: Saucelifter |
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Paul Pridham
Member #250
April 2000
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OK, I'm getting pretty close to finishing this game, and have just added a ton of sound effects... so now would be a good time to post a little demo and get some feedback. Presenting my Choplifter remake... "Saucelifter!" Screenies: And the demo: It's fully playable, and here are the keys: The rest you should be able to figure out. Let me know if you have any problems, and well, just generally how you like it! ---- |
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Tomasz Grajewski
Member #4,284
February 2004
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Hey, this game rocks! Nice graphics and sound effects, very addicting gameplay, cool physics. Runs smoothly and without any problems. One thing that you should consider implementing: joystick support. Now I will go playing one more time... ___________________________________________________________________________________________ |
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ngiacomelli
Member #5,114
October 2004
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I love it. Off to keep playing.
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Paul Pridham
Member #250
April 2000
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Great! Sounds and everything working OK? Tomasz, I'll definitely add joystick support. I need to add another menu for configuring the buttons. Guess I can do that now while I ponder over how to tackle the music. ---- |
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OICW
Member #4,069
November 2003
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Looks good, I like that vector/polygon graphics. I just didn't figured out how to unload passengers - though I tried to kill them at first [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
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Paul Pridham
Member #250
April 2000
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Land beside the pad. ---- |
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ngiacomelli
Member #5,114
October 2004
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Sound worked perfectly for me. I love how the screen shrinks when near a tank. Very slick. Not really a gameplay suggestion, but it'd really add polish if the aliens waved their arms when you hovered close to them.
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Paul Pridham
Member #250
April 2000
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I'd thought about that one, since the original Choplifter does that, but it's more work. ---- |
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Trent Gamblin
Member #261
April 2000
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Cool game! I would like to see a "laptop mode" option, but that's a bit of a nitpick. It ran very nice through Cedega. At first I didn't know where the landing pad was, probably because I wasn't paying attention at the start of the game. I really enjoy it though, good job.
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OICW
Member #4,069
November 2003
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Laptop mode? What do you mean, I was playing it on my notebook and I cannot complain. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
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Paul Pridham
Member #250
April 2000
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Thanks! Yes, I too would like to know what a laptop mode is. If you're talking about CPU usage, it's pretty hard to do anything about it since all the drawing is done using Allegro's software 2D polygon functions. If it's some alternate control scheme or something else, then fill me in! ---- |
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Paul whoknows
Member #5,081
September 2004
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Just amazing! one of the best allegro games I pleyed, at first I thought you were using OL or something 3D accelerated! ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
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Kikaru
Member #7,616
August 2006
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When I land on the triangle-pad, it beeps and flashes, but nothing else happens no unloading. |
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Paul whoknows
Member #5,081
September 2004
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Do not land on the pad, land beside it instead. ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
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Kikaru
Member #7,616
August 2006
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Oh. Thanks. You know aside from totally rocking, this game would do well for an online highscore chart. Also, how do you use Allegro's built in 3D? |
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TeamTerradactyl
Member #7,733
September 2006
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Wow! That's a fun game, ppridham! Very cool; is your source open, or are you keeping that to yourself?
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nonnus29
Member #2,606
August 2002
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PP, this game is, to quote Jimmy Walker, 'OUTA SIGHT!' It's really cool, wow, I can't say how cool it is. My question: is your forth thingy in there somewhere? |
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Paul Pridham
Member #250
April 2000
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Thanks for the praise, guys! I've had a blast working on it so far. Paul whoknows, that's right, it doesn't use OpenLayer, OpenGL, or even any 3D functions... it's all just simple Allegro 2D polygon calls, with my own turtle-graphics layer on top. Made everything really easy and fun. Kikaru, I've played a bit with the Allegro 3D stuff, it's not too hard really, but at the moment I don't recall much of it. TeamTerradactyl, it's currently closed as I'm still working on it, but I may release the code when it's done. There's really nothing much fancy in there though. nonnus29, Thanks dude. ---- |
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Trent Gamblin
Member #261
April 2000
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By laptop mode, I mean don't use 100% cpu. Add some rests in there. Depending on how you coded it, that could be easy or it could be hard.
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Paul Pridham
Member #250
April 2000
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There's a rest(1) in idle part of the main loop, but it really doesn't cut the CPU much for some people. I could add an option to cap the framerate to a lower value, though, which should free up some of the software polygon craziness. ---- |
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Trent Gamblin
Member #261
April 2000
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Yeah, that would be cool. Capping it to like 20-30 FPS would be good I think.
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Paul Pridham
Member #250
April 2000
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Trent, I just added a frameskip option to the video menu. Try that out on your laptop, see if it helps. ---- |
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piccolo
Member #3,163
January 2003
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very nice took couple tries you have to land next to the triangle to the end on the right to unload cargo z and c hit background x hits foreground. edit: wow |
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Ultio
Member #1,336
April 2001
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I finally got a chance to sit down and play the game. My thoughts... (same as on GDR forums): The menus and all of the UI that you go through before getting into the game is well done. The only thing I dislike is the in/out floating of the title text. Some other people might not be bothered by it, but it's the only thing I dislike about the UI, for the most part. Other than that, it's really solid and has an awesome retro feel. Going through the options operates as it should (minus the unimplemented sound controls). Good job on that front. The menu sounds aren't annoying either--and I liked the little touch of going "back" produced a different pitched sound. These are all things people come to expect, but it's good that they are there. Into the gameplay: I've only played on normal level, and I think that's good enough. I can't chance playing on the super hard difficulty and keep trying until I ultimately beat it. That said, I was able to achieve "Victory" on normal mode. I guess first we should discuss the difficulty: I found the normal difficulty to be a complete pain in the ass. By pain in the ass I mean incredibly hard. Eventually I got the hang of how the controls go and what the size of the hitboxes for various enemies are. For instance, upon first encountering the turrets I figured I had to hit the actual turret itself (the gun part) as opposed to the base on which it stood. This was tad bit annoying because if you fly down right next to it you cannot shoot a horizontal bullet and destroy it. That said, I'm not sure if you should change that. This is what makes the game difficult. One thing you might consider in order to even beef up the difficulty is when the saucer is too far from a tank's reach to be hit by its bullets, the tank should then just kill the hostages instead of shooting aimlessely (or doing nothing). Cool things I noticed: I like the animation of the legs-very cool. There are also a lot of cool little touches like landing showing a tiny (but noticeable) animation (like the ship pushing down a bit when you land quickly). The little men floating up on the platform is really awesome, too. The letterbox mode works as expected and is a great feature. Things I think could possibly be changed: -It's not 100% obvious what to do with the platform. When you land on it, it starts making some sounds and flashing. For some reason (maybe I'm dumb), I didn't realize you need to land next to it. Some kind of little graphical indicator on the ground (even a little circle would probably do) would help eliminate that confusion -I think the minimap is great, but could use some work. Currently there is no border to it or anything. I think having some kind of border would be nice to help you get a grasp of where you are within the map/course itself. Maybe you wanted it set up so you can only decipher enemy's proximity to yourself--I don't know. I guess you could see what other people have to say about it. -You need a menu option for viewing the scores. Overall, it's really well put together and feels solid. The difficulty is great and gives the player something to overcome. I'm interestsed to see what the most difficult level is like to play. One other little note, though: while the game is difficult, I found a very easy way to destroy all turrets without being in harm's way by their bullets. I would simply lift off the ground as little as I could, and then fly across the screen. The regular bullet turrets cannot aim low enough to hit you at this point (leaving you open to just destroy them as you fly past). The rocket-launching turrets also cannot shoot the missiles directly at you, and you can do the same thing. Most of the time, you can outrun their heat-seaking ability and will be out of harms way. This tactic also seems to work quite well for destroying tanks. Incidentally, for the most part you can just stay low to the ground for the entire duration of the game until the jet fighters come out (since you can shoot backwards and up, the helicopters aren't that much of a distraction). I think this low-to-the-ground approach cheapens the play a little bit. You might want to do something with it such as being able to crash into turrets if you fly past them? Make the tanks have a horizontal attack? I'm not sure exactly what you would want to do, but the player is almost invincible from most enemies while flying low to the ground. For the record, my score on first victory was: 41150. I'll most likely try again on a harder difficulty. Great job. I can't wait to see what kinds of additional stuff you put in. Are you planning on making different levels (like the water and cave levels)? --- |
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Trent Gamblin
Member #261
April 2000
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Thanks, now it doesn't burn my thighs! I had to restart the program for the change to to effect, but that's OK.
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