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Fixel Demo
Aaron Bolyard
Member #7,537
July 2006
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Fixel is a game where you are a pixel that must save the world from an evil Undead Pixel Warlord. However, this is just a demo, so it quite lacks in the Undead Pixel Warlord department and so on, but it does feature one boss, several enemies, items, spells, and a randomly generated dungeon. I hope, even with this demo, it's fun and slightly (maybe just a little bit!) addictive.

Here is a screenshot of it:

http://www.allegro.cc/files/attachment/595241

Included in the package is the source code, too, and I hope it'll compile fine on Mac OS X or Linux! The libraries required are in the Compiling.txt file included with the package.

Download

Edgar Reynaldo
Member #8,592
May 2007
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I gave it a try , it's fun. I'll be glad to see it develop further. A few things about the menu's - I don't think you need the 'press S to play' prompt if you just go straight to the play/quit menu that's fine. The options menu is a little funny as when you select player 1 you're taken to a key editor which you can't cancel out of and I didn't know I would be editing the keys before I pressed the player 1 button. About the gameplay - it would be nice to have some indication of when you can cast a spell again after casting one but I got used to the timing of it. I spent a lot of time trying to defeat Pix Pac with just the spells and a single melee item attack until I figured out you could quickly repress the item key with a melee item and make many attacks together quickly. It might be nice to split the items menu up into melee items and other items and then change the list that's displayed with another key while keeping track of which item is selected on each list.
I think it should be pretty fun when you get more of it done and I'm looking forward to it.

wiseguy
Member #44
April 2000
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Looks good, and it was pretty fun. It will be nice when you get it done:)

Kikaru
Member #7,616
August 2006
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Well, let's see how good this game is...

Woah, nice! Dang, now I need to make my realtime rogue clone better...

Aaron Bolyard
Member #7,537
July 2006
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Quote:

I gave it a try , it's fun. I'll be glad to see it develop further. A few things about the menu's - I don't think you need the 'press S to play' prompt if you just go straight to the play/quit menu that's fine.

I did that so you can see the "stars" falling out of the sky easier. I guess I could move around some of the stuff and do it, though.

Quote:

The options menu is a little funny as when you select player 1 you're taken to a key editor which you can't cancel out of and I didn't know I would be editing the keys before I pressed the player 1 button.

I can add some text labels to fix that one up. :)

Quote:

About the gameplay - it would be nice to have some indication of when you can cast a spell again after casting one but I got used to the timing of it.

I could change the color of the spell when it can be cast and when it can't be... Would that be good?

Quote:

I spent a lot of time trying to defeat Pix Pac with just the spells and a single melee item attack until I figured out you could quickly repress the item key with a melee item and make many attacks together quickly.

Yea, Pic-Pax is very resistant against spells, especially Astral. I was going to release a bestiary with the demo but I forgot (Pic-Pax is very weak to stab attacks, so use the Puny Dagger against him)

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It might be nice to split the items menu up into melee items and other items and then change the list that's displayed with another key while keeping track of which item is selected on each list.

The inventory system is going to improved a lot in the actual game. That is just the quick-change-items part--in the real game, a dialog box will pop up if you, say, click on the items or something similar with a list of your items divided into sections.

Kikaru
Member #7,616
August 2006
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Quote:

I could change the color of the spell when it can be cast and when it can't be... Would that be good?

Yes, that would be good.

Edgar Reynaldo
Member #8,592
May 2007
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Yeah , changing the color of the selected spell when it is unavailable would be just fine.

Quote:

in the real game, a dialog box will pop up if you, say, click on the items or something similar with a list of your items divided into sections.

Will the game pause then? I like the current game play style where you can control the players items and settings with the right hand while moving with the left. I don't think I would want to be moving my right hand back and forth between the mouse and keyboard every time I wanted to change selected items.

I like the way that the pixel creatures use a naming convention similar to the periodic table. Be sure to let us know when you have a few levels and more creatures so we get some more game time. ;)

- Edit -
I've played it some more and I've noticed a couple of quirks. Fighting the grrlac leader spawns some enemies which is an interesting touch I like. When they get defeated they drop some puny daggers and I couldn't always pick them up though. Also , they end up cluttering the item list with multiple entries for one kind of item then. I also had a problem with one of the puny daggers that I had picked up , when it was selected and I tried to use it it didn't do anything.
About the intro star screen , I like it , it's just misleading to say 'press S to play' and then go to the menu when you press S. Maybe 'press space key to continue' would be better?

Aaron Bolyard
Member #7,537
July 2006
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I've done an updated version of Fixel. It has five floors and other new stuff. The most apparent out of all this is a new options menu in the game to disable additive and translucent blending, to speed up the game on older computers (or if you don't like the fancy effects). Obligatory screenshot:

http://www.allegro.cc/files/attachment/595260

Download

Edgar Reynaldo
Member #8,592
May 2007
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Ahh , pretty cool! A new spell , new enemies , keep it coming! :D

I do have a problem though, for some reason when I advance to another level then my framerate consistently drops lower than on the previous level and if I lose and start over without quitting the program and restarting it then the framerate is too low to play.

Here are some framerate figures as I progress through the game :

                       fps
Opening screen       65-70
Start menu              47
Main menu               36
First floor          20-29
Second floor start      14
Second floor clear      18
Third floor start        7
Third floor clear       12
Fourth floor start       4
Fourth floor clear       9
(Without quitting the program) :
Opening screen          30
Start menu              22
Main menu               19
First floor start        4

Have any ideas what it might be?

Kikaru
Member #7,616
August 2006
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One question about items: What is the point of having 5 Astral Daggers? Do they break with use of something? Or is there a shop in there where you can sell them?

Aaron Bolyard
Member #7,537
July 2006
avatar

Quote:

I do have a problem though, for some reason when I advance to another level then my framerate consistently drops lower than on the previous level and if I lose and start over without quitting the program and restarting it then the framerate is too low to play.

It could be a memory leak, or something I'm doing funky with Lua (since the entire game is practically written in Lua...). I noticed it happens to me sometimes, too, so I'll look into it further.

edit:

A few profile runs show that the problem is with the Lua GC. I mustn't be unreferencing tables or something similar, so the garbage builds up room after room, and it's never collected.

edit #2:

I fixed it. :) I was simply calling collectgarbage("collect") in the particle code in Lua, so it would slow the game down to a crawl. It was a remnant from my old tests, and I forgot to remove it. The same goes for a simple lua_gc(LUA_GCCOLLECT, 0) line in Stage.cpp. Now without additive/translucent blending the game runs at around 65 FPS constantly (but less compiled with MSVC... It stops and lags when there's a lot going on...), so I'm going to tinker around with the GC settings.

edit #3:

Yay, it runs at a constant 65-67 FPS for me without any special effects when compiled with MSVC. :) Download it here.

edit #4:

Actually, it hogs up a ton of memory in the previous versions before releasing it. Change "Content/Lua/Game/Game.lua", and scroll down to line #173. Change the two to a zero or one (zero is my recommended setting) in collectgarbage("steppause", 2) and get rid of line #174. If there's many objects in the stage, the FPS dips to around 40 FPS for me without effects, 60+ otherwise.

Quote:

One question about items: What is the point of having 5 Astral Daggers? Do they break with use of something? Or is there a shop in there where you can sell them?

There is no point in having more than one item (besides the Windi Book and potions) at the moment, but there will be once I add the first town to the game.

Edgar Reynaldo
Member #8,592
May 2007
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Awesome , much better! :D
The effects are better and I didn't have any slowdowns this time.
I only made it to the third floor this time and I got clobbered by a bunch of tornadoes and polar bears. :(

One little funny thing is that now the direction indicator is written on top of any creatures that are in front of you so I didn't notice one was there. It would be nice to have a 'use weakest potion' button because I never have enough time to run away and change back to using a health item when I get attacked by a whole bunch of monsters at once like at the start of the level. Cool , good improvements , keep it up!

Aaron Bolyard
Member #7,537
July 2006
avatar

Quote:

One little funny thing is that now the direction indicator is written on top of any creatures that are in front of you so I didn't notice one was there.

You can enable translucent blending and see the effect then. I forgot to enable it when I released this demo.

Quote:

It would be nice to have a 'use weakest potion' button because I never have enough time to run away and change back to using a health item when I get attacked by a whole bunch of monsters at once like at the start of the level. Cool , good improvements , keep it up!

There will be a menu that pops up when you press "<modifier key>" + "<use item key>" that will pause the game and let you scroll through your items in the next demo, so this problem is eliminated :)

Edgar Reynaldo
Member #8,592
May 2007
avatar

Ahh, okay , I enabled both kinds of blending and framerates were still in the mid sixties so that's good. This time I managed to get to stage 5 and beat the AMUE. This is a nice demo , thanks for sharing it with us!

I was wondering if you'd consider making the buffer a little larger so that the text info on the right and the info messages on the bottom could have their own spaces without covering any of the background. In any case , good game. ;)

Aaron Bolyard
Member #7,537
July 2006
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I have finished Fixel Demo #3C, which is a minor revision that includes sound effects and music, all synthesized (thanks Bruce Perry!) with Allegro SAMPLE's and a bit of math. All weapons should have a sound effect, along with two songs (a menu song and an actual dungeon song).

Download.

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