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		<title>WIP: Saucelifter</title>
		<link>http://www.allegro.cc/forums/view/588986</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Tue, 19 Dec 2006 20:32:01 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>OK, I&#39;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.</p><p>Presenting my Choplifter remake... &quot;Saucelifter!&quot; </p><p>Screenies:<br /><a href="http://www3.sympatico.ca/ppridham/misc/images/saucelifter/title.png">http://www3.sympatico.ca/ppridham/misc/images/saucelifter/title.png</a><br /><a href="http://www3.sympatico.ca/ppridham/misc/images/saucelifter/start.png">http://www3.sympatico.ca/ppridham/misc/images/saucelifter/start.png</a><br /><a href="http://www3.sympatico.ca/ppridham/misc/images/saucelifter/tank.png">http://www3.sympatico.ca/ppridham/misc/images/saucelifter/tank.png</a></p><p>And the demo:<br /><a href="http://www3.sympatico.ca/ppridham/misc/tmp/saucelifter-demo.zip">http://www3.sympatico.ca/ppridham/misc/tmp/saucelifter-demo.zip</a></p><p>It&#39;s fully playable, and here are the keys:<br />ARROWS - fly<br />Z/Y, X, and C - shoot</p><p>The rest you should be able to figure out. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>Let me know if you have any problems, and well, just generally how you like it! <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sat, 09 Dec 2006 23:28:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hey, this game rocks! Nice graphics and sound effects, very addicting gameplay, cool physics. Runs smoothly and without any problems. <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" /></p><p>One thing that you should consider implementing: joystick support.</p><p>Now I will go playing one more time... <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Tomasz Grajewski)</author>
		<pubDate>Sun, 10 Dec 2006 00:01:14 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I love it. Off to keep playing.
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		<author>no-reply@allegro.cc (ngiacomelli)</author>
		<pubDate>Sun, 10 Dec 2006 00:25:54 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Great! Sounds and everything working OK?</p><p>Tomasz, I&#39;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. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 02:02:13 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Looks good, I like that vector/polygon graphics. I just didn&#39;t figured out how to unload passengers - though I tried to kill them at first <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Sun, 10 Dec 2006 02:05:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Land beside the pad. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> I figured the &quot;warning&quot; sound when you land on the transporter pad might be enough of a hint... but I&#39;ll eventually add a HELP menu option.
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 02:08:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sound worked perfectly for me. I love how the screen shrinks when near a tank. Very slick. Not really a gameplay suggestion, but it&#39;d really add polish if the aliens waved their arms when you hovered close to them.
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		<author>no-reply@allegro.cc (ngiacomelli)</author>
		<pubDate>Sun, 10 Dec 2006 02:16:47 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;d thought about that one, since the original Choplifter does that, but it&#39;s more work. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> We&#39;ll see.
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 02:38:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Cool game! I would like to see a &quot;laptop mode&quot; option, but that&#39;s a bit of a nitpick. It ran very nice through Cedega. At first I didn&#39;t know where the landing pad was, probably because I wasn&#39;t paying attention at the start of the game. I really enjoy it though, good job.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Sun, 10 Dec 2006 04:48:57 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Laptop mode? What do you mean, I was playing it on my notebook and I cannot complain.
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		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Sun, 10 Dec 2006 04:55:05 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks!</p><p>Yes, I too would like to know what a laptop mode is. If you&#39;re talking about CPU usage, it&#39;s pretty hard to do anything about it since all the drawing is done using Allegro&#39;s software 2D polygon functions. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>If it&#39;s some alternate control scheme or something else, then fill me in!
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 05:10:06 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Just amazing! one of the best allegro games I pleyed, at first I thought you were using OL or something 3D accelerated!<br />Only allegro 3d functions? wow! but it runs so smoothly! what&#39;s your secret?<br />About the game it&#39;s beautiful, I love the animation when the ship open its &quot;legs&quot;.<br />Just great! and it&#39;s just a WIP! OMG:o
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		<author>no-reply@allegro.cc (Paul whoknows)</author>
		<pubDate>Sun, 10 Dec 2006 05:29:36 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>When I land on the triangle-pad, it beeps and flashes, but nothing else happens no unloading. <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" /> What else should I do?
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		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Sun, 10 Dec 2006 06:09:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Do not land on the pad, land beside it instead.
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		<author>no-reply@allegro.cc (Paul whoknows)</author>
		<pubDate>Sun, 10 Dec 2006 06:13:06 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Oh. Thanks. You know aside from totally rocking, this game would do well for an online highscore chart. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>Also, how <i>do</i> you use Allegro&#39;s built in 3D? <img src="http://www.allegro.cc/forums/smileys/huh.gif" alt="???" />
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		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Sun, 10 Dec 2006 06:30:57 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Wow!  That&#39;s a fun game, ppridham!</p><p>Very cool; is your source open, or are you keeping that to yourself?
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		<author>no-reply@allegro.cc (TeamTerradactyl)</author>
		<pubDate>Sun, 10 Dec 2006 06:48:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>PP, this game is, to quote Jimmy Walker, &#39;OUTA SIGHT!&#39;  It&#39;s really cool, wow, I can&#39;t say how cool it is.</p><p>My question: is your forth thingy in there somewhere?
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		<author>no-reply@allegro.cc (nonnus29)</author>
		<pubDate>Sun, 10 Dec 2006 07:37:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks for the praise, guys! I&#39;ve had a blast working on it so far.</p><p>Paul whoknows, that&#39;s right, it doesn&#39;t use OpenLayer, OpenGL, or even any 3D functions... it&#39;s all just simple Allegro 2D polygon calls, with my own turtle-graphics layer on top. Made everything really easy and fun. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>Kikaru, I&#39;ve played a bit with the Allegro 3D stuff, it&#39;s not too hard really, but at the moment I don&#39;t recall much of it. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /></p><p>TeamTerradactyl, it&#39;s currently closed as I&#39;m still working on it, but I may release the code when it&#39;s done. There&#39;s really nothing much fancy in there though.</p><p>nonnus29, Thanks dude. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> Actually, my Forth stuff is not in there. Forth is fun, and I&#39;m going to combine Forth and this stuff eventually, but for this I just wanted to focus on getting a game finished for once, heh. People are still waiting for SAKFU, after all (which is coming next I might add!) <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 07:57:24 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>By laptop mode, I mean don&#39;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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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Sun, 10 Dec 2006 09:02:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>There&#39;s a rest(1) in idle part of the main loop, but it really doesn&#39;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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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 09:10:04 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Yeah, that would be cool. Capping it to like 20-30 FPS would be good I think.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Sun, 10 Dec 2006 10:29:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>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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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 10 Dec 2006 11:34:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>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. </p><p>edit:<br /> i get 100 frames p/s very smooth controls and movment are excellent .
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		<author>no-reply@allegro.cc (piccolo)</author>
		<pubDate>Sun, 10 Dec 2006 12:09:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I finally got a chance to sit down and play the game. My thoughts... (same as on GDR forums):</p><p>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&#39;s the only thing I dislike about the UI, for the most part. Other than that, it&#39;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&#39;t annoying either--and I liked the little touch of going &quot;back&quot; produced a different pitched sound. These are all things people come to expect, but it&#39;s good that they are there.</p><p>Into the gameplay: I&#39;ve only played on normal level, and I think that&#39;s good enough. I can&#39;t chance playing on the super hard difficulty and keep trying until I ultimately beat it. That said, I was able to achieve &quot;Victory&quot; on normal mode. I guess first we should discuss the difficulty: I found the normal difficulty to be a complete pain in the <span class="cuss"><span>ass</span></span>. By pain in the <span class="cuss"><span>ass</span></span> 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&#39;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&#39;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.</p><p><b>Things I think could possibly be changed</b>: <br />-I absolutely hate the waiting time to watch my ship (not) explode (but rather smoke up). Additionally, the wait time to get past the game over sequence is annoying too. Sure, it&#39;s only a second or two, but being unable to bypass it frustrates me to no end. When I was at the end of my lives I would simply exit out and abort in order to restart rather than waiting. I think you should make these delay times skippable by pressing enter or some other key.</p><p>-It&#39;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&#39;m dumb), I didn&#39;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</p><p>-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&#39;s proximity to yourself--I don&#39;t know. I guess you could see what other people have to say about it.</p><p>-You need a menu option for viewing the scores.</p><p>Overall, it&#39;s really well put together and feels solid. The difficulty is great and gives the player something to overcome. I&#39;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&#39;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&#39;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&#39;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. </p><p>For the record, my score on first victory was: 41150. I&#39;ll most likely try again on a harder difficulty. Great job. I can&#39;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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		<author>no-reply@allegro.cc (Ultio)</author>
		<pubDate>Sun, 10 Dec 2006 23:46:36 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks, now it doesn&#39;t burn my thighs! I had to restart the program for the change to to effect, but that&#39;s OK.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Sun, 10 Dec 2006 23:58:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Ultio, thanks for the big review! Much appreciated. You&#39;ve given me some good points to think about, and some ideas for things to tweak and improve. I&#39;ve already chatted with you about some of them, so I won&#39;t go into it again here.</p><p>Trent... that&#39;s cool, glad it works for you. You shouldn&#39;t have to restart the program, though... the frameskip change is immediate. Could you check again and let me know if that&#39;s the case for you? Press &#39;F&#39; to show the framerate, and then change the frameskip and see if the framerate drops.
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 00:18:49 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>OK, it actually does work. The CPU just hadn&#39;t cooled down enough to stop the fan the first time.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Mon, 11 Dec 2006 00:25:45 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Don&#39;t go exploding a battery on your lap there, Trent. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> That would suck.
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 05:18:09 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>That&#39;s excellent. A really good game. You just need to improve your website&#39;s speed for downloads <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Neil Walker)</author>
		<pubDate>Mon, 11 Dec 2006 05:45:02 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You know, I found something cool: Skipping. If you move down to the ground and land on it without opening the legs. Then, you can tap in a direction, and you get really good speed and avoidance abilities. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>BTW, I found something cool: If you set the resolution to 400 x 300, and the color depth to 8-bit, it looks like an old arcade game! <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>Lastly: What is the requirement for winning?
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		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Mon, 11 Dec 2006 05:54:02 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I like it! It feels very polished, and I love the graphics style! <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" /></p><p>I did find a bug though: if you alt+tab away from it, the sound hangs until you switch back in.
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		<author>no-reply@allegro.cc (gnolam)</author>
		<pubDate>Mon, 11 Dec 2006 08:52:43 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve just uploaded an update. It has the following changes:</p><p>- Added a tinted letterbox mode<br />- Changed behaviour of guns, let them shoot at a lower angle<br />- Added an ALT+ENTER shortcut for windowed/fullscreen<br />- Press &#39;H&#39; to show highscores at title screen<br />- The saucer can shoot itself in the foot if it&#39;s too near the ground.<br />- More delay skipping options for gameplay and scores</p><p>File mirror on googlepages: <br /><a href="http://ratziggurat.googlepages.com/saucelifter-demo.zip">http://ratziggurat.googlepages.com/saucelifter-demo.zip</a></p><p>Ultio, you shouldn&#39;t be able to easily accomplish your cheat anymore. I think my adaptations are fair, but let me know what you think. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> I&#39;ve just had an idea about making certain enemies smarter, so we&#39;ll see what comes of that.</p><p>Also, you can skip those spots that frustrated you now using the ENTER key, and you get the &#39;H&#39; highscore cycle key. I&#39;m not going to add a menu option at this point. </p><p>The minimap shows the saucer (blinking white diamond), so I&#39;m not sure what trouble you were having with it. The bounds of the arena in the minimap are the bounds of the screen.</p><p>I&#39;m not likely going to add other levels (want to move on to the next project), but I might add some unlockable options and modes.</p><p>Neil, yea Sympatico seems to have trimmed its server bandwidth lately, my mail is slow now too with them. <img src="http://www.allegro.cc/forums/smileys/undecided.gif" alt=":-/" /> I&#39;ll call them next week. In the meantime, try the googlepages mirror above.</p><p>Kikaru, heh I&#39;m not quite sure what your new technique is, but it sound fun. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> To finish the game, save the majority of the 64 captives without dying. Glad you like the retro resolutions... I play in those modes myself sometimes. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>gnolam, thanks! I&#39;ve noticed that bug too, and I can&#39;t seem to be rid of it. It only happens to me when I ALT-TAB from fullscreen, and my registered display switch function does get called, at which point I set the volume to zero... but it doesn&#39;t work. I&#39;ve even tried stopping all samples at that point. In windowed mode though, everything behaves as expected. It could be an Allegro bug dealing with looping samples. I also noticed that when I switch screen modes, the display switch callbacks get unregistered, so I have to re-register them.
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		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 10:12:57 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Paul Pridham said:</div><div class="quote"><p>
gnolam, thanks! I&#39;ve noticed that bug too, and I can&#39;t seem to be rid of it. It only happens to me when I ALT-TAB from fullscreen, and my registered display switch function does get called, at which point I set the volume to zero... but it doesn&#39;t work. I&#39;ve even tried stopping all samples at that point. In windowed mode though, everything behaves as expected.
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Sorry. It happens in windowed mode as well. What display_switch_mode are you using?
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		<author>no-reply@allegro.cc (gnolam)</author>
		<pubDate>Mon, 11 Dec 2006 21:29:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Windows only works with amnesia in fullscreen mode. It does work with pause in windowed mode though.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Neil Walker)</author>
		<pubDate>Mon, 11 Dec 2006 22:32:59 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Windows only works with amnesia.
</p></div></div><p>
No. No it doesn&#39;t. <img src="http://www.allegro.cc/forums/smileys/tongue.gif" alt=":P" /></p><p>Which switch modes are available depends on the screen mode.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (gnolam)</author>
		<pubDate>Mon, 11 Dec 2006 22:38:25 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>Hmm, strange, that. I&#39;m using SWITCH_BACKGROUND. I was using SWITCH_PAUSE, but that&#39;s when I first noticed the looping problem, so I switched to BACKGROUND so that I could continue controlling the program and try to set the volume to 0, etc.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 22:39:01 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Did you check the return flag to see if the mode was successful? as mentioned, pause only works with windowed mode. I wouldn&#39;t use background mode though, simply use pause/amnesia and on re-entering the program set your timer counter to zero to stop any bad things from happening in your timer code.</p><p>the way you mention it sounds as if you have made the call to set the mode but not the callback hook?
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Neil Walker)</author>
		<pubDate>Mon, 11 Dec 2006 22:43:43 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve certainly set the hooks, as I mention above. My breakpoints catch the switch-in/out as it happens. The sample loop just occurs anyway. I&#39;m not checking the return value of the switch register function though, so I&#39;ll take a look at that. My logic update is robust, I&#39;ve checked it already, and it&#39;s not getting stuck in any kind of weird timer loop.</p><p>Really, it doesn&#39;t matter what switch mode I&#39;m using, this shouldn&#39;t happen. Switching out while a looping sample is playing should not cause problems, and as far as I can tell, it&#39;s an Allegro bug or undocumented issue.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 22:52:26 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>If it&#39;s a bug you think and it worries you (I&#39;ve never had it), you could always dump allegro sound and use something like fmod to fix it.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Neil Walker)</author>
		<pubDate>Mon, 11 Dec 2006 23:01:22 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Yes, I&#39;d thought about FMOD as well. We&#39;ll see how it goes, thanks Neil.</p><p>Maybe I&#39;ll code up a simple test that just demonstrates the loop bug.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 11 Dec 2006 23:29:13 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>24500 on the first try... fun game!</p><p>One thing struck me as strange though: if you fly low enough you should be able to destroy turrets by &quot;lateral&quot; shooting them, but as it is i see the bullet fly over the turret without actually making it explode.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (FMC)</author>
		<pubDate>Tue, 12 Dec 2006 00:12:48 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>FMS, yes, you have to shoot the base of the turret in order to destroy it. This follows the behaviour of the arcade Choplifter. Plus, it would be too easy otherwise. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Tue, 12 Dec 2006 00:26:21 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Sound works fine for me.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (nonnus29)</author>
		<pubDate>Tue, 12 Dec 2006 04:52:53 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Damned, those missile turrets are pain in the ... if I miss them in the first attack run I&#39;m toasted. Anyway I have a decent chance to score direct hit from at least one of the missiles. On the other hand jet planes are piece of cake.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Tue, 12 Dec 2006 04:55:53 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>Ok, I&#39;ve changed it to use BACKAMNESIA if BACKGROUND fails, and that takes care of the problem on my machine... so hopefully that&#39;s the extent of it. I&#39;ll upload a new build shortly.</p><p>OICW, heh. Get good at dodging. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> If you think the jets are easy, I guess they haven&#39;t really armed themselves yet...
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Tue, 12 Dec 2006 05:58:43 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>How to get a highest hi-score? Just kill only enemies, without rescue any of the aliens and you can play <i>forever</i>. This should be fixed, because players could have 50 000 scores without any effort. I think, that how many enemies are hunting the player (tanks, choppers, turrets...) should be calculated by how many enemies player had killed.</p><p>Also, number of aliens should be <i>unlimited</i>. Game shouldn&#39;t end when all of the aliens were rescued, but when player lost all of his lives. To make game harder in the later stage the enemies could be faster, shoot more often and accurate. Maybe even more instances of the same type of enemy should appear (10 tanks, 4 choppers...). IMHO this would be great!
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Tomasz Grajewski)</author>
		<pubDate>Sat, 16 Dec 2006 16:46:11 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>Hm, I think that one jet plane equiped with missiles combined with a chopper firing at your saucer is enough. You&#39;re doing nothing more than dodging the missiles and trying to shoot down the aircraft.</p><p>Besides you can try to play on the impossible difficulty.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Sat, 16 Dec 2006 19:42:53 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>OICW:<br />Yes, but I was talking about a situation, when player kills only enemies and this way he can beat hi-scores very easily without any effort, because number of enemies doesn&#39;t increase this way. It&#39;s like destroying this first tank, that appears in the game. To get 50,000 score you can just kill 200 of them and you won&#39;t even lose a life (at least when difficulty is set to easy).
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Tomasz Grajewski)</author>
		<pubDate>Sat, 16 Dec 2006 19:53:17 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Well then yes, but I can guarantee that you will deinately get bored.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Sat, 16 Dec 2006 20:02:47 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>
If you switch away while sounds are playing in looped mode they will still loop unless you stop the samples before fully switching out.</p><p>I had to do the same thing in Neon Wars.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Richard Phipps)</author>
		<pubDate>Sat, 16 Dec 2006 20:03:05 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Tomascz, good point. I can make it so that the enemy alert level will also increase after time, or after so many enemies are destroyed instead of activating the transporter, etc. As for unlimited captives, that&#39;s not really in the cards, but I am planning to have an unlockable &quot;survival&quot; mode which is just about fighting infinite enemies with no captives. </p><p>Richard, does that still happen with the currently uploaded version? I&#39;ve changed the switch-out mode and so I should retain control of the program while switched out (and thus turn down the volume).</p><p>I&#39;ve a nice OpenGL version built currently, and after making some other enhancements, (such as addressing Tomascz&#39;s issues) I&#39;ll upload a new WIP.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sat, 16 Dec 2006 21:22:29 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Absolutely fantastic!!!<br />The best allegro game, ex equo with icytower I would say. The good thing about it is that I can literally see all the work you&#39;ve put in it!
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (enric)</author>
		<pubDate>Sat, 16 Dec 2006 22:01:49 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I&#39;ve a nice OpenGL version built currently, and after making some other enhancements, (such as addressing Tomascz&#39;s issues) I&#39;ll upload a new WIP.
</p></div></div><p>

Does that mean you dropped the allegro 3d stuff?  That&#39;s too bad.   <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" /></p><p>Poor allegro 3d, no one wants to use you...  <img src="http://www.allegro.cc/forums/smileys/cry.gif" alt=":&#39;(" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (nonnus29)</author>
		<pubDate>Sat, 16 Dec 2006 22:37:56 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>He didn&#39;t use Allegro 3D. He used 2D polygons to imitate 3D. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Sun, 17 Dec 2006 00:15:30 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>enric, thanks! <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" /></p><p>nonnus29: No, I won&#39;t be dropping the software-only build, I&#39;ll just have two binaries... saucelifter and saucelifterGL. I was working on switching between software and GL video modes in the one build, but for some reason the software video modes fail for me when AllegroGL is initialized. :/ If I get it working I&#39;ll combine them.</p><p>Kikaru: Basically right... except, there&#39;s really not much 3D in there at all, aside from the saucer&#39;s landing gear and the tank turret. It&#39;s just a little bit of cos(), really. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Sun, 17 Dec 2006 01:22:51 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I noticed some of that. When on high-resolution with full color, you can see the separate polygons. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Sun, 17 Dec 2006 02:14:32 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve uploaded a new WIP: <a href="http://www3.sympatico.ca/ppridham/misc/tmp/saucelifter-demo.zip">http://www3.sympatico.ca/ppridham/misc/tmp/saucelifter-demo.zip</a></p><p>This version includes:</p><p>- OpenGL and software-only builds<br />- Bonus scoring based on shot accuracy, saucers remaining, and perfect rescue<br />- Updated scoring and alert level behaviour<br />- Improved &quot;AI&quot; and flight behaviour of the chopper drone<br />- Adjusted the tank shot to be more dangerous<br />- Various other tweaks and fixes</p><p>Most likely this will be the final WIP update before I release the full version, but things like the scoring and gameplay should go basically unchanged from now until then. The remaining bits to be added will be title and highscore music, and extras such as various unlockables and game modes.</p><p>Please let me know if you find any new issues or gameplay &quot;cheats&quot; and such with this version!
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Mon, 18 Dec 2006 01:24:18 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>I like the new version! It&#39;s really neat. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Kikaru)</author>
		<pubDate>Mon, 18 Dec 2006 03:25:09 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Found a bug: when auto-zoom is on and the game screen zooms out (the drawing area gets smaller) entering to the options and setting auto-zoom off doesn&#39;t restores drawing area to fullscreen, it just stays in size, in which it was before disabling auto-zoom.</p><p>And for switching between fullscreen and windowed mode you could also consider using the F11 key, as it is more natural (at least for me).</p><p>And one more thing: keep up the good work, because this game will be probably one of the best on Allegro.cc! <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Tomasz Grajewski)</author>
		<pubDate>Tue, 19 Dec 2006 02:39:07 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Tomasz, thanks for the free testing! <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> Much appreciated. </p><p>The autozoom intentionally doesn&#39;t restory the area to fullscreen, because you can manually zoom using teh PGUP/PGDN and HOME, END, INS, DEL keys. Try it out. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>I will consider adding another key for fullscreen... it&#39;s no big deal, really. Joystick support is going in next, so maybe I&#39;ll pop that one in as well.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Tue, 19 Dec 2006 03:48:39 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>Really neat! I love this game. Reminds me (and it most probably should) of Airlift Rescue that I had on my old PC (486 DX4 <b>feels nostalgic</b>). If only I could figure out how to actually save them after they entered the saucer, since there seems to be a limit on how many of them can get in.</p><p>EDIT: Nevermind, I tried to land ON the black triangle, but it seems I had to land beside it.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (CursedTyrant)</author>
		<pubDate>Tue, 19 Dec 2006 17:50:44 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p>Yes, I really must add a tutorial mode that explains how to play, heh.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Paul Pridham)</author>
		<pubDate>Tue, 19 Dec 2006 20:32:01 +0000</pubDate>
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