![]() |
![]() |
#521 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
|
direction is an int? I would have thought it was a vector. How does that work? It is stored as an angle or something?
|
![]() |
![]() |
#522 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
Yes, it's an angle. The bullet handler does the rest, no need for vectors.
|
![]() |
![]() |
#523 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
|
Quote:
Once that has been taken care of, there are still quite a few other generic things to do, such as a good and fast sound handling system for music and effects. All in all, it's going to take a good while before my code is truely ready for the game specific parts, but it'll get there. And you certainly weren't joking when you said the game can't be ported directly, haha ![]() |
|
![]() |
![]() |
#524 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
Quote:
![]() |
|
![]() |
![]() |
#525 |
Zone Friend
Join Date: Oct 2006
Location: france
Posts: 209
|
Hmm: Interesting! He he.
|
![]() |
![]() |
#526 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
|
The solution to keeping things moving super smoothly when the screen is busy and has large objects such as the one you described, is to just use the old arcade trick of making things like bullets flicker. Should work, I just hope it looks good enough and doesn't hinder game play.
Last edited by Thorham; 20 January 2009 at 01:39. Reason: Typos |
![]() |
![]() |
#527 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
|
Exciting that an Amiga version is under way!
![]() In general I think I could say that we were probably a bit too optimistic when it comes to the hardeware of the Amiga 500. But since you're aiming for a 1200 version it might just work. ![]() |
![]() |
![]() |
#528 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
Here are two more structs for future reference.
Weapons: Code:
TYPE Weapon id AS INTEGER ` pre-defined sprite number name AS STRING class AS INTEGER slot AS INTEGER ` top (0), front (1), bottom (2), back (3) price AS INTEGER bullet1_class AS INTEGER bullet1_x AS INTEGER ` spawn point for bullet bullet1_y AS INTEGER bullet1_direction AS INTEGER bullet2_class AS INTEGER bullet2_x AS INTEGER bullet2_y AS INTEGER bullet2_direction AS INTEGER shootdelay AS INTEGER ` delay between shots in frames anim_mode AS INTEGER ` 0 = loop, 1 = shot animation, 2 = sync to player's ship anim_frames AS INTEGER anim_delay AS INTEGER ` delay in milliseconds orbiting AS BOOLEAN infotext AS STRING ENDTYPE Code:
TYPE Ship id AS INTEGER name AS STRING class AS INTEGER hitpoints AS INTEGER speed AS INTEGER price AS INTEGER gunfire_class AS INTEGER gunfire_x AS INTEGER gunfire_y AS INTEGER gunfire_delay AS INTEGER ` delay between shots in frames frame1offset AS INTEGER ` vertical bullet offset if animation frame is 1 frame2offset AS INTEGER ` vertical bullet offset if animation frame is 2 frame4offset AS INTEGER ` vertical bullet offset if animation frame is 4 frame5offset AS INTEGER ` vertical bullet offset if animation frame is 5 charged_class AS INTEGER infotext AS STRING ENDTYPE |
![]() |
![]() |
#529 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
|
Quote:
![]() Hehe, more direction fields. I think I'll just make an angle to vector conversion table for those ![]() |
|
![]() |
![]() |
#530 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
I would have used vectors, but they weren't faster. If using vectors is faster on the Amiga, you should use them, of course.
![]() Moreover, some features were much easier to implement by using angles instead of vectors. Last edited by derSammler; 25 January 2009 at 11:46. |
![]() |
![]() |
#531 |
Zone Friend
Join Date: Oct 2006
Location: france
Posts: 209
|
Thorham? is there any news regarding the amiga version?
|
![]() |
![]() |
#532 |
Registered User
Join Date: Apr 2002
Location: Germany
Age: 43
Posts: 743
|
Any news about amiga OR pc version
![]() |
![]() |
![]() |
#533 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
|
Okay, I guess there's no more hiding it, I've got some bad news.
I've made very little progress from the beginning. This is due to the fact that I've been wrestling with alcohol addiction. This has caused me to not work on projects for extended amounts of time because of hangovers and lack of energy. The same happened a couple of times when I've promised meynaf to write some code for him. Didn't happen, of course. Although I've recently kicked the habit, because it had gotten in the way of everything in my life, I have to admit that I've got start almost from the beginning if I would be to actually try to complete this project. I'm truly sorry for not just telling you this sooner, and it's my mistake to take on projects that wouldn't have ever gotten completed in the first place under said circumstances. My sincerest apologies, and I hope you don't have any hard feelings. |
![]() |
![]() |
#534 | |
Zone Friend
Join Date: Apr 2005
Location: Cider is best In The West
Posts: 1,238
|
Quote:
![]() |
|
![]() |
![]() |
#535 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
|
Quote:
|
|
![]() |
![]() |
#536 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
|
![]() |
![]() |
#537 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
|
Quote:
![]() |
|
![]() |
![]() |
#538 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
|
We've all done it one time or another. Lets ask Zetr0 how his OpenGL multiplayer Captive remake is coming along for example
![]() |
![]() |
![]() |
#539 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
|
|
![]() |
![]() |
#540 |
Zone Friend
Join Date: Apr 2005
Location: Leipzig/Germany
Age: 49
Posts: 459
|
Good to know that development is still going on. BTW what about the Amiga-port? Is there any development to port this game to Classic Amiga?
There is also a thread in a german amiga-forum where new guys are looking to create a new shoot em up for Commodore Amiga. Maybe they can do the port or help to finish the game? Link: http://www.a1k.org/forum/showthread.php?t=18578 |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
shenandoah returns!!! | starlord | project.aGTW | 103 | 20 March 2024 17:22 |
Question for AmigaDos coders | DeafDaz | Coders. General | 11 | 26 September 2011 07:31 |
Coders Challenge #2: C2P | oRBIT | Coders. General | 4 | 04 June 2010 18:12 |
remakes on amiga ??? coders wanted | turrican3 | Retrogaming General Discussion | 24 | 03 October 2007 18:33 |
Coders Heaven (PC Development) | Feltzkrone | Coders. General | 5 | 15 November 2004 10:08 |
|
|