Gridfire

Started by Steve Elliott, September 15, 2018, 09:42:08

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Steve Elliott

#15
Initially I was just going for a 3 strikes and you're out approach - 3 hits and it's game over.

But if you add bombs as well as laser strikes, then surely bombs cause more damage?  Clearly the enemy tanks (for sure) and also your own craft need to absorb more damage, so I've added a damage bar for every unit, bombs causing twice as much damage as lasers.

Also tweaked the graphics, added more animation frames and more power ups.
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Qube

I do love those graphics :) I can see they are a labour of love in both visual and colour work. That's some real nice work there  8)

PM me the beta when its ready  ;D ;D ;D
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Until the next time.

Steve Elliott

#17
Quote
I do love those graphics :) I can see they are a labour of love in both visual and colour work. That's some real nice work there  8)

Thanks, I'm pleased how they turned out.  Pixel art is one approach to graphics that can produce some ugly visuals if you're not careful.

Quote
PM me the beta when its ready  ;D ;D ;D

lol well that's the missing part - the code.  I have the graphics and sound all ready to go now - and a bunch of ideas for gameplay...But my main project has to take priority, although I'll be working on this as much as possible too.  :D
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Steve Elliott

#18
I've got all the media for this game (graphics and sound).  So I'll use my game engine to complete it, then wrap it all up in my Computer Language at a later date.  I just want to play it, so the language will have to wait a little longer  :D
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Qube

Good test for the main engine though :)
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
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MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Steve Elliott

#20
Quote
Good test for the main engine though :)

Well the engine runs the game at 2240 FPS so no real test, but it does test stability and efficiency, which are very important.  1.64Mb for a game (so far) is pretty efficient in my eyes   :)
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Qube

QuoteWell the engine runs the game at 2240 FPS so no real test
Data would disagree - he could play your game at that speed ;D

Quotebut it does test stability and efficiency, which are very important
Especially memory leaks  :o
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
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MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Steve Elliott

Added a feature to the Game Engine and it all went pear shaped, so the game is delayed until I can sort the bug.  Just tweaked the graphics a little.   ::)
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Qube

Is everyone having issues in one way or the other with this comp? :P

On the plus side, I like your new avatar ;D
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Steve Elliott

#24
Quote
Is everyone having issues in one way or the other with this comp? :P

Because everybody is trying new languages/engines lol.  And that problem is now fixed.  Besides, my game isn't really a maze game, so not elegable.  It's a game I'll personally enjoy playing, so will get completed.

Quote
On the plus side, I like your new avatar ;D

Haha I thought I'd use an Avatar that reflects my current game.  It'll change after I begin my next game  :D
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RemiD

my suggestion : try to create something new, a small game, but something different.

It is not good for the motivation and "productivity" to keep working on a never ending project...

Steve Elliott

Quote
my suggestion : try to create something new, a small game, but something different.

It is not good for the motivation and "productivity" to keep working on a never ending project...

Well no because I've made good progress and the engine/language will enable me to write games quickly - including GridFire.
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RemiD

Quote
the engine/language will enable me to write games quickly
ok, good luck for the next steps, curious to see what you can make...

Steve Elliott

Quote
ok, good luck for the next steps, curious to see what you can make...

Thanks, well I'm working on a computer language called 'elgol', which stands for Elliott Game Oriented Language.  I'm not going to go into details here as it's far from ready.

elgol will allow me to then produce some games (including GridFire) and a game I never finished due to some nasty bug I picked up at the time.  Here's a clue...

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Steve Elliott

#29
But whatever I produce game-wise, I do absolutely love computer languages and how they're put together.  It fascinates me.
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