With only two days left for the REBOOT competition and some free time I decided to have a bit of fun and create an old film style version of my 1st game comp entry (https://www.syntaxbomb.com/index.php/topic,3303.0.html) from July 2017. I did hope to finish in time but the deadline hit and so development stopped even though a couple of hours more and it would have been finished.
The original Comet Killer was 3D @ 1920x1080 and three years later with the updates to GPU's it's now fully 2D @ 320x200 :P ( looks higher as the graphics scale to native resolution )
I will finish it off though and I have all the graphics for the title screen and other bits + sound effects done. I've still to add the shields to the ship and improve the collision boundaries but none of that is long to do.
Anyway, here's a quick video of "Comet Killer 1940's Edition" - The video judders a little from time to time but that may be YouTube processing or something.
https://www.youtube.com/watch?v=c7Urc7fAhms
Looks good for that short amount of dev and asset time.
Bye
Ron
Nice, I'm all the more inspired to keep on coding, deadlines, shmedlines!
I prefer the look of this to the original - love the UFO on a string lol.
completely loving the string 8)
solid classic aesthetic, very cool.
Here's a video of my Reboot Game (also missed) called Vectors. Collision for bullets and not getting killed instantly at times to sort, plus some extras.
This is the first time I've used OBS Studio for video capture, quite impressed but the colours are washed out.
Cool work on the vectors, love it ;D - Don't forgot to finish it :P
Cheers, always loved the vector look. lol I will.
Ooooh - that looks good! Love the vectors too - really neat. Hope you can find the inspiration to finish this...
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Ooooh - that looks good! Love the vectors too - really neat. Hope you can find the inspiration to finish this...
ok thanks, you and Qube have persuaded me to put some more work into this one.
The string is awesome! 8)
Awesome! Lovely style
Excellent stuff! Get them both finished ;D
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Excellent stuff! Get them both finished ;D
Thanks, after fixing some bugs and tidying-up code you can now at least destroy them too. Next up to have the entities split into 2 (instead of dissappearing) and add particle effects...
Really nice Steve, great look to everything :P
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Really nice Steve, great look to everything :P
Thanks Adam :D My lack of maths skills is hampering me a bit but it's beginning to take shape, entities are spliting now - and with a satisfying sound effect.
Hmm once again I'm getting glitching with Sprites in AGK in my project (as I'm adding a sprite to each vector point). I've actually spoken to the main developer of AGK online and he is adament that hiding sprites is the way to go because it's so optimized - even though it's such a pain. I personally feel you should just use a draw sprite command for sprites that you want drawn on-screen, and any other sprites created are natually hidden, rather than all sprites will be drawn unless you hide them!
Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second. Qube I think you use the DrawSprite command everytime? Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
Quote from: Steve Elliott on May 26, 2020, 19:55:06
Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second. Qube I think you use the DrawSprite command everytime? Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
I do as it's way more efficient coding wise and I don't have to clone sprites for every frame of a particle animation on screen ( after hiding them ). I have done a few test from time to time using sync() over swap() and hiding sprites but I've never seen any speed boost from hiding sprites and using the sync() method. Perhaps if I were using all the other gubbins like the built in font / particle / splines functions then maybe ( I doubt it ) but for sprites alone I've never had any speed issues using DrawSprite using a texture atlas.
ok so DrawSprite() and Swap() is the way to go, thanks.