Author Topic: Starblaze(Abandoned) - a C# + OpenGL PC Game  (Read 66130 times)

0 Members and 1 Guest are viewing this topic.

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #30 on: June 17, 2013, 09:57:43 pm »
Ah, ok no. Almost none of it is tilemap based. All of the asteriod structures and planets are handmade to he fullest then randomly placed the the pixel in the game. The only thing that could be close tilemap, if I understand it, is that enemy ships will take compatable spaceship ship parts and randomly throw them togethor to get random ships and stations.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Starblaze -A PlayStation Mobile Game
« Reply #31 on: June 17, 2013, 10:29:48 pm »
Ah I see then. Will it make it harder to do collision detection?

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #32 on: June 17, 2013, 10:53:10 pm »
It would make it only a little bit harder. The way I have done it, there are boxes around the sprites for collision detection.
The thing is I don't exactly want collision detection, because
1) Ships can fly under or over other things.
2)walls are useless because it is infeasable to cover all that space.

What is your take on it.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Starblaze -A PlayStation Mobile Game
« Reply #33 on: June 18, 2013, 12:14:39 am »
Ah ok, but are each projectile/sprite/object hard-coded? That's what could cause the biggest slow down I think.

I guess if you can fly over/under every object then you would be fine, though.

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #34 on: June 18, 2013, 10:07:01 pm »
Oh, no no no. I would never straight up hard code it, I did that with JukeII. Was the worst experience ever. No, I use lists to randomly create objects in space, and keep track of their data via the sprite class. this allows me to add and remove all the data pertaining to one object at one time, or change it all with just one command using the "for each" statement. If I hard coded them all I think I would just stop right now... lol.

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #35 on: June 19, 2013, 01:10:40 pm »
Excuse me for the double post( :-[), but I have a quick question. Which black hole would be better to put in the game?
The sideways, one doesn't have dynamically rotation, but the flat one does.
(Still touching up the edges)
« Last Edit: June 19, 2013, 01:16:02 pm by XiiR3CR34T10N »

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: Starblaze -A PlayStation Mobile Game
« Reply #36 on: June 19, 2013, 01:22:12 pm »
iMHO the "flat" one would be better (it's always nicer when animated). But why don't you just go with a fully rendered one ?

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #37 on: June 19, 2013, 01:28:48 pm »
Fully rendered?

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: Starblaze -A PlayStation Mobile Game
« Reply #38 on: June 19, 2013, 01:50:04 pm »
Like make code draw it in 3D, not pre drawn 2D images.

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #39 on: June 19, 2013, 01:56:26 pm »
It is drawn in 3D. I were drawing it in 2D I would barely get 2 FPS. Now days devices are most optimized for 3D sprite rendering, if you use 2D, you are going to have one h*ll of a time.

Drawing it in 3D and changing it while its running is exactly how I do it, but I haven't quite figured out how the Z axes works for this sprite class... :/
« Last Edit: June 19, 2013, 02:03:26 pm by XiiR3CR34T10N »

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #40 on: June 19, 2013, 05:36:37 pm »
Please excuse the double post, but this is an update. So I created random space deformities, such as black holes asteroids and other stuff. Here is a video:

My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Starblaze -A PlayStation Mobile Game
« Reply #41 on: June 20, 2013, 02:01:13 am »
It is drawn in 3D. I were drawing it in 2D I would barely get 2 FPS. Now days devices are most optimized for 3D sprite rendering, if you use 2D, you are going to have one h*ll of a time.

Drawing it in 3D and changing it while its running is exactly how I do it, but I haven't quite figured out how the Z axes works for this sprite class... :/
It depends I think, but yeah I did notice that issue with Starcraft Brood War. However some 3D games that runs via DOS like DOOM have the same issue as well on XP, so you have to use DOSBox, and I know that RPG Maker games can be a bit laggy at times regardless of how fast the computer is.

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better. Looks very nice in the video btw!

As for the fog of war I saw on IRC you wanted to post a video so I'll check out as soon as you post it :P

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: Starblaze -A PlayStation Mobile Game
« Reply #42 on: June 20, 2013, 06:47:25 am »
My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.
That sounds like fun to me ! It adds more challenge and it's also more realistic as a unit can't normally see what others see. ;) At least put a decent view range so that it's not TOO hard, I guess indirect combat units should have a much larger sight too.
Though the only strategy game I ever played is Advance Wars II and it's turn based, but I think RTS are not that much dfferent. :)

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better.
Agreed. ;)
« Last Edit: June 20, 2013, 06:48:18 am by Streetwalker »

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: Starblaze -A PlayStation Mobile Game
« Reply #43 on: June 22, 2013, 02:24:40 pm »
Sorry DJ, about the vid I'll upload it right here in a sec, So I am keeping it all 2D (technically ;)) top down, no side formations or anything. And as for the fog of war, I have 2 things working I have a VERY dynamic circle fog that goes around the one player at a time, like I said, or I have some bigger, slightly choppier (but kinda cool looking) REAL fog of war were you can see every thing that all of your allies can see. Which do you prefer?

My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.
That sounds like fun to me ! It adds more challenge and it's also more realistic as a unit can't normally see what others see. ;) At least put a decent view range so that it's not TOO hard, I guess indirect combat units should have a much larger sight too.
Though the only strategy game I ever played is Advance Wars II and it's turn based, but I think RTS are not that much dfferent. :)

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better.
Agreed. ;)
As for the RTs/TBS difference, there really is none except that one has a strobe light attached to it the whole time. ;)
« Last Edit: June 22, 2013, 02:28:39 pm by XiiR3CR34T10N »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Starblaze -A PlayStation Mobile Game
« Reply #44 on: June 22, 2013, 02:34:21 pm »
I wouldn't mind if I could only see my player, but being able to see your allies might be nice too for team work. By the way, when exploring an area, would that area remains less dark when getting out like in Starcraft? In Starcraft, non-visited areas are pitch black (or very very dark). When visiting them they become normal, but when leaving, the become dark again, but not black nor as dark as before you visited. However, you can no longer see enemy units if you leave the area.

As for TBS don't they usually involve more tactic stuff like in Final Fantasy Tactics? Personally for the computer my favorites are modern RTS games, since you can micro/macro in real time and battles feels more fast-paced and you can even get attacked while building your base.
« Last Edit: June 22, 2013, 02:38:11 pm by DJ Omnimaga »