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Cosmic Invaders -- WIP demo |
X-G
Member #856
December 2000
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Hello everyone. Here's a little game I've been working on since... well, since Friday... inspired by a game (Moon Invaders) in the recent Ludum Dare. Except prettier. And, since it's pretty, let's see some screenshots. {"name":"591189","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/8\/580bb537ac5073c6645e1fc7cf788134.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/8\/580bb537ac5073c6645e1fc7cf788134"}{"name":"591190","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/3\/33e67fcef46a88040aee086dd3f3c9f1.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/3\/33e67fcef46a88040aee086dd3f3c9f1"}{"name":"591191","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/2\/92c717c2972d88e163a7b731cc74c5c0.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/2\/92c717c2972d88e163a7b731cc74c5c0"} The objective of the game is, as one might glean from the screenshots, to prevent the invaders from reaching the bottom of the screen. This is done by deploying defensive structures, accessible from the bottom right; once deployed, towers will automatically fire on your enemies. Each costs money, which along with your remaining "life" is displayed in the bottom left. Towers can be sold, giving you back half of their original cost plus potentially valuable real estate, by selecting them with the left mouse button and clicking the "Demolish" button. Right click cancels selection and placement. Finally, Esc exits the game (after confirmation). Laser turrets fire straight up every few seconds, dealing damage to the first invader the shot hits. Missile batteries fire seeking missiles at a slower rate, but they deal heavier damage, plus splash damage around them. The missiles explode if they fail to hit anything within a few seconds, though (although they still deal splash damage if they're close enough to anything when they do). Spark towers (not yet implemented) will deal heavy damage to a single invader, but have much shorter range. Download Link (.zip, ~480 KiB, DLLs included) It's still work in progress. Thus, there are planned features not yet in the game, such as the ability to upgrade towers once placed, more types of towers, more enemy types, and boss waves. With that in mind, it might be fun to play for a little while -- personally I can't beat wave 11, but maybe someone else will have better luck. Finally, I would like to add sound and music to this, but I'm utterly incompetent when it comes to that. Any suggestions are welcome. -- |
OICW
Member #4,069
November 2003
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Nice, that graphics is purely by you? If yes, it's impressive. Also when I consider it's only three day job. Though I must admit that after wave 8 it began to be boring. When you just watch those aliens getting shot down. For sounds I'd advice some cool oldie laser sounds and missiles. Something beepy. As for the music I have no clue. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
X-G
Member #856
December 2000
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I made all the graphics, yes. And yes, it does get repetitive after a while, something I'm sure will be alleviated when more features are implemented. -- |
kazzmir
Member #1,786
December 2001
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Fun little game. I got to wave 10 before I died. I wasn't sure if I was supposed to fill the bottom with SAMs or leave some laser turrets, but I ended up having I think 6 SAMs and a few laser turrets. Once the realistate is taken up the user has little to do other than wait for the wave to end. Maybe zoom out a little each wave so the user has more land to use up? |
gnolam
Member #2,030
March 2002
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Are the enemies deliberately cthulhoid? -- |
Zaphos
Member #1,468
August 2001
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Aside from the graphics, it seems like a step down from the original ... the graphics are really nice, though!
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X-G
Member #856
December 2000
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cough I said: It's still work in progress. Thus, there are planned features not yet in the game, such as the ability to upgrade towers once placed, more types of towers, more enemy types, and boss waves. With that in mind, it might be fun to play for a little while -- personally I can't beat wave 11, but maybe someone else will have better luck.
Quote: Are the enemies deliberately cthulhoid? I bet it's subconscious. -- |
Bob
Free Market Evangelist
September 2000
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Seems to segfault on launch -- |
ReyBrujo
Moderator
January 2001
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Can't seem to get it working correctly, the game is halty, and has no sound. Maybe it is because I am right now importing over 1m entries to a MySQL database... Also, the screen does not refresh unless I keep forcing it (in example, keep the mouse cursor pressed against the window title). What are you using, page flipping? Here is a screenshot: {"name":"591194","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/f\/0f6b77aaa480878bfa82d1d22199f7ee.png","w":811,"h":625,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/f\/0f6b77aaa480878bfa82d1d22199f7ee"} -- |
Archon
Member #4,195
January 2004
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Quote: inspired by a game (Moon Invaders) in the recent Ludum Dare. ... and Tower Defence? |
Paul whoknows
Member #5,081
September 2004
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Nice mini-game, I liked the graphics! ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
Rampage
Member #3,035
December 2002
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What, no source? I got to beat 9 waves. -R |
kentl
Member #2,905
November 2002
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Nice start which may turn into a good game. I especially like the graphics. I got to wave 12 before I quit playing it. My suggestions/feedback:
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Rampage
Member #3,035
December 2002
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The missiles are plenty useful if you increase their life. -R |
HardTranceFan
Member #7,317
June 2006
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I can't get the game to run. The error message I get is : {"name":"591198","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/e\/1e8470455a7a091671bb113792932210.png","w":560,"h":139,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/e\/1e8470455a7a091671bb113792932210"} -- |
X-G
Member #856
December 2000
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Quote: Seems to segfault on launch Odd... what kind of system are you running? Would you be terribly against running a debug version and seeing where it crashes? Quote: Can't seem to get it working correctly, the game is halty, and has no sound. The former probably is because of the SQL thing (and you seem to be running it in Wine... no excuse, but...), and there is no sound becuase... there is no sound. Read the end of my first post. Quote: What are you using, page flipping? Here is a screenshot Plain old double buffering for now. I see nothing wrong with the screenshot. Quote: ... and Tower Defence? Moon Invaders itself was inspired by Tower Defence, so yes. Quote: The missile batteries are not smart enough IMHO, when a few invaders remains it seems that the missiles can't find their target! This is a side effect of them not having perfect homing ability (they can only turn so much in one second) and is intended. They're not supposed to be as good at hitting invaders at every part of the screen -- other towers will help with that. Quote: The best strategy seem to be filling the entire floor with Laser Turrets. When I include Missile Turrets I haven't gotten as far. Missile Turrets would need to be a bit better. Once there are more towers - and importantly, once you can upgrade them - there will be more balancing options and hopefully towers will be useful in different situations leading you to want both, especially against different kinds of invaders. Quote: If the game requires more interaction later on this might not be a problem any more. It might, with the increased options. Also, with more powerful towers, you will finish levels faster and it will feel less obtuse. -- |
Bob
Free Market Evangelist
September 2000
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Quote: Odd... what kind of system are you running? Would you be terribly against running a debug version and seeing where it crashes? Win2k, Athlon XP 2500+, GeForce FX 5900SE, 1.5 GB of RAM. And no, I wouldn't mind a debug version to track down the culprit. -- |
Paul Pridham
Member #250
April 2000
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Bob, Christmas is over. FYI. ---- |
Bob
Free Market Evangelist
September 2000
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-- |
X-G
Member #856
December 2000
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Thanks, Bob. Attached is a debug executable... just run it from wherever you extracted the game as normal and see if you can get a backtrace. -- |
Paul whoknows
Member #5,081
September 2004
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I have defeated wave 12 but I think it is not possible to go beyond that, and it would be nice if you add a reduce CPU usage option. ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
X-G
Member #856
December 2000
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It does yield when it would be idle already... -- |
Richard Phipps
Member #1,632
November 2001
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Looks great from the screenshots! Very DS'ish. Good job. |
le_y_mistar
Member #8,251
January 2007
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cool looks nice, will try it tonight edit: what are the controls, counldnt find a README either edit i get it, nice i dont have to manually shoot! ----------------- |
ReyBrujo
Moderator
January 2001
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At work's computer (W2k, 1gb RAM, Intel 3Ghz), it crashes with the following (DrMingw): CosmicInvaders. caused an Access Violation at location 0043c4a4 in module CosmicInvaders.exe Reading from location fffffffc. Registers: eax=00000000 ebx=00000001 ecx=fffffff4 edx=0047b0c8 esi=004218b0 edi=00000035 eip=0043c4a4 esp=0022f870 ebp=0022f908 iopl=0 nv up ei pl nz na po cy cs=001b ss=0023 ds=0023 es=0023 fs=0038 gs=0000 efl=00200207 The debug throws: CosmicInvaders_ caused an Access Violation at location 0043d58c in module CosmicInvaders_debug.exe Reading from location fffffffc. Registers: eax=00000000 ebx=007facbc ecx=fffffff4 edx=007fb0d8 esi=00000055 edi=007f3f00 eip=0043d58c esp=0022fb70 ebp=0022fc08 iopl=0 nv up ei pl nz na po cy cs=001b ss=0023 ds=0023 es=0023 fs=0038 gs=0000 efl=00200207 Call stack: 0043D58C CosmicInvaders_debug.exe:0043D58C 0043F5FD CosmicInvaders_debug.exe:0043F5FD 00410001 CosmicInvaders_debug.exe:00410001 System::setup() system.cpp:119 0040A707 CosmicInvaders_debug.exe:0040A707 _mangled_main(int, char**) main.cpp:22 67A4DA89 alleg42.dll:67A4DA89 _WinMain
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