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[SH11] db - Green Grappler |
Næssén
Member #5,025
September 2004
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DownloadsControlsYou control the player with the arrow keys and fire the grappler with left control. There is also experimental support for Xbox360 controller implemented. To exit levels, simply press escape. Hints on how to get the baby to compile in LinuxWe use precompiled headers, and the header is called Precompiled.hpp. However, we do not include it in the source, we instead relay on the fact that we can tell Visual Studio to force include a header into each file. The same functionality is present in XCode, so I bet there is a GCC option floating around that does the same. Also, we use Dumb and TMX-parser which sources are not included in the source package. Have fun! Edit: Edit2: {"name":"604509","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/5\/f53f979e8d7465553312863614cf3ce7.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/5\/f53f979e8d7465553312863614cf3ce7"} _____________________ |
Edgar Reynaldo
Major Reynaldo
May 2007
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Good game mechanics, fun little game. There are at least two levels I think are impossible though - Grapplin heaven, and glider. The colors are way too dark and desaturated for my taste though. Edit My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
GullRaDriel
Member #3,861
September 2003
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Working fine there. Impressive little game, as Ed said. But unlike him I like the gameboy color style style it has ^^ "Code is like shit - it only smells if it is not yours" |
aniquilator
Member #9,841
May 2008
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AMAZING! Just fantastic. Good job man. |
AMCerasoli
Member #11,955
May 2010
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You are the King of Kings Sr. you have my respects.
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Neil Walker
Member #210
April 2000
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I like this a lot Add some fighting enemies and more weapons and it'll be just like ninja-5-O Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
GameCreator
Member #2,541
July 2002
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Some levels were much harder than others but I beat the game eventually. Very well done. Edgar Reynaldo said: Good job completing an actual full game in just a weekend. A lot of the game looks to have already existed before the competition and it was a team of people working on it but it's still incredibly polished and the gameplay is near perfect.
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Næssén
Member #5,025
September 2004
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GameCreator said: A lot of the game looks to have already existed before the competition and it was a team of people working on it but it's still incredibly polished and the gameplay is near perfect. No, most of the game did not exist before the competition... What would even be the point of a Speedhack if that was the case? Music yes, and a basic framework with a game loop, animation, input, music and sound playback, but that's basically a thin Allegro and Dumb wrapper. Having a team helps. Having a team with pro-programmers definitely helps _____________________ |
kenmasters1976
Member #8,794
July 2007
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Nice game. Very polished for a three day competition, as usual. I recognized the gameboy look from the very Darkbits presentation so that explains the color scheme and it makes a great job for the Color Symbolism rule.
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Slartibartfast
Member #8,789
June 2007
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Nice and fun, though it crashed when trying to start a new game when I first tried it. ---- |
titonbrujah
Member #11,156
July 2009
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An impressive entry for a 3 days competition, as one would expect from Darkbits The controls seems a bit clunky until you get the hang of it, but I found the game fairly easy to beat. Heard people complain about difficulty, but if anything I found it too easy. The final boss was a panzy, which was sort of a let down. I have to say it gets a bit repetitive though. Some more interesting enemies/bosses/stages (like the tower) would have made it a definite hit. [edit] Forgot to add: I thought your approach to the "Color" rule was kinda cheap Overall, a serious candidate on all categories for this year <My Allegro projects> |
Matthew Leverton
Supreme Loser
January 1999
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Did I get sources mixed up, or does your official SH upload use Allegro 4 and Allegro 5? |
Næssén
Member #5,025
September 2004
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Matthew Leverton said: Did I get sources mixed up, or does your official SH upload use Allegro 4 and Allegro 5? We use only 4.4.2. I have never touched 5. _____________________ |
Mark Oates
Member #1,146
March 2001
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GameCreator said: A lot of the game looks to have already existed before the competition I think you're misinterpreting what you're experiencing. What we're witnessing is a phenomenon known as "experience." -- |
Matthew Leverton
Supreme Loser
January 1999
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Næssén said: We use only 4.4.2. I have never touched 5. Not sure why I got Allegro 5 references in your code. I redownloaded it, and it was fine. However, there are plenty of errors like: 1 template<class ItInOut>
2 inline void transformMany(quaternion q, ItInOut first, ItInOut last)
3 {
4 for(It i = first; i != last; ++i)
5 {
6 *i = transform(m, *i);
7 }
8 }
"error: ‘It’ was not declared in this scope" And from where does float2 originate? |
Næssén
Member #5,025
September 2004
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Matthew Leverton said: However, there are plenty of errors like: Hmm, I see. The math3d lib doesn't play well with GCC. That's a bummer. Perhaps I can look into it after work today. float2 is in the vector.h, which is included through our Precompiled.hpp header. Edit: _____________________ |
Matthew Leverton
Supreme Loser
January 1999
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Næssén said: I have included a Visual Studio solution and project files in the source attached to this thread. Perhaps you can use that? That won't help Linux. Quote: float2 is in the vector.h, which is included through our Precompiled.hpp header. It doesn't seem like Precompiled.hpp is included everywhere it needs to be. Is there some MSVC magic with that? Edit: I see your first post addresses that. Edit 2: I got it to compile. The main problem was the missing Precompiled.hpp. I just wrote a script to insert it at the beginning of every cpp file. There were many other things because C++ is pain in the butt. Some examples: Entity::Collides( const CollisionRect& aRect1, CollisionRect& aRect2 ) isn't compatible with: Entity::Collides( const CollisionRect aRect1, CollisionRect aRect2 ) so any time you try to use a temp value, it complains. Nested templates foo<foo<bar>> must have a space foo<foo<bar> >. |
Næssén
Member #5,025
September 2004
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Matthew, use -include Precompiled.hpp with GCC. Edit: You got it to compile, excellent! _____________________ |
Matthew Leverton
Supreme Loser
January 1999
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Let me know if Green Grappler.exe (MinGW / gcc 4.5.2) works for you. It seemed to be correct here, but I don't know what the game is supposed to look like, etc... |
Næssén
Member #5,025
September 2004
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Seems to work fine. _____________________ |
Matthew Leverton
Supreme Loser
January 1999
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After playing through a couple levels, my complaints are:
But other than those things, it's obviously very solid. |
MiquelFire
Member #3,110
January 2003
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For me, this game is Mega Man hard. Hell, I skipped the first level when I played it. --- |
Dario ff
Member #10,065
August 2008
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{"name":"604572","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/3\/a38787856b8f1e70f46c9a64be3fa4ca.jpg","w":638,"h":477,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/3\/a38787856b8f1e70f46c9a64be3fa4ca"} Using the switch and running seems the correct, but I get like 1 hit only, and if I'm supposed to repeat it, then it's a no-no for me. Not patient enough. From the right side I never manage to hit it! Only level I couldn't beat so far. TranslatorHack 2010, a human translation chain in a.cc. |
Næssén
Member #5,025
September 2004
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Dario, go to the right first and destroy the reactor throw the small hole. Hold the ctrl so the grappler reaches the reactor. Then, when it is destroyed, run to the left and grab the core. _____________________ |
Dario ff
Member #10,065
August 2008
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Oh I figured out what my problem was. When destroying reactors I tend to hammer the grapple key a lot. I just had to hold it a bit longer. Sorry. I thought the grapple hit instantaneously. EDIT: Really polished and fun entry. And with a lot of content as well! Some shared complain with the people I've showed it to is that controlling the grapple does not really give you what you want sometimes. For reference, this really reminds me of the grapple sections in Super Metroid. TranslatorHack 2010, a human translation chain in a.cc. |
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