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belgariad87
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Posts: 507
RPG player for life
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« Reply #3 on: August 13, 2013, 10:15:03 AM » |
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i used to love asteroid
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Specs for future reference: Windows 7 64bit ; Intel Quad Core ; 8GB RAM ; AMD Radeon HD 6800 ; TB HD
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Michael
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« Reply #4 on: August 13, 2013, 10:36:52 AM » |
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I might decide NOT to look over that code, considering that it is completely using an engine I wonder if I will ever decide to use an engine to run a game on.. *thinks for the future* would be less time-consuming and easier but I would want to make my games from scratch. Paul that's epic
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pspeed
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« Reply #5 on: August 13, 2013, 01:15:02 PM » |
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I might decide NOT to look over that code, considering that it is completely using an engine I wonder if I will ever decide to use an engine to run a game on.. *thinks for the future* would be less time-consuming and easier but I would want to make my games from scratch. Paul that's epic By "use and engine", I assume you mean that it is using jMonkeyEngine... which isn't really an "engine" in the sense that "Unreal" is an engine. It handles the open GL garbage so that you don't have to spend 2 years becoming an OpenGL expert just to be productive. That stuff will get picked up over time, anyway.
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pspeed
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« Reply #6 on: August 13, 2013, 01:18:45 PM » |
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i used to love asteroid
It's a classic. It's also about the simplest game I can conceive of... I even had a discussion with someone recently about how it's simpler than one player Pong. I think it's also more fun. Double-nostalgia-trip, when I was 10 or 11 years old, the second really playable game I ever wrote was called "Asteroid Panic". You had a ship that you moved around with the joystick to avoid the asteroids. They didn't bounce off of each other and you couldn't shoot them. It was the sequel to my first playable game called "Submarine Panic" in which you were a submarine trying to avoid sea monsters... no coincidence that the only difference between these games was the graphics. I'm curious to see who is the first to care about getting higher than level 4.
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Moonkey
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« Reply #7 on: August 13, 2013, 03:05:07 PM » |
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I died at level 4. I don't know why but level 3 cost me my 2 lives.
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Mythruna: Don't you dare read any posts I made before 2014.
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pspeed
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« Reply #8 on: August 13, 2013, 04:19:52 PM » |
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I died at level 4. I don't know why but level 3 cost me my 2 lives.
I usually lose at least one life before level 3. I stay in one place too much, I think. Each level adds another starting asteroid and that exponentially increases the level of chaos in general... but especially if you go for all of the big ones first. I try to shoot one big one and its spawns at a time... unless one is barreling right at me. Looking into sound effects next. It's too quiet... even for space.
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Michael
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« Reply #9 on: August 13, 2013, 06:58:44 PM » |
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Wow.. I was hoping it didn't require GLSL and OpenGL2 :/
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pspeed
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« Reply #10 on: August 13, 2013, 08:12:36 PM » |
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Wow.. I was hoping it didn't require GLSL and OpenGL2 :/
It's a default jme application and I can't be bothered to add the OpenGL1 support just for an example. Sorry.
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Michael
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Posts: 2166
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« Reply #11 on: August 13, 2013, 10:18:41 PM » |
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Wow.. I was hoping it didn't require GLSL and OpenGL2 :/
It's a default jme application and I can't be bothered to add the OpenGL1 support just for an example. Sorry. I was expecting it to be something you had to import Lets get back to talking about Asteriod Panic -> I love how the lines aren't pixelated at all, mainly a smooth line
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pspeed
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« Reply #12 on: August 13, 2013, 10:27:02 PM » |
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Wow.. I was hoping it didn't require GLSL and OpenGL2 :/
It's a default jme application and I can't be bothered to add the OpenGL1 support just for an example. Sorry. I was expecting it to be something you had to import Lets get back to talking about Asteriod Panic -> I love how the lines aren't pixelated at all, mainly a smooth line Thanks. That was tricky to get right. As mentioned, I was trying to emulate the old vector displays which didn't have pixels. My understanding is that they basically used the cathode-ray to directly draw the graphics on the screen using lines. That's why even the score lettering and stuff in the original Asteroids is all line graphics. Emulating this on modern hardware required some tricks. Rather than writing custom filters or anything weird that would also have had glitches, I just made a sprite sheet with them exactly the way I wanted them to look. The bonus was that I could give them a nice phosphor glow to punch them up a little.
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pspeed
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« Reply #13 on: August 13, 2013, 10:28:09 PM » |
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Wow.. I was hoping it didn't require GLSL and OpenGL2 :/
It's a default jme application and I can't be bothered to add the OpenGL1 support just for an example. Sorry. I was expecting it to be something you had to import Because I've used only standard JME shaders, there is some way I can set the application up to use OpenGL1... but I don't know if it automatically selects the best one or would drop down to GL1 for everyone and didn't feel like poking into it yet.
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pspeed
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« Reply #14 on: August 15, 2013, 01:49:56 AM » |
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« Last Edit: August 15, 2013, 01:56:09 AM by pspeed »
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