Author Topic: Yet another shooter  (Read 138115 times)

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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #270 on: October 17, 2011, 01:41:40 am »
Wow I love how those bullets are moving around. It still looks smooth too.

Offline Geekboy1011

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Re: Yet another shooter
« Reply #271 on: October 17, 2011, 01:47:58 am »
Wow I love how those bullets are moving around. It still looks smooth too.
yeah it does look cool and they are only moving 1 direction down yay testing xD




uhhh you not masking the sprites right or something iambian? as i dont think you should have that box around you in this screenie :P

also when holding quite a few common keycombos in game down the whole game slows down until you release them not sure whats causeing that havent looked hard though

and this one i mention earlier.
Quote from: geekboy
for starters you documented or coded .newposxy (r.npxy in lib_script) and they are backwards x is y and y is x blah blah blah just pointing that out there :P
« Last Edit: October 17, 2011, 02:52:43 am by Geekboy1011 »

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #272 on: October 17, 2011, 03:01:09 am »
How do you get through these lines of bullets without getting hit??? O.O

Offline Geekboy1011

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Re: Yet another shooter
« Reply #273 on: October 17, 2011, 11:16:35 am »
How do you get through these lines of bullets without getting hit??? O.O

you dont :3

this isnt a feasable script i was just bored and testing things. currently cadan is in debug mode aka you cant get hit :P

Offline Iambian

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Re: Yet another shooter
« Reply #274 on: October 17, 2011, 12:54:23 pm »
[...]
Quote from: geekboy
for starters you documented or coded .newposxy (r.npxy in lib_script) and they are backwards x is y and y is x blah blah blah just pointing that out there :P

It wasn't a problem with r.newposxy. It was a problem with r.shoot. Fixed it in my copy. Thanks for keeping me updated. Also the bullets are going clockwise now, as expected.
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Offline Iambian

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Re: Yet another shooter
« Reply #275 on: October 17, 2011, 02:43:59 pm »
Whee! Doublepost!

I ran into a problem with how the the whole velocity/ttl thing works. Should be easily fixable but I wanted to show a screenshot of the problem. The problem is that the bullets are not expiring and instead, they are slowing down halfway down.

Just so you know, I did not "copy" geekboy's script but I re-implemented it to closeness. I will also post the script that performs this effect. Note that the call to the custom bullet creator is not included since that just does that one thing.
Code: [Select]
StageScript:
.load(r1,-30) ;x
.load(r2,-30)   ;y
.load(r3,30)  ;loop range
.load(r4,1)
StgScptLoop:
.load(r7,2)
.wait(r7)
.newposxy(r1,r2)
.call(CustomMakeBullet)
.cpl(r1)
.inc(r1)
.newposxy(r1,r2)
.call(CustomMakeBullet)
.setstats(r0,rs.debug1)
.cpl(r1)
.inc(r1)
.addrx(r1,r4)
.dec(r3)
.jumpnz(_)
.load(r3,30)
.cpl(r4)
.inc(r4)
_:
.jump(StgScptLoop)

And the resulting screenie is attached. I'm just sharing it because sometimes bugs can look better than the intended result :)

EDIT: Also, you can see the bullet engine maxing out at 128 bullets. When I get slowmode ready, I'll show a screenshot of the thing going up to 256 bullets. Yay.
« Last Edit: October 17, 2011, 02:44:48 pm by Iambian »
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Offline Jonius7

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Re: Yet another shooter
« Reply #276 on: October 17, 2011, 02:53:18 pm »
Oh wow! This looks really nice! Good work.
That slowing down bullet effect is quite weird, though.
« Last Edit: October 17, 2011, 02:55:18 pm by Jonius7 »
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Offline TIfanx1999

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Re: Yet another shooter
« Reply #277 on: October 17, 2011, 03:47:41 pm »
That's actually pretty cool looking. It looks like the screen is being warped. ;D

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #278 on: October 17, 2011, 03:51:46 pm »
Lol that actually looks kinda cool lol.

Offline Iambian

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Re: Yet another shooter
« Reply #279 on: October 17, 2011, 06:04:39 pm »
If you didn't catch it from my previous post, the slowdown behavior is bugged. It's not supposed to slowdown at all. It's supposed to disappear as it is a test condition.

But while this is a bug, it does demonstrate velocity change (which *is* supported) for them bullets. You only get 4 speeds, but it's enough variance to make something cool
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Offline Iambian

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Re: Yet another shooter
« Reply #280 on: October 18, 2011, 12:38:55 am »
Double post.

I tried to fix the velocity thing but I ended up breaking it even further. It actually looks kinda cool. Here's the result so far.

EDIT: Even tho the screenshot is cool, disregard it. I fixed the problem. Gotta thank calc84maniac for providing the initial fix, and me for somehow screwing up that fix >.<
« Last Edit: October 18, 2011, 12:53:34 am by Iambian »
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Offline Geekboy1011

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Re: Yet another shooter
« Reply #281 on: October 18, 2011, 04:28:47 pm »
who huh what olook they move right now >.> <.<


added a second stream to this one.
« Last Edit: October 18, 2011, 06:50:52 pm by Geekboy1011 »

Offline annoyingcalc

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Re: Yet another shooter
« Reply #282 on: October 18, 2011, 07:23:51 pm »
the last demo is from 2009 can we have a current demo? the screenshot is amazing!!!!!!!
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Offline Geekboy1011

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Re: Yet another shooter
« Reply #283 on: October 18, 2011, 07:37:39 pm »
the last demo is from 2009 can we have a current demo? the screenshot is amazing!!!!!!!

once its in a releasable state sure. that is not going to be for a while still. Currently all the demos are hackedish together with some really good knowledge of the code base to the point where its not really even usable. (read we have a custom make bullet routine for everything as well we have not coded in a proper shoot command.)Not to mention we don't have anything else really coded in as far as enemies and such.

Offline annoyingcalc

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Re: Yet another shooter
« Reply #284 on: October 18, 2011, 07:41:35 pm »
that is ok I can wait as long as it is realesed by 2099 :P
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