Author Topic: Contra  (Read 94772 times)

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Offline Munchor

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Re: Contra
« Reply #150 on: April 12, 2011, 07:20:43 am »
Not much, but as promised:

Contra Pre-Alpha Demo v0.01 (4-11-11)



Download

Great an Alpha version! Must try!

EDIT: Already tried it, it looks good, but we aren't supposed to be able to go back?
« Last Edit: April 12, 2011, 07:37:50 am by Scout »

Offline Builderboy

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Re: Contra
« Reply #151 on: April 12, 2011, 10:08:41 am »
I don't think you are able to go back?  I just downloaded it to my calc, and the greyscale and controls are superb, although I had a lot of difficulty seeing the character and the bullets over the textured backgrounds :( There were times when i didn't even know the enemy was shooting at me because I couldn't see anything.  I'm not sure how to fix this, right now you are using XOR sprites so that the sprites show up on black and white textures right?  The only way I can think to make this work would be to use masked sprites with a white outline or something, but I don't know if that would work well :/

Offline Munchor

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Re: Contra
« Reply #152 on: April 12, 2011, 10:14:04 am »
I tried the original game, and yeah we can't go back, and I had the same experience as Builderboy, finding me and my enemies is hard, but I guess that's part of the fun?

Offline Deep Toaster

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Re: Contra
« Reply #153 on: April 12, 2011, 10:42:45 am »
Thanks for trying it! :D

Quote from: Stefan Bauwens
Maybe you could post something on TI-Freakware as well, as we don\'t want that it gets inactive.

Already done :) I ran out of time to put more info there, but I\'ll fill it in today.

Quote from: turiqwalrus
tried it already. look great except for one thing: can the turret thingies die?

Nope, not yet, but that\'s definitely something I\'m adding soon.

Quote from: Scout
Great an Alpha version! Must try!

EDIT: Already tried it, it looks good, but we aren\'t supposed to be able to go back?

*Pre-alpha, which means it\'s not a playable game yet ;)

Nope, you can\'t go back in the original game. See the link in the first post.

Quote from: Builderboy
I don\'t think you are able to go back?  I just downloaded it to my calc, and the greyscale and controls are superb, although I had a lot of difficulty seeing the character and the bullets over the textured backgrounds :( There were times when i didn\'t even know the enemy was shooting at me because I couldn\'t see anything.  I\'m not sure how to fix this, right now you are using XOR sprites so that the sprites show up on black and white textures right?  The only way I can think to make this work would be to use masked sprites with a white outline or something, but I don\'t know if that would work well :/

Yeah, that\'s definitely a problem. I tried masked sprites to make the character completely white, but I didn\'t want to make it slower when I\'m still not sure how much slower the final game will have to be.

Quote from: Scout
I tried the original game, and yeah we can\'t go back, and I had the same experience as Builderboy, finding me and my enemies is hard, but I guess that\'s part of the fun?

Guess you could think of it like that :D




Offline Munchor

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Re: Contra
« Reply #154 on: April 12, 2011, 10:44:15 am »
Quote from: Scout
I tried the original game, and yeah we can\'t go back, and I had the same experience as Builderboy, finding me and my enemies is hard, but I guess that\'s part of the fun?

Guess you could think of it like that :D

There's always a positive side on problems, right?

Offline Builderboy

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Re: Contra
« Reply #155 on: April 12, 2011, 10:48:26 am »
I was thinking more along the lines of making the character white with a black outline.  It would be only a single more sprite per frame, it shouldn't slow down the game too significantly, and I think it would help with visibility tenfold.  As for bullets however, drawing twice as many sprites for each bullet seems very excessive... maybe use Rectangles? For a rectangle of 3x3 with a white center, it draws faster than a single sprite would.  It would have black edges no matter what, and a white center no matter what, so it would show up in all scenarios and be faster than a sprite (if a sprite is what you are using right now :P)

Offline Munchor

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Re: Contra
« Reply #156 on: April 12, 2011, 10:52:36 am »
I was thinking more along the lines of making the character white with a black outline.  It would be only a single more sprite per frame, it shouldn't slow down the game too significantly, and I think it would help with visibility tenfold.  As for bullets however, drawing twice as many sprites for each bullet seems very excessive... maybe use Rectangles? For a rectangle of 3x3 with a white center, it draws faster than a single sprite would.  It would have black edges no matter what, and a white center no matter what, so it would show up in all scenarios and be faster than a sprite (if a sprite is what you are using right now :P)

I actually prefer backgrounds to be in gray and characters and bullets in black or darker gray, which is what happens in Contra. But that's just me, I think.

Offline Deep Toaster

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Re: Contra
« Reply #157 on: April 12, 2011, 06:16:35 pm »
I was thinking more along the lines of making the character white with a black outline.  It would be only a single more sprite per frame, it shouldn't slow down the game too significantly, and I think it would help with visibility tenfold.

True. That's another person to suggest the outline...

As for bullets however, drawing twice as many sprites for each bullet seems very excessive... maybe use Rectangles? For a rectangle of 3x3 with a white center, it draws faster than a single sprite would.  It would have black edges no matter what, and a white center no matter what, so it would show up in all scenarios and be faster than a sprite (if a sprite is what you are using right now :P)

That's a good idea, I'll do that. Thanks!




Offline Munchor

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Re: Contra
« Reply #158 on: April 13, 2011, 04:31:01 am »
Will this make it faster or just better visibility? :P Seems great eitherway.

Offline Munchor

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Re: Screenshots and demos
« Reply #159 on: April 13, 2011, 08:41:56 am »
Deep thought: Will you be uploading the source code of the demo/alpha you uploaded?

Offline Builderboy

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Re: Contra
« Reply #160 on: April 13, 2011, 09:47:46 am »
It will make the game every so slightly slower (since you are drawing 1 extra sprite per frame) but as bullets are added it will lag less because bullets will be drawn faster.  The main goal is visibility because so many people are having a hard time seeing anything.

Offline Munchor

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Re: Contra
« Reply #161 on: April 13, 2011, 10:24:23 am »
It will make the game every so slightly slower (since you are drawing 1 extra sprite per frame) but as bullets are added it will lag less because bullets will be drawn faster.  The main goal is visibility because so many people are having a hard time seeing anything.

Hope so :) Having so many layers, enemies, water, sky, forest, the player, it's hard to make the perfect combination of greyscale.

Offline Deep Toaster

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Re: Screenshots and demos
« Reply #162 on: April 13, 2011, 03:40:31 pm »
I think I'm going to keep the source private (at least for now, until the final version). Unless someone really wants to look at it? It's insanely confusing even to me x.x

Offline annoyingcalc

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Re: Screenshots and demos
« Reply #163 on: April 14, 2011, 05:12:05 pm »
Not much, but as promised:

Contra Pre-Alpha Demo v0.01 (4-11-11)



Download

DISCUSS: http://ourl.ca/7770/196692#new

EDIT: can you kill enemies?

NICE!!!!!!!!!!!!! Even though you can't kill enemies and there are not very many :( GREAT JOB!!! ;D
« Last Edit: April 14, 2011, 05:13:48 pm by annoyingorange »
This used to contain a signature.

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Re: Screenshots and demos
« Reply #164 on: April 14, 2011, 05:14:58 pm »
I think the opening shifts the title screen over 1 pixel too far -- I saw that on the very right was a white line with gray bits ;)

other than that, looks very seamless!  Great work so far :)