Author Topic: Starblaze(Abandoned) - a C# + OpenGL PC Game  (Read 60653 times)

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Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #90 on: August 28, 2013, 11:35:44 pm »
I really like how this looks like now. Only thing is that I would make the title screen menu fade in faster. Also, when we zoom in very very far, is there a command we can use to move camera back to our main unit or base? That way we won't get lost or something.
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Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #91 on: August 28, 2013, 11:48:55 pm »
I really like how this looks like now. Only thing is that I would make the title screen menu fade in faster. Also, when we zoom in very very far, is there a command we can use to move camera back to our main unit or base? That way we won't get lost or something.
Thanks!

I hadn't worked on the menu in a bit, after building procedures I will finish that.

Explanation for no way to get lost:
Spoiler For Spoiler:
As for the getting lost. The zoom input was actually put in in the first place to find your way back if you got lost. (The farther your zoom the closer the relative location of the base). the zoom level max is around 0.0007% original zoom (1) this allows you to see stars as far as possible. Not only will determining which star your base is close to help you, you should also know that the fastest ship is only capable of traveling from screen edge to screen edge at zoom level 0.07% within a time frame of about 15 minutes. The ability to get lost is far outside of my worries. There is also a spinning "Locator around the cursor that tells you the direction of the ship selected from the cursor ;).

My overall answer is, I probably will not give a button to move back to a unit BECAUSE, You have to try REALLY hard to get lost ._..

However if you feel that a button/command would be more feasible, I would be happy to spend 5 more minutes to better suite the needs of the player! ;)

OH! And I almost forgot! There is going to be a minimap/radar at the bottom middle.

 AKA: I'm not gonna LET you get lost! >:D
« Last Edit: August 28, 2013, 11:53:31 pm by XiiR3CR34T10N »

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #92 on: August 29, 2013, 01:32:54 am »
Oh a mini map would actually help. My worry was more about if you zoomed out then moved really really far on the map.
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Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #93 on: August 29, 2013, 09:45:24 pm »
Lol DJ, why are you moving very far distances at farthest zoom.
Looking for easter eggs? :P

Yeah I'll try to help prevent that. :)
« Last Edit: August 29, 2013, 09:45:53 pm by XiiR3CR34T10N »

Offline Sorunome

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Re: Starblaze -A PlayStation Mobile Game
« Reply #94 on: August 30, 2013, 03:49:52 am »
Looking for easter eggs? :P
Are there any? ^.^

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Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #95 on: August 30, 2013, 06:33:11 pm »
Maaaaaaayyyybe.
Since you asked there might be one for you.  ::)

Offline Sorunome

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Re: Starblaze -A PlayStation Mobile Game
« Reply #96 on: September 01, 2013, 05:22:51 pm »
Maaaaaaayyyybe.
Since you asked there might be one for you.  ::)
yaaaaaaaaaaay!
(even though i don't have a PlayStation mobile :P)

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Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #97 on: September 01, 2013, 08:32:05 pm »
Do you have an Android or access to a computer?
I'll give you the source code after I get it up on the market, that way you can play it on pc. :P

Not to mention, I mentioned I would port it to pc with Java later. :P ;)

Offline Sorunome

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Re: Starblaze -A PlayStation Mobile Game
« Reply #98 on: September 02, 2013, 03:46:54 am »
Android, no, access to comp, yes!
And yay! :)
Also, be sure to make that it'll work on linux :P
« Last Edit: September 02, 2013, 03:47:13 am by Sorunome »

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Re: Starblaze -A PlayStation Mobile Game
« Reply #99 on: September 02, 2013, 06:04:35 am »
Well, If I get it working, I'll see what I can do about linux. But even if I don't get a linux version. You can always use an a program like wine. :)
So if it's out for windows. Theres a good chance it's out for linux.
« Last Edit: September 02, 2013, 06:07:15 am by XiiR3CR34T10N »

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Re: Starblaze -A PlayStation Mobile Game
« Reply #100 on: September 02, 2013, 06:33:17 am »
Not all windows progs run under wine.
And my wine is somehow broken, i didn't manage to get one single prog working in it, not even those that i always used to get running in wine :(

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Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #101 on: September 02, 2013, 07:55:24 pm »
Lol DJ, why are you moving very far distances at farthest zoom.
Looking for easter eggs? :P

Yeah I'll try to help prevent that. :)
Oh I meant by mistake. if your game is available for most mobile devices, there are some of them where touch screen controls are absolutely horrible, especially iPhones, and I saw many instances of things dezooming by themselves for example when scrolling around, or in Android, when the phone has a lag spike, it suddenly scrolls incredibly fast through tweets or Facebook wall posts for no reason.
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Offline AssemblyBandit

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Re: Starblaze -A PlayStation Mobile Game
« Reply #102 on: September 02, 2013, 09:18:34 pm »
Just to say it again, the game looks awesome! I know it must have taken forever to complete. Do you have a site for it?

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #103 on: September 02, 2013, 10:03:14 pm »
@AssemblyBandit, Unfortunately no. The closest thing I have is a facebook page for my team of devs. (Was 5, now 2. Some people were too lazy. >_<)
I also wont lie, I am slacking off a lot  :-[. If I'm going to get a Java pc version running, I'm going to need to stop procrastinating XD.

@DJ, I know exactly what you mean. and as a matter of fact, there are some scrolling bugs. (No known lag spikes yet! :D)

How scrolling works, and why the bugs are hella easy fixes ;):
Spoiler For Spoiler:
Scrolling takes the finger location and stores it into a variable called fingerX1 and fingerY1. Before fingerX1 and fingerY1 are set, fingerX2 and fingerY2 are set equals to fingerX1 and fingerY1. After this has taken place the distance from fingerX1 and fingerY2 is calculated(easy) and is set to a variable called iScrollX and iScrollY. These are then constantly added the offset value for the screen. If someone were to touch both ends of the screen, this would cause the two variables to have a great difference, thus an unintentional amount of scrolling. (bug) By putting a limit on how far your finger can move at a time, this bug can be squashed.


I have a question of great importance. The subject was brought up(By me?) about having walls since this is a top down 2D game, walls would definitely be feasible. The only problem is they are not a realistic addition to the game, since space has a full 3D scope that would have to be covered with a wall.

EDIT: Bubble like Shields would actually be a great idea! If you agree...?
« Last Edit: September 02, 2013, 10:06:41 pm by XiiR3CR34T10N »

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #104 on: September 02, 2013, 10:05:48 pm »
I guess you could maybe have some sort of big obstacles acting as walls, such as large ship wrecks, like in Star Fox stages.
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