Omnimaga

General Discussion => Technology and Development => ROM Hacking and Console Homebrew => Topic started by: XiiDraco on May 22, 2013, 02:50:34 pm

Title: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on May 22, 2013, 02:50:34 pm
I have absolutely no idea why, but I take great interest in C#. What's nice about this is that C# what is used with PSM Studio(PlayStation Mobile). The point of this is that I can make games for, Psp, PsVita, and Mobile Phones such as Andriods, etc... These games can then be sold on PlayStation Network for money. The problem with this is that there is a 100$ publisher licences that I am not interested in paying... Fortunetly for me, PlayStastion has decided to remove that fee to open up ideas and profit for the community (Which I think was a great idea). My point in all of this is to share with the Omni community about the game that I am currently making for PSM :D. I have decided to call it Starblaze, and this topic will be devoted to its development :).

As of now the MAIN features of the game are:
-RTS (Not your general RTS though, there are no levels instead the world is generated and the entire game is one big RTS, or "one big level")
-Space (Who doesn't love a good space game?)
-Purple dinosours that fly around in pink ships (Just because  ;D)

As of now I have successfully created the infinite space, a coordinate system, and 5 parallax backgrounds! I have also ported it to the PsVita with minimal bugs. Thanks and I hope you support me!



Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 22, 2013, 03:47:26 pm
I'm glad they removed the fee, maybe this will eventually lead to other companies doing the same.

Anyway your project seems interesting. Do you have any screen captures/pictures?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 22, 2013, 05:12:29 pm
Yes, I will upload them as soon as I get home. (I've been at school this entire time XD)
Anyway I will give links to some youtube vids, of the test if you want. You can't really see the parallax effect if the screen isn't actually moving.

EDIT: Here they are:
You might need to wait until the video is processed, but if you are watching it this doesn't apply.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 23, 2013, 12:13:26 am
Oh I like the graphics :D, so I assume the ships will rotate kinda like in Asteroids, right?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 23, 2013, 12:16:11 am
Yes, I actually have all the ship rotations in, but I didn't assign any keys with them yet.
problem being I want the ship to turn based on the direction of the ship. Basically rise over run/slope. Judging how steep the slope is creates the turn angle.
Well, it doesn't exactly like it when I divide by 0. So I will fix the whole shibam up later. I'm kinda sad I can't now, but school comes first. At Least I will have A LOT of time this summer :).
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 24, 2013, 01:27:53 am
That reminds me, when I suggested this sub-forum to make a topic, I forgot that we had an homebrew/rom hacking section for console projects (http://www.omnimaga.org/index.php?board=64.0) O.O. Would you like the topic to be moved there instead (with a link here redirecting to it)? :P

And I see. Glad this Summer you might have more time to work on this. :) I hope to work on my game more this Summer as well, since I am busy lately and often too exhausted from work to work on anything (causing me to sleep more and have even less free time)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 24, 2013, 02:02:55 am
I don't exactly see how it's a ROM hack... But If you think it's a better place for it, sure.

EDIT: Oh, AND computer homebrew.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 24, 2013, 09:53:00 pm
Sorry for the double post, but to answer your question on the rotation DJ, I got some functionality into it. I'll be done with the rotation soon.

Title: Re: Re: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 25, 2013, 12:14:12 pm
I don't exactly see how it's a ROM hack... But If you think it's a better place for it, sure.

EDIT: Oh, AND computer homebrew.
yeah, basically any kind of console development. I'll try to check the vid when I come back home. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 26, 2013, 05:38:27 am
So I changed the HUD around, and finished rotations, take a look.
With a Ps Vita analog stick, this is going to turn out good! I'll port it tomorrow. :D

Heres the current progress:


Quick question. As you can see, I like to make youtube videos to better SHOW the progress I have made. This is because I have learned in the past, text doesn't get you anywhere. Would posting youtube videos at this rate be a problem? Even more progress...
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 29, 2013, 11:22:59 pm
Looks pretty good. But won't the text be a bit small on the PSVita screen? And yeah good idea to show screenshots or videos. A lot of people usually posted new projects with no screenshot besides the title screen and they hardly got any reply (in your case, it would have been even worse considering every project section other than the Z80 and Nspire sections got fewer people.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 29, 2013, 11:51:20 pm
Funny, I thought about that, but no... Its actually just fine. Easy to see. After I tested it, I thought I might want to add custom letters but, I guess that's ok. Anyway, I got another update. I added a fully functional particle system... Working on bullet velocity now though... When you first acquire a ship, You only have cannons on the right and left. Similar to a sailing ship, right? Well you can buy turret rotation later, which will be the Right thumbstick. (Actually the way I'm gonna make the cursor is kinda cheating XD, I have a sprite that rotates instead making the calculations for a circle. But hey! Easier is ALMOST always better right?)

Heres the vid:
Ignore the music, I had to put it in, because I was skyping a friend, and somehow her voice was added XD.


Oh, and I don't know if you know, but a Ps Vita screen is actually rather large, bigger than the samsung galaxy s3... (They are pretty big)
But since it is made for many different devices, I'll have to test more.
Title: Re: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on May 30, 2013, 01:32:04 pm
I like the idea about ship upgrades, kinda like some Snes games. It gives the shooter some RPG elements. Also how fast does it run? Do you think older Android phones like the Samsung GT-i5510M would run it fine?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 30, 2013, 01:58:22 pm
Oh absolutely, in the simulator it runs maxed out at 60 FPS. But on the Vita it runs at a maxed out FPS of like 40? I do believe it will run just fine on pretty much anything... As long as you don't spam the particles of course, but I will try to keep away with that. I was also thinking that when your ship is docked, It turns into a top down (Um not shooter, but like pqokemon) as you explore the ship and or station. :) What are your thoughts?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on May 30, 2013, 03:07:28 pm
Yeah that'd be fun. :) I'm watching this from the beginning and it looks pretty good.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on May 31, 2013, 01:53:29 am
Ok, so I put in some audio that I made myself (not finished)   ;D. I also noticed that on the vita it runs at 15 FPS with like max particle on the screen at a time. Getting slightly sketchy, but still looks pretty smooth for some reason.

This video is 64 FPS or so on my comp. It's also running a bit fast...
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 07, 2013, 10:39:26 pm
Seems good to me. I was asking about my phone though since it's very low end, but again I don't use it much for gaming since it has limited memory.

But yeah the game is interesting so far. I'm hoping it gets finished :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 10, 2013, 03:52:28 am
Summer for me in just 3 days (2 actually, its 12:00)! As soon as summer is out, I will work nonstop on this for about 4 weeks. I'm really hoping to release it, this summer! I've been working on the RTS elements of the game, and so far it's coming along great! I'm also gonna figure out the FPS lag issues. (I have a feeling I can save a ton just by not rendering the background when it isn't on the screen. My bad...)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 10, 2013, 06:41:42 pm
By the way, since it's an RTS, will there be multiple kind of strategies like in Starcraft, such as rushing, macro play, some defense elements and plenty of unit weaknesses/strong points?

Also yeah you might want to avoid rendering anything that's off screen. That can be pretty bad x.x
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 11, 2013, 03:03:34 am
Tactics wise, I believe it's all about balancing how things work, but I will try to implement it (orbital turrets maybe?) (with hopefully no baised work). I am also thinking about what resources are in the game. When I thought of resources I thought of games like Age of Empires and Age of Mythology. They have like 4-5 different resource types, and frankly is fun, but annoying. I was then thinking of starcraft and how you get resources in that game. I found it simple yet different. I don't really know what I'm going to do with it right now, except I do know after i get movement for separate units I will put in a minimap so you can see a bit easier... I am also going to put in Randomly generated space debris/blackhole/stars/asteroids/etc.

I also solved the problem for choppy framerate. Turns out the text I was drawing to the screen was taking the FPS down by a whole 40 frames! INSANE. Luckily I don't need that and probably won't have it later. If I do need it, I will make it less resource intensive...

So, to answer earlier questions, yes DJ, it will run GREAT on your {list device name here}. Most likely over 45 FPS (atm).
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 11, 2013, 04:28:25 am
Thanks for the info. Seems good :) As for the slow text, do you use built-in routines? I remember on TI calcs text was much slower than sprites because of how badly TI implemented it. Didn't realize anyone else than TI and Casio could screw something like that up :P

But I guess text was not designed to be display 45 times a second anyway :P
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 12, 2013, 02:45:08 am
Yes, It is built in, and it apparently sucks. >_<
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 13, 2013, 11:39:22 pm
Yeah, that's what I thought. Pretty much like with TI. I guess built-in routines are usually like that for many hardware, although text is probably worse for the reason I stated above.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 15, 2013, 03:39:55 am
:D:D:D:D:D
I finally got the movement done for the ships. :D
I some how made some sort of error, but it works great now. Yes, the ship is moving VERY fast back and forth between two points because it is over correcting itself, I will fix that later... For now it works! :D (It's starting to look like and RTS :) )


Heres the vid:


Please excuse me for my overabundant use of ":D", I'm rather excited to get this work.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: pimathbrainiac on June 15, 2013, 03:46:48 am
I wish I had a PS Vita now. Just to play your homebrew. Good job.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on June 15, 2013, 04:13:30 am
Just one word : epic. O.O
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 17, 2013, 04:32:33 am
I wish I had a PS Vita now. Just to play your homebrew. Good job.

Thanks! :) IT's stuff like that that give me the inspiration to create games!
I don't mean to be like cocky or anything, but it's actually not a homebrew, it is a legitimate game that I can eventually sell on the PlayStation market, which is (In my opinion) REALLY COOL! :D
PlayStation has been taking big steps for the indie development part of their network.  ;D

Just a little bit after this video I actually added a waypoint for the ship, fixed buggy movement completely, and added a menu for the ships movement.
Next I'm going to add in multiple ship support. So, I'll keep y'all posted.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 17, 2013, 05:23:36 pm
Very nice. Is the game tilemap-based, by the way?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 17, 2013, 08:18:28 pm
Tilemap... Um, like when you have an array that has an X and Yfor for each tile? Or um, I've heard of tilemap before but can't quite place it to a definition. Could you explain?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 17, 2013, 09:37:33 pm
http://en.wikipedia.org/wiki/Tile_engine

And here is a tile sheet
(http://www.ladyada.net/images/fuzebox/SMB-Tiles.gif)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 17, 2013, 09:57:43 pm
Ah, ok no. Almost none of it is tilemap based. All of the asteriod structures and planets are handmade to he fullest then randomly placed the the pixel in the game. The only thing that could be close tilemap, if I understand it, is that enemy ships will take compatable spaceship ship parts and randomly throw them togethor to get random ships and stations.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 17, 2013, 10:29:48 pm
Ah I see then. Will it make it harder to do collision detection?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 17, 2013, 10:53:10 pm
It would make it only a little bit harder. The way I have done it, there are boxes around the sprites for collision detection.
The thing is I don't exactly want collision detection, because
1) Ships can fly under or over other things.
2)walls are useless because it is infeasable to cover all that space.

What is your take on it.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 18, 2013, 12:14:39 am
Ah ok, but are each projectile/sprite/object hard-coded? That's what could cause the biggest slow down I think.

I guess if you can fly over/under every object then you would be fine, though.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 18, 2013, 10:07:01 pm
Oh, no no no. I would never straight up hard code it, I did that with JukeII. Was the worst experience ever. No, I use lists to randomly create objects in space, and keep track of their data via the sprite class. this allows me to add and remove all the data pertaining to one object at one time, or change it all with just one command using the "for each" statement. If I hard coded them all I think I would just stop right now... lol.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 19, 2013, 01:10:40 pm
Excuse me for the double post( :-[), but I have a quick question. Which black hole would be better to put in the game?
The sideways, one doesn't have dynamically rotation, but the flat one does.
(Still touching up the edges)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on June 19, 2013, 01:22:12 pm
iMHO the "flat" one would be better (it's always nicer when animated). But why don't you just go with a fully rendered one ?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 19, 2013, 01:28:48 pm
Fully rendered?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on June 19, 2013, 01:50:04 pm
Like make code draw it in 3D, not pre drawn 2D images.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 19, 2013, 01:56:26 pm
It is drawn in 3D. I were drawing it in 2D I would barely get 2 FPS. Now days devices are most optimized for 3D sprite rendering, if you use 2D, you are going to have one h*ll of a time.

Drawing it in 3D and changing it while its running is exactly how I do it, but I haven't quite figured out how the Z axes works for this sprite class... :/
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 19, 2013, 05:36:37 pm
Please excuse the double post, but this is an update. So I created random space deformities, such as black holes asteroids and other stuff. Here is a video:

My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 20, 2013, 02:01:13 am
It is drawn in 3D. I were drawing it in 2D I would barely get 2 FPS. Now days devices are most optimized for 3D sprite rendering, if you use 2D, you are going to have one h*ll of a time.

Drawing it in 3D and changing it while its running is exactly how I do it, but I haven't quite figured out how the Z axes works for this sprite class... :/
It depends I think, but yeah I did notice that issue with Starcraft Brood War. However some 3D games that runs via DOS like DOOM have the same issue as well on XP, so you have to use DOSBox, and I know that RPG Maker games can be a bit laggy at times regardless of how fast the computer is.

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better. Looks very nice in the video btw!

As for the fog of war I saw on IRC you wanted to post a video so I'll check out as soon as you post it :P
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on June 20, 2013, 06:47:25 am
My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.
That sounds like fun to me ! It adds more challenge and it's also more realistic as a unit can't normally see what others see. ;) At least put a decent view range so that it's not TOO hard, I guess indirect combat units should have a much larger sight too.
Though the only strategy game I ever played is Advance Wars II and it's turn based, but I think RTS are not that much dfferent. :)

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better.
Agreed. ;)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 22, 2013, 02:24:40 pm
Sorry DJ, about the vid I'll upload it right here in a sec, So I am keeping it all 2D (technically ;)) top down, no side formations or anything. And as for the fog of war, I have 2 things working I have a VERY dynamic circle fog that goes around the one player at a time, like I said, or I have some bigger, slightly choppier (but kinda cool looking) REAL fog of war were you can see every thing that all of your allies can see. Which do you prefer?

My only problem right now, is fog of war. Unless Someone has a brilliant idea on how to make a good dynamic fog of war, I have 2 options. I can make squares on the screen and remove them when the ship is near, or I could make it so you can only see from one ship at a time. If any allies are in range they are seen, if not they become a way point. This adds a little bit of a twist to your normal RTS, This makes it so you can still see your units on radar, but you can only see from one thing at a time, until you switch units. Personally I like the second idea, because it adds uniqueness to the game. But I would like other people's input.
That sounds like fun to me ! It adds more challenge and it's also more realistic as a unit can't normally see what others see. ;) At least put a decent view range so that it's not TOO hard, I guess indirect combat units should have a much larger sight too.
Though the only strategy game I ever played is Advance Wars II and it's turn based, but I think RTS are not that much dfferent. :)

As for the black hole I kinda like the first, but in your top down view game the 2nd would be better.
Agreed. ;)
As for the RTs/TBS difference, there really is none except that one has a strobe light attached to it the whole time. ;)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 22, 2013, 02:34:21 pm
I wouldn't mind if I could only see my player, but being able to see your allies might be nice too for team work. By the way, when exploring an area, would that area remains less dark when getting out like in Starcraft? In Starcraft, non-visited areas are pitch black (or very very dark). When visiting them they become normal, but when leaving, the become dark again, but not black nor as dark as before you visited. However, you can no longer see enemy units if you leave the area.

As for TBS don't they usually involve more tactic stuff like in Final Fantasy Tactics? Personally for the computer my favorites are modern RTS games, since you can micro/macro in real time and battles feels more fast-paced and you can even get attacked while building your base.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 22, 2013, 02:42:06 pm
Yeah that is a general feature to most RTS's but I will not be able to do that. Period. The reason being is that to do so would require you to place "nodes" every so and so apart in the actually game coords. Since my game is infinite, I cannot put infinite, nodes. That is why ALL normal RTS have map edges. Right now, the fog is determined off the screen coordinates, and determines the location of all ships first.

So no, not likely. :/
but personally since the game is focused on the more exploration part. I will make the view expandable, and there will be, "Obelisks" You can place for line of sight. (Just don't place them next to a black hole, because it will probably suck you in...)

Also 200 views on youtube, I believe all from Omni, thats awesome! :D (Cause you know, I'm so low down there)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 22, 2013, 03:12:01 pm
UPDATE: NO DYNAMIC FOG. I tried the fog of war with the nodes. on the vita.  O.O SO LAGGY. I will have to do the fog were it is only around one player at a time...
But that is ok, because it is unique right?

(trying to avoid double posting, but want to make sure you see the update)
Oh and did you get what I meant by strobe light?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on June 22, 2013, 04:40:08 pm
No I don't really get that strobe thingy. :/
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 22, 2013, 04:55:24 pm
I guess it should be fine with just around the player then. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on June 26, 2013, 01:14:25 am
I should make it unique, so... :D  (Sorry had no internet :()
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on June 26, 2013, 04:27:45 am
Welcome back :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 03, 2013, 04:04:36 pm
Sorry I haven't posted any progress, I haven't had my computer in weeks. :/

Once I get it back I'll have a huge update so be expecting it. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 07, 2013, 05:22:04 pm
Update: so I got my computer back, and have been working on this some more. I just made a menu screen but I need to know what you guys think.
So here:
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on July 07, 2013, 05:30:18 pm
Ui, I like it, great job! :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 07, 2013, 09:33:59 pm
Ok so I have another video with some updates about the terrain, give me your pro's and con's please :).
Anyway I was think about something. I haven't used the bottom HUD for anything, and was probably deciding to change the touch the ships, to a placed cursor stuck in the center of the screen. Reason being, it's pretty hard to select something because your finger is in the way. So if you use the cursor instead and just move the screen it will make controls way easier.

What are your thoughts?

EDIT: I don't care about your thoughts. :P JKJK, No actually I will have to do it this way because it will be impossible to do it the other way, there just isn't enough ways to tap the screen for all those controls...

EDIT: EDIT: Sorry for the choppy video, I'll investigate that Lol.


Here's a video:

Here's a screenie:
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on July 07, 2013, 11:57:55 pm
That music and the title screen are cool, by the way :D. As for the cursor thing, I think it would be good if it could be used to move the screen around. However, make sure to make it sensitive enough, so it doesn't require extremely precise touching, but I like the idea since then you can do different actions with the touch screen when touching it elsewhere, such as selecting stuff.

That said, you could also make it so we can move the screen from anywhere, unless you put your finger on a ship or the HUD.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 08, 2013, 12:42:52 am
Um, I didn't quite understand what you meant by the first paragraph... But by the second one, it already does that. That is the controls right now. "Move by sliding anywhere on the screen, except HUD"

What I meant (a little more clearly), was, The "cursor" stays in the middle of the screen while you move the screen by sliding the screen. But instead of touching ships, you line the cursor over them and control them with the menu in the HUD.

For example: You haven't got any ships selected. You move the cursor over a ship and select him with the button on the bottom left signifying "select". You then move the cursor away from the ship (move the view cause the cursor never really moves) and move it to where you want it and then press the move or attack button.

I'll post the next video explaining this.
Title: Re: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on July 08, 2013, 12:16:13 pm
In the first paragraph I meant selecting the middle of the screen (cursor) then slide around
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 08, 2013, 02:29:24 pm
Oh ok same here XD. Fail. Please excuse me. <--- Derp.
Title: Re: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on July 10, 2013, 11:56:36 am
No problem :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 10, 2013, 09:51:32 pm
Ok, worked some on then menu and added a new ship.



Found my mic. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 18, 2013, 03:48:36 am
UPDATE: Almost done with the zooming, which helps gameplay ATON. Being able to zoom in and out, allows the player to move to different locations faster. So ya:



Only thing to fix, zooming in then center not side.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on July 18, 2013, 10:24:21 am
Looking pretty cool. ;)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 21, 2013, 07:01:22 am
So I worked on a little bit of the dynamic movement and collision.



Tell me what you think, and more importantly what you think would help improve this (Seriously, I would like some suggestions, user input is great).
It just helps me improve the overall quality in the end! :)
Thanks!

P.S. Sorry for the random LOL talk. Lol!
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 26, 2013, 02:40:16 am
Ok, so I know that this might not be the most sparked topic, probably due to the fact that I am currently the only person who can use it. (Making debugging kinda minimal) So, as of now, I have found a way to create an .exe for use. This way the rest of omnimaga will have the ability to test my program as well. ;)

Not only helping me, from possible bug reports, you (Whoever is reading...) will be able to test/play this as well.

(Try not to judge just yet. After all, it is really just a tech demo...)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Tjakka5 on July 26, 2013, 06:55:11 am
That looks awesome!
However, I think the font of the main menu is a bit... I dont know... out of place?

Thats just my personal opinion though, Keep up the nice work!
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on July 26, 2013, 11:18:21 am
Yeah I agree on the font. Comic Sans is so mainstream. <_<
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 27, 2013, 12:10:00 am
EDIT: I have removed the information from this post because it was misleading. :)
Check out the NEW post.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on July 27, 2013, 02:55:16 am
I watched the vid and it looks pretty nice. What I would improve however is making the ship rotate gradually when you order it to move elsewhere, rather than turning instantly. It would look more realistic that way.

I'll try to see if I can get the game to work on my computer. :)

EDIT Your instructions were quite confusing, particularly regarding the Personal folder (where does it come from? ???)

I get this error btw:

Quote
File not found - Control Panel.{21EC2020-3AEA-1069-A2DD-08002B30309D}
The system cannot find the file specified.
ERROR: Too many filenames provided.
The system cannot find the file specified.
File not found - Control Panel.{21EC2020-3AEA-1069-A2DD-08002B30309D}
Press any key to continue . . .

I think I'll wait until it's out on the PS Vita or that there is a version that doesn't require any file change or dependencies, because I have no luck with that stuff and I don't feel like devoting 3 months of hard work just to get one game to run like I did before.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 27, 2013, 02:08:16 pm
Haha XD. My bad. I never should have put that in...
It's a batch file that makes a file, hidden within the folder appear, so that you can't access the game files. It's use less, so I'm just gonna remove it... I'll upload the normal .sln file instead. Then you can just open it with Play Station Mobile no prob... Sorry for the confusion.

As for the rotation, already thought and working on that, just have to take things one step at a time though... :/


New download: http://www.mediafire.com/download/8zlq6ydueapmch9/Starblaze.zip



If you don't know how to open a file with a program here is how. (-_-)
Step 1: Right click on the file.
Step 2: Hover over, "Open with..."
Step 3: Choose PlayStation Mobile Studio (If it isn't listed select, "Choose default program" and find PlayStation Mobile Studio).

Alternative: Drag the .sln file over the PlayStation Mobile Studio shortcut/icon.

Step 4: Click, "Run", at the top of the window, and select debug.
Step 5: Have fun.





EDIT: Moved that... :P
Sorry for the double-post, but I thought it was necessary for this update. Since I would like to expand my game a bit more, even past the Android/Sony community. I have continued working on the game... In java. This way I will be able to distribute the game for PC, without worrying about having to use a simulator. This is also better because it will run much faster and you will not have to be limited to such a small screen.

Not only is this beneficial to everyone else, causing ease of access, this benefits me by giving me and improving my knowledge of Java. :D

Java, from my past experiences, is fairly similar to C#, so please, bear with me. ;)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 31, 2013, 07:32:29 am
Ok-dokie Put in some new stuff! and changed some graphics. I also added a red cursor were I am touching the screen to help clarify stuff. (New blackhole graphics |:D)

Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on July 31, 2013, 12:38:11 pm
It's shaping up it looks like. :D I really love your crosshair.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on July 31, 2013, 04:16:46 pm
Thanks!  ;D The grabbing is dependant on whether the ship is in the reticle. So a bit easier to select.
Now I gotta fix the zooming! O.O
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 01, 2013, 07:42:48 am
Really quick and REALLY important question!
For tagging (selecting units) should I make it Xor, or Replace?

Xor:
If it's on, it's now off, visa versa.

Replace:
Everything is off and whatever is in the selection zone is now on.


Both are effective, but Xor is really hard to get used to.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on August 01, 2013, 08:15:35 am
Maybe make it toggleable ? This way we can change method on the fly depending on what we need.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 01, 2013, 09:33:27 pm
Hmm, good idea. But I don't exactly have more button space... I have the area next to the zoom buttons, but I was saving that for something else...

Maybe, if you hold it it toggles?
Or would putting it in the options be a better idea?
I'm going to test it with holding it.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on August 02, 2013, 02:01:02 am
I think double tap would be better than holding.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 06, 2013, 04:17:25 pm
Ok, so I have become well aware of the fact that there is a somewhat indie game, by the looks of it, called Star Blaze. It is a space shooter similar to space invaders, but sideways. Since the name Starblaze and Star Blaze, are pretty much the exact same thing, I have renamed the game to Abandoned.

I don't believe there are any particularly large games called such, and I am probably in the green. BUT, I have no real way of knowing for sure. :P

As for an update, I have fixed scrolling to the center, added selectors for ships, an ingame menu, and better graphics for the hud.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 07, 2013, 03:27:26 am
Sorry for the double post, but it's another update :P.
I have decided to call it Abandoned now.
Heres a vid of some updates.

-Zoom is COMPLETELY fixed, to the center.
-New Hud graphic.

Vid:


Yes, the title art is NOT going to stay, I will change it much more later.
I'm also adding more music soon.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: AssemblyBandit on August 07, 2013, 04:11:34 am
Wow! That's pretty amazing!
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on August 07, 2013, 04:14:15 am
Agreed, it's looking awesome, great work! :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on August 07, 2013, 06:23:31 am
You're taking words outta my mouth. :P
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 14, 2013, 02:04:43 am
Worked hard to fix the zooming errors. I seem to have it almost done. (Even though I said I had already fixed it. My bad)

The best part is I finally got the latest version of the main theme from my music mentor. (He's helping me record it)
I'll be adding a second track soon. I'm starting to wonder what reactions will be for the amount of musical quality I am putting in this, because (I believe I can say this, forgive me if I'm wrong) there is not a lot of Non-Calc programming on Omni. Thus saying there isn't a whole lot of music involved in most calc games.

Anyway just a random thought. :P
Here's the vid:

Be sure to listen to the whole thing! :D

Title: Re: Starblaze -A PlayStation Mobile Game
Post by: TIfanx1999 on August 23, 2013, 08:31:24 pm
Hmm... this track kind of reminds me of the music from the water levels in Donkey Kong Country,(also maybe a tiny bit of PSO thrown in) but with a bit more of a sci-fi feel. I dig it. :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 26, 2013, 05:11:18 pm
I won't deny, that may have rubbed off on me, Aquatic Ambience (underwater theme for DKC) was exactly what I was playing (on piano) right before we started.

Here is literally my oldest video (Aquatic Ambience)
This should help see the relation between them. XD:



Infact, this is so old, that it sounds like s***. You have encouraged me to upload a new one. Thanks! :)

The fact that it's that noticeable, is... Interesting  ::). Anyway, thanks. Since school starts tomorrow I might as well release the latest video. I worked on it a little more since the last video. Hope you all like the new content. (art mostly)
I'll release it later today.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: AssemblyBandit on August 26, 2013, 10:29:13 pm
Nice!
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: TIfanx1999 on August 26, 2013, 11:27:08 pm
@XiiR3CR34T10N: I don't know that most people would notice, but it's pretty cool. I really love that track from DKC (nice job btw). :D I'm a fan of David Wise's work (formerly employed by Rare). Not sure if he did that particular track, but he's done a lot of great work during his time at Rare. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 27, 2013, 06:41:55 pm
Yeah, sorry I forgot about the update, school started and I completely crashed...
I'm actually working very hard on the building aspect of the game now incase someone was wondering.
And also thoughts -> Once I'm done with the playstation version, I am Planning on making a PC version with multiplayer, and better graphics. :)

Who would be interested in that^^? (I don't want to make it for nothing. XD)

As for my vid, unfortunately I don't exactly have much to work with. All I have is a piano and a vita. Hopefully later I can get some better equipment, the video isn't exactly the most pleasing to listen to due to the feed back (and crappy mic)...
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 28, 2013, 12:37:54 am
Sorry for the double post, but I promised an update yesterday, So please bear with my lateness.  :P

The game is coming along nicely. Once this feature is fully done, the game will actually technically be fully play able. But without the rest of what is to come, it's going to be boring. Anyhow, here's the vid:

 

Changelog:
-Made a min and max for zoom
-Made a menu for building
-Squashed some minor bugs
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on August 28, 2013, 03:54:11 am
Ha, looking nice, great job! :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga 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.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco 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
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga 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.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco 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. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on August 30, 2013, 03:49:52 am
Looking for easter eggs? :P
Are there any? ^.^
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on August 30, 2013, 06:33:11 pm
Maaaaaaayyyybe.
Since you asked there might be one for you.  ::)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome 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)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco 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 ;)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome 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
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco 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.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome 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 :(
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga 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.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: AssemblyBandit 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?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco 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...?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga 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.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on September 02, 2013, 10:08:32 pm
Shipwrecks are already sprited and awaiting implementation, as well as some more "functioning" asteroid. (I didn't put the collision system in for nothing :P)
But I kinda find these things more of a... Cover. I'm talking about big shield generators that span your base and help distribute shields...

The death of ships will also cause a damaging explosion and create shipwreck pieces. These will also be used for cover.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on September 05, 2013, 09:07:08 pm
So a couple days ago I ran into a little roadblock. I had left all of my sprites in about 1000 X 1000 resolution, pretty much just for the heck of it. Well I just found out that the app wont launch if it has to load like 7 mb of asset data... wtf? A Lot if not most games made for psm have like 200 mb of asset data. :| Not cool. Anyway I'm dumbing down some of the uselessly large sprites to compensate for this. *sigh*

This doesn't really make much sense, because if it crashed because of out RAM, just no... The Ps Vita has ~600 Mb of RAM so there is no reason it couldn't load > 7 mb of data.
BTW this doesn't crash when loaded from a comp. If you were wondering.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on September 07, 2013, 04:27:22 am
Weird. O.O I hope you find a way to fix it though. :) (you'll eventually face a real need for more than 7MB data)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on September 07, 2013, 05:00:41 am
Could have just been an error with a corrupted file or something cause when I removed a specific 3 pictures it stopped bugging... ???

Anyway huge update because I've changed a lot of how I do things now. I'm now giving all entities the ability to use a command/function/method, but use booleans for each to tell wether or not it can truly use them. VERY flexible. Lol.

Anyway finished the building menu and stepped on a couple bugs:

Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on September 07, 2013, 07:36:35 am
nuuuuuuu, bugs D:
But it is still looking cool :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on September 23, 2013, 12:28:00 pm
I hope the project doesn't seem dead, I started school. :P
Anyway I don't have a video right now cause my friends laptop doesn't have the right software I need, and I have already put enough stuff on this thing.
But i do have the audio to the new track for Abandoned. Check it out:

Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on October 09, 2013, 12:24:29 am
I like the new track :D

As for sprites I think I would be fine with stuff like 256x256. It might look pixelated if zoomed in, but most 2D games don't use such detailed resolution for sprites anyway.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on October 09, 2013, 12:55:56 pm
Been working on the contest so I put this on hold. X|

Anyway as for the sprites I'm going to reduce some of them, just to save on loading time.
The sprite size wasn't corrupting it or anything, it was just the new galaxy sprite I put in got corrupted. so I had to replace it.
No crashes now. :)

The problem was I couldn't figure out what was causing it to crash because I didn't put any try and catch's in. If I had put in a try and catch. I might have been able to tell myself using a console printing command that It was unable to load. I'll be sure to make use of them later. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on October 29, 2013, 01:52:23 am
Alrighty, with my failed attempt at the 2013 contest over, I am now resuming progress on Abandoned.

I've added some background information about the Races now! (wouldn't go as far as to call it "lore")

Races

Humans - Your basic Bipedal walking brain. These creatures are good in just about everything, your all round build.

Narkorvids - These Insect-like creations walk on as many legs as they see deemed fit, the correct # of which is unknown among all races, including themselves. These bugs are usually multiple eyed and very thin.

Karhokes - These are your hairy brutes, preferring brute force over all forms of intelligence. Their ships are composed of junk they find floating around. AKA the tribal space race.

Drakonalids - A cross between a lizard, dinosaur and a bat. This human creation is considered an abomination among all other races, surviving by the skin of their teeth.

High Juvorans - The religious party. Tall, gel, slender looking "aliens". ALMOST all of which are composed of peaceful connections throughout this galaxy.


I'll add more to their lore later. ;)


Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on October 29, 2013, 11:29:56 am
So each Narkovid has a different number of eyes and legs ? Sounds fun ! :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on October 29, 2013, 02:57:31 pm
Yep, and they use all appendages as anything, arms, legs, doesn't matter to them, as long as it works.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on October 30, 2013, 12:35:38 am
Quick question!

What do you think I should add, I'm missing something for this RTS, I just know it...

I have.

Human Ships & Buildings

Constructor - The basic and only unit capable of building space stations. No attack, and low health, average move speed.
(http://img.ourl.ca//msup3-1.png)

Frigate - The basic unit of attack. Average health, Average attack, Average speed.
(http://img.ourl.ca//msup0-1.png)

Carrier - Able to Carry and build basic ships on the go, moves slow and has low attack but high health.
(http://img.ourl.ca//msup1-1.png)

Mining Ship - Use for the sole purpose of resource production, can mine from asteroids, planets, and other dead ships. No attack, low health, Average speed.
(sprite unfinished)
(http://img.ourl.ca//MiningStation.png)

Solar Ship - Produces energy by solar conversion of energy. No attack, low health, Average speed.
(sprite unfinished)
(http://img.ourl.ca//SolarStation.png)

Fighter - A small ship mainly for hordes and bullet hell type strategy. Average attack, low health, fast speed. Loss of these are not significant.
(http://img.ourl.ca//Fighter.png)

Cruiser - A medium sized ship with multiple phasers High health, slow speed, but high attack.
(http://img.ourl.ca//Crusier.png)

Mobile Shield Ship - Produces a shield aura around the ship, temporarily taking damage for itself and ally's around it.
(http://img.ourl.ca//MobileShieldShip.png)

Bomber - A small ship that flies fast, but has low health and high attack.
(http://img.ourl.ca//Bomber.png)

Capitol Flag Ship - A huge ship capable of mass amounts of hanger bay storage, along with its massive missile, Gauss, and Phaser arrays. It moves slowly but has an extreme amount of health, and extreme attack, this behemoth is also capable of creating all other ships other than another Capitol Flag ship.
(base sprite/not finished)
(http://img.ourl.ca//CapitolFlagShip.png)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on November 01, 2013, 01:25:37 pm
You'd need a sweeper type ship. Low health but very high attack and very fast.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on November 02, 2013, 04:41:22 pm
Ya, knew I was missing something. got it.
gonna add the sprite.



So what about cost?
I'm not good at balancing costs at all...

Got any ideas?


EDIT: Just finished spriting some more ships. Please check the SHIPS post to see them. :)
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on November 20, 2013, 01:15:47 am
UPDATE:
Been doing even more spriting, and got some more terrain generation in. I also learned A* (Path finding) which was really fun, but unfortunately I will not implement into this game because it is a space game, thus no reason and/or not feasible.

Here are some screenies.
Spoiler For Spoiler:
(http://img.ourl.ca/Untitled2.png)

...and...
Spoiler For Spoiler:
(http://img.ourl.ca/Untitled-3.png)

Right now asteroid fields and planets are currently generating around suns and nowhere else. I would REALLY appreciate any suggestions you have to give me.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on November 25, 2013, 08:57:56 pm
I can't help but feel that people don't care about a game that's not for computer testing or calc testing.

I'm just trying to get some feedback, it's more necessary than you think.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on November 26, 2013, 03:03:39 pm
Well, I'm supporting this game and I wanna say that if it's available for Android and/or the PC then you have a future player. ;) I especially like your work on the graphics.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on November 26, 2013, 06:39:55 pm
Thanks, but I'm talking about feed back. feed back, feed back, feed back. It's why Beta and Alpha testing exist. I REALLY REALLY need some feed back. It's really the backbone of game development. :-\

But I know that you have all supported me in the past and have already contributed ideas. All I'm saying is that there is a forum of hundreds of game programmers for calcs, atleast 20 of which are active, and none of them know anything about RTS balancing and game mechanics? :banghead:

Just a word, please, a word of advice. A push. An idea. Maybe?  ;)

Well, I'm supporting this game and I wanna say that if it's available for Android and/or the PC then you have a future player. ;) I especially like your work on the graphics.
Thanks!


I guess since there is so much activity in new or other topics, mine just gets flushed into an old spot before anyone sees it. >_<
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on November 27, 2013, 11:06:48 am
Thanks, but I'm talking about feed back. feed back, feed back, feed back. It's why Beta and Alpha testing exist. I REALLY REALLY need some feed back. It's really the backbone of game development. :-\
Sorry but it's hard to give feedback if you can't test it. :P Suggestions... Well maybe add particular effects to stellar objects, ie mine resources from asteroids, gravity effects near planets... That's be a cool idea. Maybe even some planet-based gameplay elements. Having a planetary base would be pretty cool. ;) There is a whole new dimension of gameplay you could imagine in that direction.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 01, 2013, 12:46:24 am
Ya, I haven't been releasing enough videos for any feedback anyway...
I think I might scrap this for vita and just have it in Java for computers...

Anyway here is another video of a new update.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Streetwalrus on December 01, 2013, 02:24:41 am
Wow, you keep doing cool stuff with this thing. :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: Sorunome on December 01, 2013, 04:04:11 am
What's up with the sudden music stops :P
Anyways, that is looking awesome! :D
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 01, 2013, 04:29:14 am
It's music for a loop, but I just haven't put in the correct loop point yet.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 22, 2013, 12:49:32 am
UPDATE: Ok so I worked some more and focused on some really good music. Tell me if you like it.  ;)

I added firing of the ships weapons. So here it is:
-When you fire onto open space, it fires continuously I will also have a setting to make it timeout if the user wants.
- If you fire on another ship/station that you have locked onto.
- The ship will fire until the other ship/station is destroyed.
- Bullets decay after about 1-2 seconds making them not travel very far.
- Added the track "Odyssey".

Doing in the near future:
- There will be a button to halt all currently active commands.
- Fixing the memory leak causing the game to crash.
- Adding the locking on system.
-doing the mini map at the bottom of the screen.

Long term goals:
-Stopping the game for PSM. (The game is way to big for what I have done and what I will be doing, so I will be moving the game to PC were it will the the full attention it deserves. The game is currently running at max memory so yeah... It's done.)
-Multiplier (PC)
-More races (PC)

Here's the plan:
I will continue to learn some Java and continue the game from there after I have ported what is currently done, over.
Then I will finish the game as said.
After that I will post the game on steam green light and hope for the best.
I will also post free keys for the game to members of the Omnimaga forums periodically, for their help and support in the matter.


Anyway here's the Video:
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: pimathbrainiac on December 22, 2013, 10:10:19 am
I want this game, and sadly I don't have a PSM

Glad to see you porting this to PC soon!
Love the new music!

Dude, you have a gift.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on December 22, 2013, 07:40:36 pm
From the videos this looks pretty nice. You will need to make sure to write detailed documentation (preferably in-game) on how to play, though, since it's a strategy game with units and stuff. Even Starcraft is impossible to get started with if you don't check the help nor the tutorials.

As for the lack of support this might be because RTS games are not even close to being possible on most calculators that people own here (TI-Nspire and 84+ series), so nobody has experience in making them. D:


Also I just saw the sprites on the other page and like them.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 22, 2013, 11:48:22 pm
I want this game, and sadly I don't have a PSM

No prob, just catch one of the steam keys when I upload it in the future.
And I said I might even be canceling it for PSM because the run time package for Mono on vita lacks the requirements needed for this game.

Love the new music!

Dude, you have a gift.

Thanks! (I'm not bragging I just want to show you what I play.) I play(in order of skill): Piano, Bass, Flute, Voice, Bells, Accordion, Guitar, Harmonica, Drums(set). Learning Trumpet, and Clarinet. I may not have or know all the instruments but I have a very good understanding of music theory, so I just produce them on a synth.

From the videos this looks pretty nice. You will need to make sure to write detailed documentation (preferably in-game) on how to play, though, since it's a strategy game with units and stuff. Even Starcraft is impossible to get started with if you don't check the help nor the tutorials.

Yeah, I thought about that already and decided that the game is confusing enough that I'm going to make the tutorial mandatory to play first time, so you know how to play.

As for the lack of support this might be because RTS games are not even close to being possible on most calculators that people own here (TI-Nspire and 84+ series), so nobody has experience in making them. D:

Yeah, Sorry. I was acting really...Unappreciative. Even if people on the forums do know things about RTS', I shouldn't have demanded about it. So once again, sorry for that.

Also I just saw the sprites on the other page and like them.


Thanks! I spent ALOT of time working on them.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: pimathbrainiac on December 23, 2013, 01:11:47 pm
Thanks! (I'm not bragging I just want to show you what I play.) I play(in order of skill): Piano, Bass, Flute, Voice, Bells, Accordion, Guitar, Harmonica, Drums(set). Learning Trumpet, and Clarinet. I may not have or know all the instruments but I have a very good understanding of music theory, so I just produce them on a synth.

O.O

I just know piano and all the percussion stuffs. Do you do any jazz band stuff, by any chance?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 23, 2013, 02:30:54 pm
Yeah, I play bass for our schools Jazz band. I also play jazz bass with my friends occasionally at their houses.
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: pimathbrainiac on December 23, 2013, 02:33:18 pm
Nice. I play piano in my school's top big band and top combo. It's awesome!

Back on subject: Are you switching to Java for the game for the PC? Or did I misread that?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on December 24, 2013, 02:10:21 am
No you read it right, I WAS switching to Java. Not any more though.

I just found my old Visual Studious 2005, so I'm going to import the libraries I used through Psm and pick up were I left off.

Which also means alpha versions for every one to test.
;)

Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on January 02, 2014, 05:55:06 pm
Update (on progress):
I actually decided to scrap the Psm library considering it's copyright and I can't use it, lol. And the Opengl library I'm using is way better. For instance 3D tilting and banking of ships. But here's the wack, they are all 2D sprites. So it's like one of those paper games that has a 3D like environment and 2D sprites/characters/models.
Title: Re: Re: Starblaze -A PlayStation Mobile Game
Post by: DJ Omnimaga on January 03, 2014, 03:21:46 pm
If you use VS, will the game require external dependencies like the .NET framework?
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: pimathbrainiac on January 03, 2014, 05:21:37 pm
Update (on progress):
I actually decided to scrap the Psm library considering it's copyright and I can't use it, lol. And the Opengl library I'm using is way better. For instance 3D tilting and banking of ships. But here's the wack, they are all 2D sprites. So it's like one of those paper games that has a 3D like environment and 2D sprites/characters/models.

Then don't use that function, unless you are really good at blender :P
Title: Re: Starblaze -A PlayStation Mobile Game
Post by: XiiDraco on January 04, 2014, 01:26:54 am
If you use VS, will the game require external dependencies like the .NET framework?

Opengl is cross OS like no other. It can be used on any OS. So for other OS distribution I will have to code a different "shell" for everything else. AKA not hard to do seeing as most of the code will use opengl and the language used for each OS will be interchangeable.

Anyway to answer your question, or rather to fix it...? If I use C# for the windows version of the game, yes it will use the .NET framework. But if you are running a windows OS you will already have that, seeing as it come with the OS and most of windows uses it anyway. You just might need to update it. BTW without the .NET framework or any other libraries, C# would be pretty useless. (Same goes for alot if not all other languages)

If I port it to MAC I will need to write the outside "shell" of the the game in whatever I would code it on MAC with. Same goes for Linux.
Whatever I use for these will have their own libraryies. I will try to pick a language that has libraries native to the OS. (libraries already on the OS) Making it so you wont have to download anything extra?

VS (Visual Studious) Is just an IDE... The IDE I choose to use for writing my code doesn't make the game dependent on a certain library (.NET). The language I use however, will change what libraries I choose to use.


Am I confusing you?
Based on your question, may I presume that you don't do much... non-calc coding
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on January 04, 2014, 10:52:35 pm
I changed the name to "Starblaze(Abandoned) - a C# + OpenGL PC Game"

But I don't know how the naming topics works so..., yeah.

No the project isn't status wise "abandoned". Abandoned is the name of the game.

I'm going to take a break from this for a while to work on something else. I've hit a road block with Abandoned and am going to make a SIMPLE PlayStation Mobile game called Void. It's another space set game, but you take control of your own ship that you build from a top down perspective, block by block.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: pimathbrainiac on January 05, 2014, 02:21:58 pm
I was scared for a second when I saw the topic title. Good thing this is just paused.

Good luck with Void!
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on January 05, 2014, 03:50:29 pm
Yeah. I changed the name last year but kept forgetting how to approach telling people cause they might think the game was stopped. Welp, it's not!

Oh and I have a site for daily progress on both games if anyone wants to see.

http://black-larkgames.webs.com/
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: pimathbrainiac on January 05, 2014, 04:34:28 pm
Nice.

/me bookmarks!
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: pimathbrainiac on February 21, 2014, 02:55:24 am
/me prods Xii with a need for Starblaze to come back!
Title: Re: Abandoned - a C# + OpenGL PC Game
Post by: XiiDraco on February 22, 2014, 06:51:20 am
Don't worry Pimath! As soon as I'm done putting my game on Psm (Escape) It will come back with it. And for PC too :)

EDIT: I don't know how the name keeps getting changed around, but I changed it to Abandoned a while ago.
Title: Re: Abandoned - a C# + OpenGL PC Game
Post by: XiiDraco on March 27, 2014, 12:55:04 am
Even though I have paused work on this I will resume it for now just to kill time, I will add in various things but not until this summer will I re-optimize the code to work with multi-threading.


Purple planet :P

(http://img.ourl.ca/Alien_Planet.png)
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: Streetwalrus on March 27, 2014, 04:13:32 pm
Wow nice. :D Glad to see it (sort of) resumed. ;)
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on March 27, 2014, 08:45:23 pm
I'd like to discuss the idea and point of multi-threading with games, why it's necessary and one way of doing it. Some of you may already know about this, some may use it and know more than I do, If that is the case you are welcome to contribute and correct me If I say something foolish.

Spoiler For Spoiler:
Know, I know this is mainly a calculator forum and most if not all calculators do not use threads, so I'm kind of talking to you computer programmers out there.

Let me first explain to you what multi-threading is. Multi-threading is when you create multiple threads and do various tasks in each thread simultaneously. A thread is basically an instance of code that can be called again and again as well as at the exact same time as another. Yes that means the computer doesn't wait for your update section of code to run when it needs to render.

The purpose for multi-threading is to make your games/apps/programs run more efficiently. Here is an example of a non-threaded piece of code (something you would find on a calc).




(Non-Threaded)

Game Loop
{

A bunch of calculations

Clear the screen

Render your items

Swap buffers

}



Notice that every time your loops runs, you have to wait for the game to rendering the last scene to begin the next calculation phase. Multi-threading this makes it so that you can do both at the same time (almost). One way to put this -> All of your render code works with the GPU on a computer, while the calculation code works with the CPU. If you leave them in order (one, then the other, than the other, etc) Your GPU has to wait for your CPU to finish before it can be used and visa versa. So the entire time you are rendering your CPU is literally sitting there doing absolutely nothing. If we multi-thread this, we can eliminate that inefficiency.

(Multi-Threaded)

Thread 1
{


Calculate a bunch of stuffs


}


Thread 2
{


Clear the screenRender your itemsSwap buffers

}

Thread 1 and Thread 2 run at the same time.

Now that you have separated them you will have some problems. Both threads read and/or write to example sprite SHIP. What happens if thread 2 reads the X position of SHIP while thread 1 is writing to the X position of SHIP. This is what is dangerous, and can cause glitches, crashes, and unforeseen bugs. There are several ways to present this, one of which can be explained here: http://blog.slapware.eu/game-engine/programming/multithreaded-renderloop-part1/ (http://blog.slapware.eu/game-engine/programming/multithreaded-renderloop-part1/)

Another bonus to splitting the calculations from the renders is that you can put the calculation on a timer so that it runs at the same speed on all devices while not affecting the rendering in the process. (no need to calculate for CPU speed variations).





This is just a fun bit of information that is handy to know if you are serious in programming.


Ok, also this is a computer game so it should probably be in Computer projects. Besides Even if it was still for PSM, it's not a ROM hack of course, but I also wouldn't consider it a home brew. In fact none of the games I make for PSM are really Home brews. They are legitimate games that are sold for money on the official Play Station Store. If anything an "Indie game projects" Board sections would be the most appropriate and I don't see why we don't have one...

I'm also not too... Liking... of my topics being under this board because every time someone looks at it they immediately take one look at the word "Hacking" in the title and turn the other way...
<_<

So what I'm trying to say is, a board specifically for Indie Projects would be most beneficial.
:w00t:
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: DJ Omnimaga on April 03, 2014, 02:20:22 pm
Even though I have paused work on this I will resume it for now just to kill time, I will add in various things but not until this summer will I re-optimize the code to work with multi-threading.





Purple planet :P

(http://img.ourl.ca/Alien_Planet.png)
This reminds me of Illusiat, but with less land (assuming land in your planet is the purple stuff) and more cloud. :P

(http://img.ourl.ca/illusiat.png)

Nice, though :D

As for ROM hacking it's how it's called actually, because you take a SNES ROM and modify it using hex editors and stuff. The board title also include console homebrew, though, so it doesn't mean it's hacking in that case too. I guess calling it indie/homebrew projects for consoles and handhelds would fit well, though, but it will take a while before the board restructure takes place (perhaps a few years at the rate the current upgrade bug fixing is going). Submit a request at http://ourl.ca/request .
Title: Re: Abandoned - a Java Free Roam RTS
Post by: XiiDraco on October 21, 2014, 02:09:28 pm
I'm back! And my project had been resumed. This time it's in java, im working as fast as I can too port over what I hadn't finished, but hey I'll finally be able to finish it this time.

I decided I was done with the mobile stuff when I got 500 sales, it occurred to me that people don't care what it is mobile. Well for Sony's at least.

I've been trying to get back into computer projects for awhile now, and well, now I have.

I assume this now no longer fits in this board, so it might have to be moved out I'll just have to make a new topic.

Necro post to you.

P.S. this is the most indecisive game i have ever made. First PSM, then java, then c# open gl hybrid, now java again. XD
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: Hayleia on October 21, 2014, 02:54:37 pm
it occurred to me that people don't care what it is mobile. Well for Sony's at least.
I think the Sony part is important in your sentence because I've only seen one person with a PSVita in my whole life, and it's not someone I know, just a random guy I saw in the train. But I know a lot of people with Nintendo 3DS (4 of my friends, me, and two people I know), and I know a lot of people with smartphones (do I really need to give names ?).
I am not telling you not to do this on PC, just that the mobile market is not only about Sony so after (or during) that game, you could come back to mobile development if you wanted.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on October 21, 2014, 04:55:41 pm
Well honestly I really don't like building mobile games. They are too small and you have way more restriction. Maybe when in all said and done I'll come back. My goal has always been computer / console though. Ijust used mobile to kick start my developing career.

Also noted I don't say people don't care about mobile, what isaid was in Sony's case people don't care what the game is. Aka all of the games i put up have the exact same number of sales. The only exception is the last one which is honesty the worst yet it has the most sales by far weird huh?
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: DJ Omnimaga on October 23, 2014, 02:52:51 am
Wait did you really get 500 sales?? O.O That's like 10 times what I got in total on Bandcamp. I would say it's pretty impressive for an indie game not made by notch nor the author of Flappy Bird.


As for mobile dev I don't think it's that restrictive, but it depends of the platforms. Apple and Sony probably has many restrictions on what is allowed in the appstore, while on Android you can pretty much post anything. Plus look at what some people did for TI calculators anyway :P


Anyway glad this is revived. I guess you could start a new topic in the computer projects section and leave the rest behind or you could ask a mod to move it, but some people might get confused I guess in the latter case.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on October 29, 2014, 05:23:49 pm
Yeah, Well they aren't restrictions to the store, it's restrictions to what you can use like different languages and different libraries. For a lot of things you have to use what you are given which are usually terribly optimized and then I end up hard coding everything by scratch. Which I don't mind cause I actually prefer that. Even still, computer programming is more open on how you can make things. Another restriction I was referring to is the capabilities of the device you are programming on. While specs on the PsVita still beat xbox 360 and ps3 (er was it xbox and ps2?), it can only handle so much. Randomly generating 10,000 stars on it ended up being pretty much impossible. It's not that I couldn't load which star was which when you got close, that I could do. It's just that it didn't have enough RAM to have everything open. With my sprites I could only have like 50 or so in the program... Otherwise I would run out of RAM and poof game crashes. Twas very restricted. But I guess that's my fault for trying to make a FREE ROAM RTS on a mobile device. XD

Anyway I started a brand new topic here:
http://www.omnimaga.org/computer-projects-and-ideas/abandoned/msg395627/#msg395627 (http://www.omnimaga.org/computer-projects-and-ideas/abandoned/msg395627/#msg395627)


Also while I believe notch is a decent coder, his game Minecraft got famous because of the concept. He himself believes that he is not a very good coder, as I do myself. So not all games by Notch would be impressive. In fact Minecraft was the only one recognized, and it gained help. I like his other games like breaking the tower and minicraft, but one couldn't say they were impressive. Take 0x10c for example. Great looking game, awesome concept. Aaaaaaaand it flopped.

Don't get me wrong this isn't hate speech about him, I sincerely love the guy, and as an indie dev myself, take him to be my role model. His games just aren't exactly impressive.


Yeah and Flappy Bird. No, just no. Both his game and mine prove that the mobile community is only focused on extremely simple games. 2 million in ad revenue per day. Absurd.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: DJ Omnimaga on October 30, 2014, 02:22:48 am
I don't really mind simple games if they're fun to play for a while, but I hate that more advanced games often fail to get recognition just because they don't have Mario or Zelda names nor graphics.

That said, I kinda jumped when you said that you find the PS Vita underpowered, because most people on this forum program on 15 MHz machines with 24 KB of RAM and 1.5 MB of space. :P The trick on limited platforms is to not go overboard with features. There are ways to make a game still look good and fun to play even on a limited platform (for example, instead of rendering 10000 stars one by one, just make a tiled star background with an smaller image. See how many bullets nKaruga for the TI-Nspire CX can render at once without much slowdown.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: XiiDraco on October 30, 2014, 05:01:46 am
Well that's not quite what I meant with the stars but yeah XD. I do forget commonly that this is a site for CALCs ;D . oops. I wasn't talking about rendering. Rendering 10000 stars at once would just be plain stupid. You wouldn't even get 1 fps. I don't render stars off screen and de-load those that are too far.

I was talking about the RAM usage of that many objects at once. 512 Mb (less than, system and other progs take RAM too) doesn't cut it when it's on this scale. I just can't fit all the necessary stuff in that allotment. BTW 10,000 stars is an exaggeration, its really more like 200, I just have a lot of objects floating and moving at one time. All the objects together can make 10,000 though. Been there done that.
Title: Re: Starblaze(Abandoned) - a C# + OpenGL PC Game
Post by: DJ Omnimaga on October 30, 2014, 02:17:31 pm
To be honest, I'm a bit surprised that the PS Vita only has 512 MB of RAM, considering we already had phones with over 1 GB by then. It almost makes the TI-Nspire CX technical specs look decent. Also yeah you have to take AI into account, if any, which can impact speed a lot if it's complex and if many units move at once (even worse in strategy games where there are tilemaps with trees and cliffs like Starcraft). >.<


EDIT: I just tried your game and all I saw is the entire screen flashing from black to bright green at 60 FPS O.O
EDIT: Nevermind, it works now. I was trying to run the game directly from the rar file >.<