RiverInvaders
Moderator: PC Supremacists
RiverInvaders
I'm just posting to show my first 'finished' game, I say finished loosely as its only finished in the sense that it has a purpose, it still has many flaws which I will never go back and fix. I won't be making any further changes to this as when I was creating it I got quite lazy and my code is an uncommented, unmaintainable mess.
I've only compiled it for linux right now so you can try it if you are a linux user if not I'm afraid you'll have to wait until 1. I find a windows machine or 2. learn how to cross compile.
You will require all the usual SDL runtime libraries installed (SDL, SDL_image,SDL_ttf,SDL_mixer).
The game I think is similar to space invaders or at least that is the closest thing I can compare it to. It is by no means perfect for example enemies ignore each other and will happily shoot through eachother/move over and beneath one another and this is partly laziness and partly because I wanted to keep their movement and positions as random as possible.
You're welcome to criticise it but please bare in mind it was hastily cobbled together in one night. Oh and you'll notice there is a level counter, I was going to implement levels but decided not to and forgot to remove that.
Controls
-------------
W - Move up
A - Move left
S - Move down
D - Move right
SPACE - Fire weapon
http://www.mediafire.com/?sharekey=5ad5 ... f6e8ebb871 - Extract the archive and run the executable "RiverInvaders"
I've only compiled it for linux right now so you can try it if you are a linux user if not I'm afraid you'll have to wait until 1. I find a windows machine or 2. learn how to cross compile.
You will require all the usual SDL runtime libraries installed (SDL, SDL_image,SDL_ttf,SDL_mixer).
The game I think is similar to space invaders or at least that is the closest thing I can compare it to. It is by no means perfect for example enemies ignore each other and will happily shoot through eachother/move over and beneath one another and this is partly laziness and partly because I wanted to keep their movement and positions as random as possible.
You're welcome to criticise it but please bare in mind it was hastily cobbled together in one night. Oh and you'll notice there is a level counter, I was going to implement levels but decided not to and forgot to remove that.
Controls
-------------
W - Move up
A - Move left
S - Move down
D - Move right
SPACE - Fire weapon
http://www.mediafire.com/?sharekey=5ad5 ... f6e8ebb871 - Extract the archive and run the executable "RiverInvaders"
- thejahooli
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Re: RiverInvaders
I'm a windows user so can't try it but from the screenshot it looks impressive and is great for a first finished game.
I'll make your software hardware.
Re: RiverInvaders
Thanks very much but looks can be deceiving :P . I'll try and get a version for windows compiled at some point.thejahooli wrote:I'm a windows user so can't try it but from the screenshot it looks impressive and is great for a first finished game.
- Ginto8
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Re: RiverInvaders
gordon wrote:Thanks very much but looks can be deceiving :P . I'll try and get a version for windows compiled at some point.thejahooli wrote:I'm a windows user so can't try it but from the screenshot it looks impressive and is great for a first finished game.
Code: Select all
sudo apt-get install mingw32
Quit procrastinating and make something awesome.
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Re: RiverInvaders
Hi gordon,
Looks good, but you haven't capped the framerate.
It's way too fast
Using SDL_GetTicks() gives you the amount of time that has passed since initialization in milliseconds (providing the SDL_INIT_TIMER flag was sent to SDL_Init(), or just SDL_INIT_EVERYTHING). You can leverage that to make sure the game updates are based on time instead of the speed of the user's graphics accelerator.
Looks good, but you haven't capped the framerate.
It's way too fast
Using SDL_GetTicks() gives you the amount of time that has passed since initialization in milliseconds (providing the SDL_INIT_TIMER flag was sent to SDL_Init(), or just SDL_INIT_EVERYTHING). You can leverage that to make sure the game updates are based on time instead of the speed of the user's graphics accelerator.
Carmack: "The most important thing is to try and learn things deeply. Don't try for a superficial knowledge of a lot of things. I've gotten where I am from knowing everything deeply, down to the lowest level."
Re: RiverInvaders
I have noticed varying speed issues but I'm sure I messily shoved framerate capping in , maybe I accidentally compiled the wrong version.....I'll look into it. thanks.kilgariff wrote:Hi gordon,
Looks good, but you haven't capped the framerate.
It's way too fast
Using SDL_GetTicks() gives you the amount of time that has passed since initialization in milliseconds (providing the SDL_INIT_TIMER flag was sent to SDL_Init(), or just SDL_INIT_EVERYTHING). You can leverage that to make sure the game updates are based on time instead of the speed of the user's graphics accelerator.
- derbon
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Re: RiverInvaders
BLIMEY
looks like those controls are for a left-handed person. RULEFTHANDED???
looks like those controls are for a left-handed person. RULEFTHANDED???
i think the best paint program would be microsoft paint + paint.NET+graphics gale + Paint shop Pro 7 + photoshop CS3, it would be called Paint Gale Pro Shop.NET,
http://youtube.com/gonduda
http://youtube.com/gonduda
Re: RiverInvaders
Yes I am indeed left handed.
- LeonBlade
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Re: RiverInvaders
I love how the whole game is just about River Invaders lol that's just awesome...
That is a pink river dolphin... put it in your game.
That is a pink river dolphin... put it in your game.
There's no place like ~/
- MarauderIIC
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Re: RiverInvaders
Say what? WASD are right-handed controls, because if you're playing, say, a first-person shooter, the mouse goes in your right hand. Left-handed controls are generally the numpad, because the mouse goes in your left hand. In short, handedness of controls is determined by what hand is free to use the mouse.derbon wrote:BLIMEY
looks like those controls are for a left-handed person. RULEFTHANDED???
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