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DarkBASIC Professional Discussion / Community Projects

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RiiDii
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Posted: 2nd Jan 2007 11:33 Edited at: 2nd Jan 2007 11:50
This Community Projects thread is dedicated to the fantastic DBPro community we have and to show that DBPro and the DBPro community can make decent games in a short amount of time.

The concept is simple and straight forward: Make simple games from contributions from the community in a given timeframe (one to two weeks). When the timeframe is up, the project is considered "complete" and we move on to the next project. Of course, folks can wrap up previous projects if they want.

The most important thing to remember is that the projects are intended to be a forum for the community to work together towards some common goals. These are not meant to be in-depth ground-breaking amaizing top-of-the-line projects, but rather little projects that provide folks with a distraction from their day-to-day projects that I know everyone is working so hard on. That said, these are meant to be fun, and can even get silly.

Feel free to contribute in any way you see fit. If you like to model, provide a model or a texture for the project. If you have a suggestion on the game design, post it. If you have some code to contribute, add it on in. And hopefully, along the way, some folks might learn a thing or two.

Some guidelines:
-Please respect other people's contributions: Not everyone is a master coder, modeler, or artist. If you have a suggestion to improve on someone else's work, then by all means make it politely and constructively.

-Please respect other people's advice and critisms about any contributions you have made: Take the opportunity to learn a different approach to achieving the same results.

-Move forward on the project: Avoid reworking someone else's work unless it is absolutely necessary. Remember, there is a time limit set on these projects to provide a challenge to see if we can get the project completed on time.

-Anyone can start a project as long as there is no project currently in progress: To start a project; you must show a significant start to the project, which should include code and some media; you also must have contributed significantly to the previous project. The community may reject any project idea submitted, so it is best to ask before posting a new project. If several projects are posted at roughly the same time, then the community will decide which project to complete first.

-If you start a project, be prepared to finish it: That means you are the leader for that project. If no one else contributes, then it would be up to you to finish it in the timeframe given. This is intended to prevent folks from posting outrageous project ideas. If you could not do it by yourself, please do not expect the community to do it for you.

-Extending a project deadline: Project timeframes should be established from the start for one to two weeks (please post the completion date, not just the number of weeks). A project may be extended by up to two days by the person that started the project. Project deadlines should not be simply extended because a project is not done. Rather, if the community has demonstrated interest and continued development of the project, then extend the deadline. Otherwise, let a new project get started.

-Media is encouraged; but should be limited and small (and compressed).

-Project files: should be zip files with folder structure, code, and media included. Please, no .exe files.

-If you are updating code, do not update the project zip file: Post the code in a code box in a thread. The next upload of the project zip file can then include previously submitted code. Basically, let's be respectful of TGC's storage space.

Note: I will be posting the first project challenge (Space Invaders) in a few minutes.


Open MMORPG: It's your game!
RiiDii
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Posted: 2nd Jan 2007 11:44 Edited at: 2nd Jan 2007 11:52
Community Project 1: Space Invaders
Timeframe: One Week (January 9th, 2007)

Attached is the starter files for the Space Invader project. The To Do list is filled out. Have some fun.

I am no modeler, so some updated models might be in order.

http://www.ommorpg.vectramedia.net/index.php?action=dlattach;topic=613.0;attach=2252


Open MMORPG: It's your game!
indi
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Posted: 2nd Jan 2007 12:12 Edited at: 2nd Jan 2007 12:14
splash - screen, with possible space for menu in the middle, or just first splash screen.
its a png so it retains its colours and quality, and about 600k so it can be implemented without losing jpgness-ness.

800 x 600, if you require another size just ask Ive retained the PSD file.

good work mate, its starting to feel like the older days.

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Ric
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Posted: 2nd Jan 2007 13:17
Good concept Rii - I'll give it my support as and when time allows.

BatVink
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Posted: 2nd Jan 2007 14:01
Is this a valid contribution? It's the last 3 tutorials from the newsletter, with theory on how to create space invaders, and the code...

http://www.thegamecreators.com/data/newsletter/newsletter_issue_45.html#9

http://www.thegamecreators.com/data/newsletter/newsletter_issue_46.html#8

http://www.thegamecreators.com/data/newsletter/newsletter_issue_47.html#8

It also includes some simple models and textures.



Peter H
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Posted: 2nd Jan 2007 17:23
Ok, i updated the code to add movement controls for the player.

I created a UDT for the player and really went overboard explaining UDTs because i wasn't sure how simplified we should make it (so i decided I'd rather be safe than sorry). If it's too much feel free to cut it up.

Also, i changed the file structure, putting all the media in a "data" folder (so it doesn't get messy)... i hope that's ok?

attached updated version

One man, one lawnmower, plenty of angry groundhogs.

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Lukas W
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Posted: 2nd Jan 2007 17:49
sounds like fun!

i applied some rotation to the player ship while moving left or right.
i would've added some more features, but I'll take it easy. I'm not exactly one of the best programmers here..

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Zotoaster
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Posted: 2nd Jan 2007 18:37
Here's some nice firey particles from the ship

The particle engine can be used for anything so far.


P.S. Doesn't seem to like me uploading the zip - last try

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Zotoaster
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Posted: 2nd Jan 2007 18:38 Edited at: 2nd Jan 2007 18:58
Here's some nice firey particles from the ship

The particle engine can be used for anything so far.


P.S. Doesn't seem to like me uploading the zip - last try

Actually, no change in media, only code, so here it is



RiiDii
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Posted: 2nd Jan 2007 18:56 Edited at: 2nd Jan 2007 19:09
Great start!

Quote: "Is this a valid contribution?"

It certainly is. This is intended to be a learning process.

Quote: "Good concept Rii - I'll give it my support as and when time allows."

Thanks Ric! Inspired by the most famous community thread around.

@Indi: Thanks for the splash screen. We'll try get that in sometime soon. I think the size is perfect for the game.

@Peter H: Thanks for the detailed explanation on UDT's and updating the code. Also, good idea for some vertical movement.

@Lukas: Nice ship rotation! While the game is a 2D perspective, you just made great use of the 3D objects being used.


Open MMORPG: It's your game!
Zotoaster
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Posted: 2nd Jan 2007 18:58
Oi! You forgot me!

RiiDii
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Posted: 2nd Jan 2007 19:09 Edited at: 2nd Jan 2007 19:14
No - didn't forget . I was just posting while you were. Great particles effects! Here's with missiles added (press space to shoot).

Edit: Oh, and it seems the java uploader won't upload the zip files for some reason (they might be blocked for some reason).

Edit 2: Oops. Not following my own "rules". No media update, so deleting the attachment and posting the code.




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RUCCUS
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Posted: 2nd Jan 2007 21:50 Edited at: 4th Jan 2007 15:34
Ill work on some media if you want,

threw these together, theyre a single mesh, not a bunch of boxes. Theyre also to scale

<removed>

Right now theyre pretty flat, but if you guys want I could give them a more 3D look, up to you.

Im going out now, Ill finish the models tonight or tomorrow morning and post em', shouldnt be long, those took me about 5 mins each.

<EDIT>

Also, indi, I was thinking, that splash screen looks great but maybe you could try making the title text in the same neon greenish colour as the planet? I think itd look better as a colour contrast, but either way it looks great as is too.

- RUC'

indi
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Posted: 3rd Jan 2007 01:09
alright i will make another version to evaluate this arvo.

RUCCUS
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Posted: 3rd Jan 2007 03:05 Edited at: 4th Jan 2007 15:34
Made progress on the models, Ill texture em soon. Ill also write a few functions to handle cycling through the objects to create animations. I might write the section of the game that handles moving the enemies as well, if people are ok with it, but no promises as of now.

<removed>

indi
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Posted: 3rd Jan 2007 10:19
thats perfect mate.
a series of primitive cubes stretched a little fat in the z dimension,
and built up to make the barricades would be an easy method for a collapsing barricade element.

As if the older 2d pixels are now distorted cubes, naturally a smaller amount of 3d objects, but still in the same old shape of the barriers, and yet still stay in tune with the overall look of pixels vs now using 3d distorted cubes being wiped out by alien fire. Alternatively it also allows for the player to make a hole and blast through it

RiiDii
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Posted: 3rd Jan 2007 10:30
That would work great! Let's get it going. I'll add on the splash screen. We can change it later if decided, though I am ready to go with that first splash screen (then again, I'm no aritst so color schemes elude me).


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Lukas W
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Posted: 3rd Jan 2007 10:41
Those aliens are looking great ruccus!
it would be neat if they were coded in dbpro, that way we could detach the cubes and let it explode like some special effect.

RUCCUS
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Posted: 3rd Jan 2007 16:03
Ive got an idea Ill work up tonight. As opposed to actually modelling each of the characters, Im going to write up a character creator. Itll basically be 4 32x32 grids that you draw your character in, and wherever you place a pixel, a box is positioned. At the end it'll generate the code to create the monster by saving all of the data to a file and then can later be loaded in using the load array command. Im just stretching on indi's idea, I was thinking this way if even the enemies are built up of boxes, then as you shoot the enemies, their pixels or boxes could crumble as well. Im just thinking though, would that many boxes be a big fps drainer? If you figure you've got about i dunno, 60 enemies, and each enemy is made up of maybe 30 boxes.... thats a lot of boxes.

Ill still make the program but Im starting to doubt its practicality, itd probably be easier to just use particles.

- RUC'

BatVink
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Posted: 3rd Jan 2007 18:50 Edited at: 3rd Jan 2007 18:53
This is all looking very interesting. It could however, fall apart if there's no glue on the seams.

Can I suggest that for the next challenge, the owner creates a structure which people can volunteer to take a piece of. They in turn could further subdivide their bit, allowing others to jump in and contribute to one area, or take bits from different areas. You also need a system that facilitates such a development cycle, such as a State Machine design.

It could really do with a project management mini-site that allows allocation of jobs. It may sound a little overboard, but the results could be far more elaborate and complete.

For example, take Breakthrough. As the owner, I want to split it up as follows:

Barebones coder - creating the game framework, in the style of a State Machine.

Menu system, allowing game to be played, hi-score access and exit.

Graphics - set of different coloured blocks to which I can apply different attributes. Backgrounds for game & menu, Paddle(s) and ball(s)

Level designer - someone to create the levels (perhaps with a new tool they write), and a function for building the levels in-game

Ball & Paddle control - function to control paddle movement and ball deflection.

Integration manager - defining the interfaces between the different aspects (probably the project owner).

Effects creation - explosions, sounds etc.



RiiDii
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Posted: 3rd Jan 2007 19:00
Sounds like a good plan there BatVink. If interested, please pick a section of code to work on from the ToDo list (x's are done):

X Add Player Ship Movement
X Add Missile firing from Player Ship
0 Add Alien Movement
0 Add Alien Missile Fire
0 Add Missile Collision; Player & Aliens
0 Add Missile Collision; Barriers
0 Add Scoring
0 Add Player Death and Lives
0 Add Game Over sequence
0 Add Bonuses (flying saucers)
0 Add Game Start and Options
0 Animate Aliens (and any other models)
0 Clean up and Debug
0 Optional: Add online high score tracker


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RiiDii
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Posted: 3rd Jan 2007 19:57
I have added a Game Start with Indi's splash screen and a start button.

From the ToDo list, I will take the Alien Movement. If someone can add in some alien return fire, we will be pretty close to a game.


Open MMORPG: It's your game!

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Lukas W
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Posted: 4th Jan 2007 13:19
nice going RiiDii, that button is perfect for indi's background image.

Quote: "If someone can add in some alien return fire,"

i thought i'd try this so i attached the code to this post. (no need to upload a zip, when i didn't change any media)
i used the timer() + a random value of 20 seconds to decide when the alien would fire a bullet.
the problem is some aliens fire at the same time, causing two bullets to end up on top of each other etc.

if somebody could have a look at that, that would be great!




RiiDii
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Posted: 4th Jan 2007 14:58 Edited at: 4th Jan 2007 14:59
Thanks!

I've got the fire rate fixed in this snippet with the help of a variable called AlienFireFlag(0) that is set to 60 whenever an alien fires. The next alien cannot fire until the AlienFireFlag(0) counter reaches 0 again, 60 frames later (about 1 second).

I am still working on the alien movement.




Open MMORPG: It's your game!
RUCCUS
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Posted: 4th Jan 2007 15:33
Looks good Rii/Lukas, just thought Id point out Rii, remember to allow the aliens to move farther as each column of aliens is destroyed.

I think Im done modelling, just wonderin if anyone sees any aliens missing from this pic?



If not then Ill map em' and upload them.
- RUC'

RiiDii
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Posted: 4th Jan 2007 16:00
Looks good to me Ruccus. Thanks for the reminder. I think I have it working so that it will stop on the last collumns, but we will have to see when we get some collision and slimey alien destruction going on.

Here's the movement. We nearly have a game! Anyone want to take collision and slimey alien destruction? Could add in some basic scoring too. I would not worry about player collision and death until we have everything else down. It can be a pain to try and debug something if you keep dying.




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RUCCUS
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Posted: 4th Jan 2007 16:10 Edited at: 4th Jan 2007 16:18
Ill take a stab at it for the next hour - hour and a half, if I dont get anywhere Ill post back incase anyone else wants to try.

<edit>

sorry scratch that, Ive got to go now. If nobody's tried it when I get back Ill start programming.

BatVink
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Posted: 4th Jan 2007 16:29
Quote: "remember to allow the aliens to move farther as each column of aliens is destroyed"


In my tutorial I had a box on each side of the screen. I did a simple collision test against the boxes for the range of alien objects, and switched direction when it happened.
You should also monitor the direction and check only against the relevant box, otherwise you can get a jiggy thing going on when more than one hit at the same time.

Likewise, you can use the same theory for check the aliens reaching the bottom. You can't rely on hitting bases, because they may be completely destroyed.



Peter H
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Posted: 4th Jan 2007 16:51
Quote: "You should also monitor the direction and check only against the relevant box, otherwise you can get a jiggy thing going on when more than one hit at the same time."

heh... yeah, i had that problem at first with my space invaders game a while back (the snail one)

One man, one lawnmower, plenty of angry groundhogs.
indi
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Posted: 5th Jan 2007 13:57 Edited at: 5th Jan 2007 14:04
I update the code.

[1] Cleaned it up a bit firstly so its a little easier to manage.
[2] Added a loading bar to the start so its a little more user friendly and responsive after the button start click

this code will work with the download RiiDii supplied above and worked from Riidii's last code snippet in the list.




indi
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Posted: 5th Jan 2007 14:03
I also found a site that has the sounds.
http://www.djgallagher.com/games/classics/spaceinvaders/sounds.php
If someone wants to work on that aspect go for it.
we should send the original space invader developers an email after we are done.

RiiDii
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Posted: 5th Jan 2007 15:00 Edited at: 5th Jan 2007 15:04
Thanks for the update and cleanup Indi! The link is great too.

Here are some of the things that should get done today or tomorrow:

Collision and alien death.
Add sound effects.

I will get to the sound effects tonight if no one else has by then.

@Batvink: I am hoping the movement in there now works. If not, good ol' collision box will definitely do the trick. Thanks.


Open MMORPG: It's your game!
indi
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Posted: 5th Jan 2007 15:11
cheers mate, it looks really good so far.

are we going to use the 3d blocks for the barriers?
when is ruccus delivering the awesome models?

we need a score board as well.
I think a simple text statement would work for that little bit of text vs 3d.

what was the font they all used for the score back in the day?
this website appears to have the font matched perfectly.
http://www.spaceinvaders.de/

RiiDii
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Posted: 7th Jan 2007 07:12 Edited at: 7th Jan 2007 07:13
I've added a bit of collision and some sound effects. We nearly have a game. Only three more days to go.

Indi, I was playing with the progress bar a bit and it's a bit messed up. Can you take a look at the mods I made and fix it up some? I think you can see what I was going for. I did not change the function itself, just the function calls.

At this point, the code is a bit tough to read with all the comments in there, so I am going to thin them out quite a bit. Anyone that wants to know what was going on before can simply download a previous version of the code.

Somebody want to code resetting the aliens when they are all dead?


Open MMORPG: It's your game!

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indi
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Posted: 7th Jan 2007 08:43
It was the length of the defined bars width, set to higher then 100.

I reset it to 100 and then reshuffled the areas it displays in.

If you want it to be smoother, or more accurate as things load, perhaps create another bar under that one for specific loading areas you had it in.

I removed the smooth loading areas in this instance.
It loads right up to 100% across the bar in this source code below.

Define the bar as 2 types within the one, if you want that feature and use the 2nd bar in those areas.

It looks really good so far mate. The sounds really help make it.
I'm heading off for a holiday tomorrow night so I wont have much time to see the result until i'm back from holidays.



BMacZero
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Posted: 7th Jan 2007 16:53
I think it would be cool if you could incorporate GeeCee's Zoom Starfield effect (Newsletter Issue 43). It gives a nice spacey feel. It would probably look kind of weird while you were fighting but it would be great for a transition between levels.

Bmaczero

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RiiDii
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Posted: 7th Jan 2007 18:35
If you want to add it in, go right ahead. That's what makes this a community project.

Thanks Indi. Enjoy your holiday.


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Blobby 101
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Posted: 8th Jan 2007 21:46
i really like the 'pixely' look on those models ruccus!


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Aaron Miller
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Posted: 9th Jan 2007 23:47
I would like to contribute some stuff:

First, I have several premade textures, they might not be usefull to the Space Invaders project in particular, but they are various textures which may be usefull in the future, they are included in the archive.

Next, I have 2 plugins made, one allows a console box, they other allows a messagebox system, the console box is good for debugging, the messagebox system is good for handling errors (displaying them at least). Both are relatively easy to use. (They are the first plugins I have ever made )

In addition, I am taking dll requests and would not mind contributing the finished DLLs here. (Makes coding easier)

I have made several models, and wouldnt mind making more, one model is a "Death" model, usefull for Game Overs, another is meant to be a Teleportation Pod, usefull for, well, probably not the Space Invaders game, but still there.

I have made several code snippets I will share when they become appropriate for use. As of currently, nothing would appear usefull for the current working game, however, I can contribute my GUI, if anyone would like. (Title menu, pause menu, etc)

Console Plugin Example:


Messagebox Plugin Example:


Notice cnl$, and nl$

cnl$=chr$(10)+chr$(13) `CR and NL tokens used to simulate ENTER key press

nl$=chr$(13) `NL token used to simulate a New Line

And so, enjoy I guess.

-db

GameDeveloper, make your own games with a drag-and-drop interface. Basically t3dgm+fpsc editor combined.
http://forum.thegamecreators.com/?m=forum_view&t=86045&b=8&p=2

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RiiDii
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Posted: 10th Jan 2007 08:54
Thanks for the contributions DB user 2006+.
===

At this point, we are past the deadline for this project, so we bring it to an incomplete close. Overall, it's a good looking game. I like the particles and the splash screen - some great contributions there. Anyone wants to, they can wrap it up and post the finished product.

Does anyone have any suggestions for the next project? Should it be more challenging? Easier (Pong?)?


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Aaron Miller
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Posted: 10th Jan 2007 09:16
Yeah, no problem. They can still be used for future projects. I would like to note, I have placed some encoding, and decoding functions (for files) into the code snippets section. Feel free to use that for, saving, or something.

In addition, take advantage of this INI reader I made:
INI_Reader.dba


INI_Reader.dbpro


Readme.txt


GameDeveloper, make your own games with a drag-and-drop interface. Basically t3dgm+fpsc editor combined.
http://forum.thegamecreators.com/?m=forum_view&t=86045&b=8&p=2
Hobgoblin Lord
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Posted: 11th Jan 2007 08:07
How about Breakout/Arknoid?

RiiDii
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Posted: 11th Jan 2007 08:21
That's a good suggestion. I was also thinking along the lines of possibly a good vertical scroller game (like Galaga). Any other ideas or suggestions (like these need to be easier or tougher)?


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Hobgoblin Lord
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Posted: 11th Jan 2007 08:24
I like the idea of Galaga, the only problem I see there is the attack wave patterns for the enemies getting done in the short time we have for these projects.

Aaron Miller
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Posted: 11th Jan 2007 10:31
What's so hard about a wave pattern? Just use a waypoint system for 2d. Then write little scripts (encoded or not, binary or not), which tell the thing where to go. Of course, it's always harder than it sounds.

I remember ye olde Dig Dug. Now, that was a fun game. I always liked to see how the earth's colors got differant and the flowers in the corner increased on the level. The newer remakes were funner though, because they had much more diverse colors, etc.

My favorite game of all time though, was Super Mario Bros. I spent a long time using Game Maker to try and create the perfect Super Mario Bros. Then I got bored with that, and ached for 3D like Super Mario 64, and got DBP. Then tried making a racing game... And never finished it because I got bored with that.

Anyways, SMB is a very fun game. The Mario Bros. would be a good try though, no scrolling, a decent arcade system, room for addons and powerups (Such as adding mushrooms, or puzzles), etc.

So, my main suggestion would be MB. (I would be willing to submit large portions of code to that project, even write plugins that could be used for it.)

-db

GameDeveloper, make your own games with a drag-and-drop interface. Basically t3dgm+fpsc editor combined.
http://forum.thegamecreators.com/?m=forum_view&t=86045&b=8&p=2
Hobgoblin Lord
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Posted: 11th Jan 2007 11:33 Edited at: 11th Jan 2007 11:49
Quote: "What's so hard about a wave pattern? Just use a waypoint system for 2d. Then write little scripts (encoded or not, binary or not), which tell the thing where to go. Of course, it's always harder than it sounds."


Not that it is hard, but Galaga has dozens if not hundreds of individual patterns as the levels change. Just look at one challenge stage. I was saying in the time that is allotted for one of these projects it would be a tough game to achieve.

EDIT: If a scroller type is what we want how about something like Phoenix

http://www.tripletsandus.com/80s/80s_games/phoenix.htm

RiiDii
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Posted: 11th Jan 2007 17:15
Or we could do one of those jet/helicopter attack games. I don't remember any names, but you typically went along some terrain and could shoot at both ground targets and aircraft that came at you. Often times the air would be so full of enemy bullets that it was nearly impossible to get through without getting hit. That should be simple enough. Or a side-scroller shoot-em-up like Defender.


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Aaron Miller
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Posted: 12th Jan 2007 00:23
@Hobgoblin Lord
Oh.. Now I remember that about Galaga (The challenge stage patterns, I didnt know there were individual patterns per stage).

Yes, that would doubtedly get done within the time period.

@RiiDii
I think one was called XEVIA, or XENDROS, or something.

-db

GameDeveloper, make your own games with a drag-and-drop interface. Basically t3dgm+fpsc editor combined.
http://forum.thegamecreators.com/?m=forum_view&t=86045&b=8&p=2
Ric
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Posted: 12th Jan 2007 11:46 Edited at: 12th Jan 2007 11:49
Surely, you must mean 'Xenon' - probably the best vertical scroller/shootem up of it's time!! Eee - when games were games .....



I vote for making a vertical scroller that evolves in whatever direction the community takes it, rather than trying to do a remake. It's good to have a general concept as a starting point, but I'd love to see how the imagination of the community takes things into new directions.

I'd think a tile based sytem would be good for this.

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RiiDii
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Posted: 12th Jan 2007 17:58 Edited at: 12th Jan 2007 18:00
Thanks for the game name Ric.

I'm going to place a vote for a vertical scroller too.

So, let's get this down:



Any other discussions or votes?
Anyone want to start submitting graphics for their recommendation (might sway the voters)?


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