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Work in Progress / Slither (Compo Snake Clone)

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Dgamer
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Posted: 11th Aug 2004 07:32 Edited at: 17th Aug 2004 08:29
Screenshots (I just put links to prevent stretching the page)
(August 10)
Screenshot 1
Early Editor Screenshot

(August 12)
Screenshot 2

(August 13)
LVL 1 Screenshot
LVL 2 Screenshot
LVL 3 Screenshot

(August 16)
LVL 3 makeover
TOILETS!!



(August 13)This demo includes the game and a level editor. This also includes 3 levels you can play and a straightforward readme on how to use the editor. Enjoy
DOWNLOAD

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Pricey
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Posted: 11th Aug 2004 21:43
nice but you might wanna put in a new background image

Dgamer
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Posted: 12th Aug 2004 00:53
As I said its not done. Its not close to being done. Its not close to being a fourth done. I'm going to focus on the actual gameplay rather than eye candy for now..

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Major Payn
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Posted: 12th Aug 2004 01:18
Thats the exact same kind of snake movement I was trying to make, but cant seem to figure it out. Looks nice.

Guns arnt the problem, people are the problems, shoot all the people and guns arnt a problems anymore.
Dgamer
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Posted: 12th Aug 2004 06:50 Edited at: 12th Aug 2004 07:09
I just up an early screeny of the level editor(Check top of first post). Since this game will be using absolute positions instead of using tiles, its a pain to place an object with precision. If you look at the editor screenshot, you'll see that the apples and walls aren't perfectly aligned. (I couldn't be arsed to)

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gothboy 101
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Posted: 12th Aug 2004 08:14
make it go faster other than that i love it

Dragonseige
Dgamer
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Posted: 12th Aug 2004 12:25 Edited at: 12th Aug 2004 12:36
Seem to have stumbled on a problem, well its not really that big of a problem... but... It seems that each of the levels exported comes out to exactly 3200kb(Which is big). What I do to export is make a memblock of 3276800 bytes(200max objects, 4 bytes holding the xpos, ypos, zpos, xangle, yangle, and zangle, and a 4byte dword holding the 'class' of the each object. 200(4^7)=3276800). That is rather big, 3.2mb for each level. But fortunately each level comes up to only 3kb when zipped so I dont think I'll have any problems on the 60mb(packed) limit.

Im gonna try and have the memblocks size based on how many objects are present tomorrow so a level with a few objects wont be so massive.

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robo cat
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Posted: 12th Aug 2004 18:34
It would probably be better to make your own level scripting language. I did for Ring Worm and it keeps the memory used to a minimum.
Its quite easy to make a level scripting language using the "open to read" and "read string" commands. Mine is like this:

feature(string)
parameter(integer)
...as many parameters as that particular feature needs

feature(string)
etc.

It makes it easy for if you want to add in new types of features or edit existing levels in notepad. You could also edit your positions in notepad to make sure the objects are lined up exactly.

Good luck with the compo.

Error at line 784. Could not load signature.
Dgamer
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Posted: 12th Aug 2004 23:37
Thanks, good luck to you too.

I think im sticking to memblocks for now. And I figured out my problem. Its not supposed to be 200(4^7), its 200(4*7) which totals to only about 5600b.

I suppose I could make an editor which goes through the memblocks so you can edit the values manually. But thats just more work.

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Dgamer
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Posted: 13th Aug 2004 03:51 Edited at: 14th Aug 2004 10:06
I deleted this post. Its outdated.

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Dgamer
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Posted: 14th Aug 2004 09:38 Edited at: 14th Aug 2004 09:42
New demo(Check first post for download and screenshots). This one includes the game, a level editor, and 3 levels you can play. I also changed the resolution to 800x600 Please post any bugs you are getting and the average fps you get. Enjoy!

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AluminumPork
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Posted: 14th Aug 2004 16:57
Hmm... I'm only getting 21 fps on the new demo and the turning radius seems very limited. The apples look good though, especially now that they're animated.

What's you sync set at?

I'm on my laptop right, so the specs in my sig aren't what I ran the demo on. My laptop is an Athlon XP 1700+, Radeon Mobile Graphics, 512MB RAM, etc... shouldn't have any problems.

P4 2.4Ghz HT, 512MB RAM, ATI Radeon 9600 128MB, 19" Samsung SyncMaster 997DF, 80GB HD

Dgamer
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Posted: 14th Aug 2004 22:31 Edited at: 14th Aug 2004 23:26
wow, I have it sync rated at 100, and I usually get 100. Specs: 1.4GHZ, P4, 128 RDRam, GeForce 2 MX(32 MB). And about the turning radius, Do u mean to lower it(turns faster) or make it higher?(turns slower)



Anyone else gotten a really low fps?

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medwayman
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Posted: 14th Aug 2004 23:33
Im getting around 60 fps on a 650 Duron, 7200 Radeon64meg, 386meg ram.

I got a “collided with yourself” message but the head was nowhere near any of the segments. Also i agree that the head rotation is too slow.

Good work so far and good luck with the comp

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

AluminumPork
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Posted: 15th Aug 2004 10:06 Edited at: 15th Aug 2004 10:12
Hmmm... that's weird that I got such a low fps, my laptop usually runs it just fine, huh, weird. Yeah, as in make the head turn faster. And I noticed that it says collided with self even if you hit a wall.

I'll try it on my desktop rig right now and see how it does.

[edit]Alrighty, I got 111 fps... so it's fine. The head turned better too, but could still use a speed up. You should put some sort of background image, like ground in there.[/edit]

P4 2.4Ghz HT, 512MB RAM, ATI Radeon 9600 128MB, 19" Samsung SyncMaster 997DF, 80GB HD

Dot Merix
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Posted: 15th Aug 2004 10:24 Edited at: 15th Aug 2004 10:25
I got a solid 111fps.. Good job

I do agree with Aluminumpork that you should put some type of texture on the background of the level.

- Merix

Athlon xp 2400+, 512MB Ram, Radeon 9800PRO 128mb
Dgamer
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Posted: 15th Aug 2004 11:45
Okay, since everyone wants it, I'll probably add backround in the next demo.

How about the editor? Anyone having problems with it?

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AluminumPork
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Posted: 16th Aug 2004 01:35
The editor works fine, you might want to try and start using a grid system with it though. Like take the x size and z size of each wall and make that the grid size. Maybe just draw a matrix, turn grid on and don't apply a texture. Then figure out a way to lock the current mouse x,y to the nearest grid. That would probably speed up development of levels.

Is there a way in the editor to delete objects or am I just dumb?

Other than those two, I'd say it's fine. And I like the selection objects with the arrow keys, the only I'd change about that is maybe not reset the x,y everytime the user changes the object.

Good work, this title is coming together. Now I gotta go work on mine!

P4 2.4Ghz HT, 512MB RAM, ATI Radeon 9600 128MB, 19" Samsung SyncMaster 997DF, 80GB HD

Dgamer
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Posted: 16th Aug 2004 02:28 Edited at: 16th Aug 2004 02:29
Quote: "Is there a way in the editor to delete objects"

Yep, hold shift to view the mouse cursor and right click to delete objects.

As for grid-locking, I dont think I'll do that. While it does make creting levels easier and faster, It also makes limitations. But I might add a matrix wireframe in the backround.

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Dgamer
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Posted: 17th Aug 2004 08:43 Edited at: 17th Aug 2004 08:45
New screenshots! (Check first post)

The first one is level 3 partially redone with new triangle walls and the second one shows toilets . Toilets are like apples except they take away instead of add segments of "body" to you. I might change them to something else in the final version though as they dont see to fit in with the rest of the atmosphere(Toilets in the backyard?). I think I might change them to... beans. Oh and a new backround too. This one isn't too good though, im just using it as a placeholder.

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robo cat
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Posted: 17th Aug 2004 19:44
Nice level editor.

Should be able to make levels easily in it.

Good luck with the compo, your games looking very nice.


Hahaha! Tremble in terror at the sight of my pulse cannons!

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