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Work in Progress / 2D freelancer

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noobnerd
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Posted: 17th Oct 2011 11:26 Edited at: 6th Dec 2011 13:52
OK so i have been dooing 2D spaceshooters for quite a while now and as i have been coding for just a year now my skills are constantly developing which means that my code constantly gets outdated and im too lazy to rewrite an entire code every time i learn something new...

But now i think i have come to a stage where i know the basics so i will now make a WIP thread of my latest iteration of 2D freelancer

C&C very welcome

UPDATED 5.12.2011

DOWNLOAD ->https://forumfiles.thegamecreators.com/download/2289929

5.12 : see bottom post please
----------------------------------------------------------------
CONTROLLS:
W - accellerate
A - spawn a random enemy
F/G - shuffle trough weaponslist
R - target enemy, targets the enemy closest and most in front of
you
Q - launch missile ( not even alpha so dont use it )
ESC - exit
F1 - freeflight
F2 - Autopilot
F3 - Dock ( with a station )
leftmouse - shoot
rightmouse - target
mousescroll - zoom in/out

testing stuff :
T - increase weapon effect ( increases dmg,RoF,speed, and decreases energy )
E - replenish hp
Å - spawn a base ( will be visible when you restart game )

----------------------------------------------------------------

- Done
- Working on it
- Not started
- need help
----------------------------------------------------------------
2D flight controlls
flight physics ( inertia )
zoomable
data based ships/guns
shooting system
AIs
smart AIs
"3D" background
2D shadows
ingame store
landable bases
random encounters
multiple starsystems
sound
missions
HUD

-----------------------------------------------------------------

so far :

98 guns :


4 ships:




screenshot



Changelog :

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noobnerd
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Posted: 17th Oct 2011 11:28 Edited at: 15th Nov 2011 16:02
image 2 - chaos

there are about 100 enemies there atm all shooting and casting shadows, calculating complex formulas to fly and shoot in the right direction.

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noobnerd
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Posted: 17th Oct 2011 11:28 Edited at: 11th Nov 2011 15:42
and the third

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TheComet
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Posted: 17th Oct 2011 13:39
This looks amazing, excellent job mate! I love your style of simple circles, it really gives the game a unique feeling. Any chance of seeing a demo?

TheComet

noobnerd
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Posted: 17th Oct 2011 17:46
well sure here is the current version in rar format, just extract it oh i think it will require a 1680x1050 screen at the moment and it might not work very smoothly on older computers because of the background... my computer has a i5 2500K porcessor overclocked to 4.3 GHz so i have set the settings quite high

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noobnerd
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Posted: 18th Oct 2011 20:16
okay time for an small update as i believe some people might have difficulties of enjoying my game because of the lag.. so here is a version that has changable settings and some other minor updates

The settings are stored in a ini file so you dont need to retype them everytime

some suggestions on possible settings :
very good computer ( > 4 Ghz ) set them to 9 and 6/7
good comp ( > 3Ghz ) set the background detail lower 7? and the effects to 5-6

for slower computers i suggest putting the background to as low as needed and try to keep the effects higher as they are more important

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noobnerd
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Posted: 21st Oct 2011 13:48
another small update, i have added some optimisation + a new targeting system press R to target the enemy in front of you

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CumQuaT
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Posted: 21st Oct 2011 14:03
I bow down to you! Freelancer is one of my all-time favourite games. You have a customer/fan here!

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
Stab in the Dark software
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Posted: 21st Oct 2011 16:09
noobnerd

Here are a few suggestions,

1. I think it would be best to auto detect the desktop resolution, and set Vsync on.
2. The screen where you choose your ship was a little confusing. I could not tell where the mouse was or that it needed to highlight a ship. Eventually I got it but, someone else might get discouraged and give up thinking it does not work.
3. It ran fine on detail one on our old XP desktop. Try printing FPS to the screen.
4. Eventually I hit the A key and found more ships. It took a few min to realize I could shoot them. I thought they were friendlies. LOL. I am sure I played freelancer in the past but don’t remember it.
5. The bullets seem to disappear on the left and right before they reach the edge of the screen. The resolution I was using was 1920x1080.

Otherwise very good, I’m looking forward to seeing it finished.

[img][/img]


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noobnerd
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Posted: 21st Oct 2011 17:38
@CumQuat : My favourite game too ive downloaded almost all the larger mods out there it still rocks

@Stab thanks for trying the game! much appreciated
1 yes i agree, but in my last game i had huge problems with commands that were to choose the size... some worked for me and some worked for others... :/
2 Never thought of that ill change it right away
3 ok will do
4 The enemies dont shoot yet and they look just like you yes it isnt really done yet so it might be quite confusing
5 Ok i will increase the bullet hp to twice as much in the next patch

THANK YOU!
noobnerd
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Posted: 23rd Oct 2011 18:38
OK the new patch is here!
the reported problems ( except the one with screen resolutinon :/ ) are fixed and i have added some new features

The enemies are red now and the Shoot! your hp and shield will decrease but you cannot die yet. the enemy AI has also been improved. Ship handling is slightly better now but i am not satisfied with it yet. ONLY THE light fighter has the new changes!!! releasin W now will leave you gliding on with your inertia

thx

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noobnerd
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Posted: 26th Oct 2011 21:38
well well another patch this time i have changed the background to a static, more efficient background while also added a new system that i am particularly proud of, 2D shadows !

the AI has now different movespeeds to stop the from stacking, this is only a placeholder method

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Stab in the Dark software
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Posted: 30th Oct 2011 15:47
noobnerd,

I have tried your latest version.

The new shadows are nice effect. How are you creating that affect?

Seems a little confusing when enemy ships go off screen but, I am assuming it was like that in Freelancer.

Have you tried using the commands “set display mode desktop width(),desktop height(),32,1”?

This will be a good game when finished for the App game store.

[img][/img]


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noobnerd
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Posted: 30th Oct 2011 19:07 Edited at: 14th Nov 2011 17:43
thanks for trying it out

Freedlancer was a 3D game so there wasnt any such problems in it really :/
i havent actually because i have had problems with that command before

the shadows are actually quite simple and because of that they have a problem... the stack, which isnt really that realistic.

they are made up of 2 filled triangles ( advanced2d plugin ) that are drawn based on the coordinates of the light and th object. the objects width is also taken into account

And what is App store?

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Stab in the Dark software
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Posted: 31st Oct 2011 04:31
A way to market your game. Read this post


http://forum.thegamecreators.com/?m=forum_view&t=177920&b=1


[img][/img]


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noobnerd
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Posted: 31st Oct 2011 16:29
looks nice! i will have to read more about this
noobnerd
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Posted: 2nd Nov 2011 16:18
OK long pause = Big update

so whats new?

added 56 different weapons ( generated and all look the same still )
enemies can pilot 2 different ships and they all pick a random weapon
improved the motion predicition of AI! the aiming cross also utilizes the new function!
toned down the shadow effect, it was to stark.
toned down the dust effect, it too was too stark.
enemies now have shield and hp ( u have it too )
some small fixes and tunings

thx

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Chris Tate
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Posted: 2nd Nov 2011 20:31
I can't seem to find any enemies.

noobnerd
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Posted: 2nd Nov 2011 20:48
oh sorry i must have missed saying that press A for enemies F to change weapons
Chris Tate
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Posted: 2nd Nov 2011 23:10
Cool. I like the effects.

noobnerd
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Posted: 5th Nov 2011 00:33
thanks i will try to improve the playability in the next patch
noobnerd
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Posted: 6th Nov 2011 18:52
OK now for the 6.11 patch

quite some additions in this one :

-asteroids ( bullets collide )
-improved bullet collision detector ( perfect )
-added some real AI! (makes them easier though but more fun )
-gave every gun a data based color ( they look good now )
-added gunsounds ( only player atm )
- BALANCED the weapons! ( some are way better than others but that is on purpose, this is a singleplayergame so some weapons should be better than others
-fixed some glitches ( ai infinite energy etc. )

thanks

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noobnerd
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Posted: 8th Nov 2011 13:23
another smallish patch

-added bullet sounds to enemy aswell
-added another 40 weapons ( 98 in total )
-did a LOT of balancing
-added another ship, the interceptor
-changed the shadow system
-improved the AI ( still not satisfied )
-fixed 3 crashes
-slightly improved performance

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Quel
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Posted: 8th Nov 2011 14:52
There should be something in the center that would explain the shadow effect.

Very nice, though i find the weapons useless so far...

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Chris Tate
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Posted: 8th Nov 2011 17:45
Nice visuals and sounds; could do with some mission tasks. Not sure what the goal is for the project but so far so good.

Is it possible to set the display mode once automatically some how, for example through the command line; or is this not possible yet.

noobnerd
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Posted: 9th Nov 2011 10:49
@Quel : Thanks for trying it out yes i totally agree i think i will move the light source somewher far away in the next patch. what do you mean with useless? are they too inneffective, or to hard to use? I know the game might be quite hard to get used to. I will lower the hitpoints and shield if that is the problem.

@ Chris : Thanks! this is the third time you download this? nice! Yes indeed it could do with some missions, they are in my todo list :. The goal is to make a 2D version of freelancer ( ofcourse with my own ideas too ) so if you are unfamiliar with the game i can explain it here shortly. : freelancer is a open game where you can do quite whatever you want ( in space ) and it has a fairly large and very interesting universe to explore. it wasnt the most realistic of space games, but that probably just made it better.
Freelancer had lots of random generated content which meant that you could do missions and explore almost undefinitely.

Im not sure i get wgat you mean there? do you mean that the game should autodetect your resolution etc or that it should only ask you once? neither is possible "yet" but both could be easily coded
noobnerd
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Posted: 11th Nov 2011 15:24 Edited at: 11th Nov 2011 15:37
well then, another patch before im going away for a while.

not much this time:

-list of enemies showing names and how far away they are
-further balancing done on weapons and ships
-put the lightsource further away for realism ( it can still be reached)
-added another background ( there are 2 now, they are chosen randomly )
-improved AI aiming ( makes enemies with railguns more viable )
-added another way of targeting, rightclicking an enemy will target it
-changed weapon selector, you can now shuffle trough the list

thanks and happy 11:11 11.11.11

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noobnerd
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Posted: 15th Nov 2011 15:11
aaaaaaaaaaNother patch..

i have been doing some forework for a future feature so there isnt that much here now:

-added third background
-added third way of targeting, click on the enemy in the list
-added and removed some weapons
-balanced all weapons
-added a "quality" to weapons, it says how good the weapon is. ( it isnt a modifier, just a way of measuring weps )
-enhanced the explosions visually
-improved the energy regen of all ships

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noobnerd
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Posted: 15th Nov 2011 17:08
why isnt my youtube link working?

i chose the "mebeded link and surrounded it with [youtube] [/youtube]
Chris Tate
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Posted: 16th Nov 2011 01:47 Edited at: 16th Nov 2011 01:47
Use


noobnerd
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Posted: 16th Nov 2011 13:38
thank you it works !
Chris Tate
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Posted: 16th Nov 2011 22:55
Nice, looks more detailed this time. The projectiles look cool. The enemies are pretty hard to defeat though; most of my shots miss; I am either a bad aimer or the enemy movement is too fast; or I am doing something wrong.

Darkzombies
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Posted: 17th Nov 2011 04:43
Nice game, but I wouldn't consider it pre alpha since you have a good amount of working content. An alpha would suffice.

-------------------------------------------------------------
noobnerd
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Posted: 17th Nov 2011 12:10 Edited at: 17th Nov 2011 12:12
@ Chris , Thank you ! i guess it is hard, it isnt for but then i have played this all the time while testing . the reason the enemies are hard is because they have the same ships/weapons available as you have.

this means that you have to steer better than they do to win them.¨
in most games the enemies are somehow weaker than you. For example have lower hp worse weapons slower speed etc... i am going to implement missions sometime and then they will have a difficulty, which will define what enemies you get.

are you doing something wrong? the only thing i can think of is that you never release W and glide, as that is a very important tactic.

@ Darkzombies ,Thanks! might be... although the game has no point in it yet. im not very good at terms like that
noobnerd
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Posted: 24th Nov 2011 14:56 Edited at: 24th Nov 2011 14:58
right so now im back

small patch now..

some new stuff :
-added stations, they dont serve any point yet, but they can be targeted.
-improved the targeting list
-fixed a minimap bug
-fixed a list bug
-added a fourth ship, reaver ( all the ships will have names one day)
-like the light fighter but worse.. it isnt good and it isnt meant to bee good either.
-changed the weapon quality display
-fixed sprite draw order

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noobnerd
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Posted: 5th Dec 2011 21:51
And im back again

big patch this time :

some new stuff :
-added landable stations, they still are a litle confusing as they arent very descriptive
-press F3 to dock with one
-click the first button to leave
-click the third to select a mission
-the midle button isnt used yet
-added random missions :
-1 type of mission , kill all the targets at location
-doing missions will get you credits, which you cannot use yet
- most of the missions are as good as impossible :/
- do the missions that have difficulty 15 or less
-added autopilot :
-target a station or a mission coordinate, press F2 or click the second button on the top of the screen
-press F1 or the first button to return to freeflight
-press F3 or the third button to dock with a station ( will activate autopilot )
-added a fifth ship
-clarified the target list somewhat
-added glow to bullets
-strongly improved the explosion effects

and some fixed some old stuff
- lots of glitch/bug fixes
- some optimisation, mainly on the ai
- fixed some weapon exploits ( ai )

thx

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