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Submitted by CEmirzian1@aol, posted on January 30, 2002




Image Description, by CEmirzian1@aol



These are some screenshots from my game XOP. I've been working on this project for the past year. It uses Allegro 4.0 for most of the dirty work.

The 2nd little blue number in the right-hand corner of the screenshots is the number of on-screen objects.

Some numbers:
  • 16,000 lines of C code
  • 572 sprite images (enemies, bullets, explosions, etc)
  • 141 tiles
  • 52 sound effects
  • 24 MOD music files
  • The engine supports up to 800 on-screen objects, 1800 shrapnel particles and 16 backgrounds. It's flexible enough to do just about anything you could need in a 2d shooter game :p

    You can download a demo of it at http://rydia.net/udder/xop/

    Please try it out and tell me if it runs on your system :)


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    Tren

    January 31, 2002, 07:40 AM

    I think there are some really fancy milestones, one of them are the physically interactive 3D environments. I'd love to see a game, where the vehicles' wheels don't just copy the terrain, or even worse, don't sink into it, but make prints into the surface, modifying it's geometry. How great it would be to burn some objects, which can be burnt. To pour out the liquids, etc... And however one may consider the amount of details in today's games as being satisfactory, but hey, just go out, look around yourself and see how incredibly detailed the world is... But this is utopia... maybe 10 years later.

     
    Badgers

    January 31, 2002, 07:54 AM

    Too much brainless stuff going on. There's a constant flow of enemies and apart from avoiding the bullets all the time, all you have to do is press the fire key (and occasionally use the shield). You really need times when a bit less happen, followed by a more difficult attack, then again quiet moments and so forth. It's like writing a movie script, you can't have action all the time, because it will get boring.

    Another problem in the game is that you end up staying still as long as you can and rapidly changing position when needed, since it's the best way to avoid the bullets. This is because there are too many bullets on screen. The focus is solely on avoiding. What you need is less stuff, more thought.

    Use a unified color theme, so no mixing greens and pinks and greys and blues. Also, it's hard to recognise which object is on the same level as the player and which one's not. Put contrast on the areas you can affect and reduce the contrast on the rest. It's the same with colors: use strong colors for example on enemy ships.

    Anyway, good see a finished game for a change.

     
    mice

    January 31, 2002, 08:58 AM


    This one, XOP, should be placed under the Manic Genre of 2D shooters.
    So one shouldn't expect it to be a r-type type of game which is more "movie scripted".
    This is an all out blast fest!

    This doesn't exlpain the color-clashes though... :)

    ok?
    ((mice



     
    flix

    January 31, 2002, 09:59 AM

    Why is it that 2D games seem to need lots of "pieces" on the screen? The more pieces, the better the game? Hmm...

    Anyway, great work, 2D games rock the world!

     
    Udderdude

    January 31, 2002, 10:00 AM

    At the end of the in-game tutorial it describes the small size of your hit area. ;)

    - Chris

     
    Udderdude

    January 31, 2002, 11:12 AM

    Glad you like the game :)

    > oh yeah, how do u upgrade the weapons!!!? i got to level 3 and i still couldn't work it out :

    There are no weapon upgrades, sorry. I've always found this to be a sore spot in shooters for me. They seem kind of pointless since I'll just have to make the later enemies stronger to compensate for the player's powering up .. and non-powered up players will die miserably x_x;

    - Chris

     
    Arne Rosenfeldt

    January 31, 2002, 11:43 AM

    Reading this lots of enemys stuff,
    it seems I am an R-Type -type -game fan.
    But I did not survive in C64-emulator r-Type for more than one
    minute

     
    Orangy Tang

    January 31, 2002, 12:16 PM

    "Why is it that 2D games seem to need lots of "pieces" on the screen? The more pieces, the better the game? Hmm... "

    Pieces are the 2d equivilent to polys, 'cos everyone knows more pieces/polys per second is gonna be a better game... ;)

     
    Rasmus Christian Kaae

    February 04, 2002, 02:20 AM

    if that's what you think.

     
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