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  1. #1
    Co-Founder / PGD Elder WILL's Avatar
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    Subject 33 [Canceled]

    Sure by all means.

    Some of the code is older (mostly the non OOP stuff) so you'll notice some arcaic things in there. but I've updated this code several times from Delphi as a DelphiX Night Stalker clone without any OOP to the now Subject 33 code that is written with Lazarus using JEDI-SDL where it's very much OOP.

    All the AI stuff is brand new though so don't worry.
    Jason McMillen
    Pascal Game Development
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  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Subject 33 [Restarted]

    Well I've decided to pick up where I left off with Subject 33. I was so disappointed in myself that I never finished it and since I had the time to sit and code undisturbed for a good many hours of late, I decided to finally finish some of the missing features that I had half implemented when I left it.

    I didn't get to finish all of the AI just yet, but all of the weapons and the door/key system works just fine. Rockets now fire off explosive rockets that explode on impact with Robot, wall, bunker or doors. The explosion graphics aren't pretty just yet, but it does the job until I can get a nicer visual effect when I port the graphics over to OpenGL.

    A lot of what I'm planning is listed in the changelog.txt file if you are interested. I want to make a level editor, but I'm also kind of digging the ability to take a text file and change a few characters and I have a whole new map. You can edit the maps yourself, just keep in mind that they can only be 19x19 right now. With the weapons and door completed for now, I may move onto the map editor/loaded next. That or bash away on the Robot AI or various types of robots.

    Read the ReadMe.txt file for directions on controls or other information about the game. It's worth taking a scroll through. Robot AI is explained a bit in the second half. It also gives you a guide for making your own maps.

    Make a cool map? Send it to me or better yet, post it here for others to try too!

    For this build, Build 9, I've set the Robots to respawn at; 50% Aggressive, 30% Tactical, 20% Evasive.

    Fog of war has been turned off by default; I found this made the game very hard to play, but I left it in just in case you wanted a challenge.

    Graphics are not 100%. FNX did really nice job with the weapons, tiles and items, but had some trouble with the player character so you'll notice the weird animation when he's running upwards. I'm planning on fixing all this when I make the hop to OpenGL for graphics. Just ignore it for now and enjoy the gameplay.

    Here it is for you all to try and enjoy.


    Subject33_b9_01.jpg Subject33_b9_02.jpg Subject33_b9_03.jpg
    Subject 33 (Alpha) Build 9 Screenshots
    Attached Files Attached Files
    Last edited by WILL; 10-03-2011 at 09:18 AM. Reason: Smaller PNG files become blurry when uploaded, as opposed to GIF for whatever reason.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3
    Very nice Jason!

    cheers,
    Paul

  4. #4
    Just gave it a try.

    I had a hard time dealing with the small graphics and found no way of making the game fullscreen or bigger, allthough the readme mentioned that these options were implemented. How can I make that work on windows? Would be too cool if this was available in an in-game menu.
    Also, the main character isn't really visible because it has almost the same colors as the background. It took me a few minutes to find the character actually.

    But it's great that you picked this one up again.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #5
    Great that you started again ;-) I gave it a try and have to agree with Cronozphere: Graphics are too small and no way to make game bigger, character is barely visible and no way to close app once running. Had to kill it through task manager. Tested on Win7
    Wake up from the dream and live your life to the full

  6. #6
    PGD Staff code_glitch's Avatar
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    Works great on wine errr... what are we on now? 1.3.15 (). Just wondering, will you be releasing source code for this or not? Because it is quite annoying running everything in wine and etc... Plus, I sure as heck wouldn't mind taking a look at how it all fits together that nicely. I must say I'm surprised though: sdl libs! OMG! it just made me think about how much I've come to rely on my own code since I havent actually done anything with OpenGl of Sdl directly since I originally worked on my 'interface' so to speak
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  7. #7
    Co-Founder / PGD Elder WILL's Avatar
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    Hey guys, thanks for trying the new build out!

    I'm guessing some of you didn't read the ReadMe.txt file or forgot how command line parameters work? At any rate, I made up these batch files or you to have a look at and see how it works. You can edit them and combine any of the parameters shown in the ReadMe file.

    As I mentioned in the changelog (it's more of a features implimented and features not yet implemented) a menu is planned, probably once I get the level editor working I'll get to it. For now this is more or less a tech demo if you will.

    X2 will double, while X3will triple, etc... FULLSCREEN works best as the others draw more pixels instead and since it's not hardware accelerated yet, you can guess the rest.

    Copy these right into the same folder to use them. Enjoy!
    Attached Files Attached Files
    Jason McMillen
    Pascal Game Development
    Co-Founder





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