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Thread: Dragon Flight

  1. #11
    Legendary Member cairnswm's Avatar
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    Dragon Flight

    Fixed the link.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  2. #12

    Dragon Flight

    It's looking much better now!

    Some things I found:

    - The first time I started this new version I got a fatal exception. I'm not sure why it happend (it could be a soundissue as I did have internet radio on), but the second time the game started like it should. (unfortunately the log was overwritten with the second attempt)

    - I noticed some archers and trees are located in the water.

    On an other note: I got a fps of 176 with a radeon 7000!

    On a second note, I tried hacking your game and found it to be quite easy to extend the dragons health with a couple thousand points.

  3. #13

    Dragon Flight

    I've compiled it to linux. There were the usual problems with file names case and "uses windows", but i got past them easily. I could submit the binary if you're interested.

    Nice game i must say!

    BTW how do i see the FPS ?

    Bye!
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  4. #14

    Re: Dragon Flight

    Quote Originally Posted by cairnswm
    This game is the first to use my new OpenGL Bindings with SDL. Quite honestly I didn;t notice a difference between my old S2DL and the New one except for worrying about the Power of 2 limitations of OpenGL.
    Well you could have easily used it for blending explosions
    Anyway it runs much faster on most computer (mine for example )
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  5. #15
    Legendary Member cairnswm's Avatar
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    Dragon Flight

    I promise to sort out the sound issues.... [size=7px]One day in the future somewhere[/size]

    Thanks MSX - I sent you a PM. I also promise to one day start getting my unit case sensitivity right

    As you have obviously looked at the code (Based on downloads - you are the only person that has ) what do you think of my SDL wrapper code?
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  6. #16

    Dragon Flight

    hye cairns.

    i managed to sneak a quick game of this at work. very cool... the screenshots do not do it justice.

    FPS = 432

    Sys =
    Twin P4 3.2ghz
    2gig ram
    radeon 9800 pro

    suggestions:

    real particle system - allows smoke from dragons nostrils, real bouncy magic sparks, puffs of grass and dirt as he runs, big footprints behind him etc

    more complex ai for archers - they run and hide when dragon gets close move in groups, ambush, etc

    brilliant for the dev time. nice work. good stuff. great. yes.

    bye.

  7. #17
    Legendary Member cairnswm's Avatar
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    Dragon Flight

    real particle system - allows smoke from dragons nostrils, real bouncy magic sparks, puffs of grass and dirt as he runs, big footprints behind him etc

    more complex ai for archers - they run and hide when dragon gets close move in groups, ambush, etc

    brilliant for the dev time. nice work. good stuff. great. yes.
    Would have been nice

    Sometime soon I must work on a nice Particle system that I can reuse in all my games. Things like footprints could have been cool

    The archers have no AI at the moment. Just a random chance to shoot.

    One of the problems I have is that I find it almost impossible to go back to old games and rework them. I also typically redo all the game engine work in my games as I write them. I have some standard libraries for things like drawing images on screen, setting up the screen and linking in AI to the games. I need to add a standard particle system, a better sound system and a more reliable high score system.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  8. #18
    Legendary Member cairnswm's Avatar
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    Dragon Flight

    Results were supposed to be out but they are not
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  9. #19

    Dragon Flight

    were there any other games as complete as yours released?

    heres some code if interested... its crappy, but its what i've found works for what i want to do... probably a few bugs with velocity ramps.

    [pascal]unit particle;
    interface

    uses math,cosine,asphyredef,AsphyreDevices,AsphyreCanva s;

    type
    TParticle = record
    Angle,Age,TimeToLive : integer;
    XVel,YVel,Xpos,YPos : Real;
    StartXVel,StartYVel,EndXVel,EndYVel : Real;
    Image : integer;
    Pattern : Integer;
    Color,StartAlpha : Cardinal;
    Alpha,AlphaVel : real;
    Active : boolean;
    Scale,ScaleVel : real;
    end;

    procedure AddParticle(Particle : TParticle);
    procedure AddWave(x,y,dir : integer);
    procedure AddSmoke(x,y,dir,alt : integer);
    procedure AddWaterRing(x,y,alt : integer);
    procedure KillParticle(index : integer);
    procedure DoParticles;
    procedure RenderParticles(Device : TAsphyreCanvas);

    var Particles : Array of TParticle;

    implementation

    uses main;


    procedure AddParticle(Particle : TParticle);
    begin
    SetLength(Particles, Length(Particles)+1);
    Particles[High(Particles)] := Particle;
    end;

    procedure AddWave(x,y,dir : integer);
    var Tempwave : TParticle;
    begin
    With Tempwave do
    begin
    Angle := Dir + Random(5) - Random(5);
    Age := 0;
    TimeToLive := Random(10) + 75;;
    XVel := +Sin256(Angle)/4;
    YVel := -Cos256(Angle)/4;
    StartXVel := XVel;
    StartYVel := YVel;
    EndXVel := XVel/4;
    EndYVel := YVel/4;
    Xpos := X + Random(16) - Random(16);
    Ypos := Y + Random(16) - Random(16);
    Image := 2; Pattern := 0;
    Active := true;
    StartAlpha := 1; AlphaVel := Random;
    Scale := Random;
    ScaleVel := 0.005;
    Color := (Max(0,Min(254,Round(StartAlpha + (AlphaVel * Age)))) shl 24) or $FFFFFF;
    end;
    AddParticle(Tempwave);
    end;

    procedure AddSmoke(x,y,dir,alt : integer);
    var Tempsmoke : TParticle;
    begin
    With Tempsmoke do
    begin
    Angle := dir;
    Age := 0;
    TimeToLive := 32;
    XVel := +Sin256(Angle);
    YVel := -Cos256(Angle);
    StartXVel := XVel * (Max(50,Alt)/100);
    StartYVel := YVel * (Max(50,Alt)/100);
    EndXVel := XVel/4;
    EndYVel := YVel/4;
    Xpos := X + Random(2) - Random(2);
    Ypos := Y + Random(2) - Random(2);
    Image := 3; Pattern := 0;
    Active := true;
    StartAlpha := Random(64); AlphaVel := -2;
    Scale := Random/2;
    Scale := Scale * (Max(50,Alt)/100);
    ScaleVel := 0.04;
    Color := (Max(0,Min(254,Round(StartAlpha + (AlphaVel * Age)))) shl 24) or $FFFFFF;
    end;
    AddParticle(Tempsmoke);
    end;

    procedure AddWaterRing(x,y,alt : integer);
    var Tempring : TParticle;
    begin
    With Tempring do
    begin
    Angle := 0;
    Age := 0;
    TimeToLive := 75;
    XVel := 0;
    YVel := 0;
    StartXVel := 0;
    StartYVel := 0;
    EndXVel := 0;
    EndYVel := 0;
    Xpos := X + Random(4) - Random(4);
    Ypos := Y + Random(4) - Random(4);
    Image := 3; Pattern := 1;
    Active := true;
    StartAlpha := Max(50,50-Alt); AlphaVel := -0.75;
    Scale := Random/2;
    Scale := Scale * (Max(50,Alt)/100);
    ScaleVel := 0.015;
    Color := (Max(0,Min(254,Round(StartAlpha + (AlphaVel * Age)))) shl 24) or $FFFFFF;
    end;
    AddParticle(Tempring);
    end;

    procedure KillParticle(index : integer);
    begin
    Particles[index] := Particles[High(Particles)];
    SetLength(Particles, Length(Particles)-1);
    end;

    procedure DoParticles;
    var i : integer;
    begin
    If Length(Particles) > 0 then
    For i := 0 to High(Particles) do
    with Particles[i] do
    If i <= High(Particles) then
    begin
    //Age it
    Inc(Age);
    //Move particles
    Xpos := Xpos + XVel;
    Ypos := Ypos + YVel;
    //Update velocity
    XVel := XVel - ((StartXVel - EndXVel)/TimeToLive);
    YVel := YVel - ((StartYVel - EndYVel)/TimeToLive);
    //Update alpha
    Color := (Max(0,Min(254,Round(StartAlpha + (AlphaVel * Age)))) shl 24) or $FFFFFF;
    Scale := Max(0,Scale + ScaleVel);
    //Kill if needed
    If Age >= TimeToLive then
    begin
    KillParticle(i);
    end;
    end;
    end;

    procedure RenderParticles(Device : TAsphyreCanvas);
    var i : integer;
    begin
    //draw particles
    If Length(Particles) > 0 then
    For i := 0 to High(Particles) do
    With Particles[i] do
    begin
    Device.Rotate(Main.Form1.Images.Image[Image],Round(Xpos-Main.Map.DrawOrigin.X),Round(YPos-Main.Map.DrawOrigin.Y),Angle,Scale,Color,Pattern,d oxDiffuse);
    end;
    end;

    end.[/pascal]

    how embarassing.

  10. #20
    Legendary Member cairnswm's Avatar
    Join Date
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    Randburg, South Africa
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    Dragon Flight

    Woohooo!!!

    [size=24px]I came 2nd [/size]

    http://www.ongamedev.com/forum//inde...showtopic=2719

    (hey WILL - this IS a news Item!)
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

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