Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: My first space shooter  (Read 15306 times)

0 Members and 2 Guests are viewing this topic.

arkus

  • Newbie
  • *
  • Posts: 12
    • View Profile
My first space shooter
« on: July 24, 2013, 11:06:55 pm »
Hey!  :)

I want to show you my first SFML projekt: "Loloid-Attack", a tiny space shooter.  8)
Three levels are finished yet, you gain kredits by killing enemies and you can buy upgrades at the end of the levels.

The whole content is self-made, the sprites are made with GIMP and the sounds with Reason Propellerhead (well the sounds are very annoying so far and only placeholders  :P).

Many functions such as a high score list and some items in the market are still not finished.
I appreciate any criticism, suggestions and bug reports.  ;D

Download: https://www.dropbox.com/s/tbgl26w66t3t5cf/loloid_attack.zip
« Last Edit: July 28, 2013, 02:24:48 pm by arkus »

Grimshaw

  • Hero Member
  • *****
  • Posts: 631
  • Nephilim SDK
    • View Profile
Re: My first space shooter
« Reply #1 on: July 24, 2013, 11:26:59 pm »
This game is so so amazing :DD I was so entertained playing it that I was quite sad when it suddenly closed :((((

Please finish it so I can play :(

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11033
    • View Profile
    • development blog
    • Email
Re: My first space shooter
« Reply #2 on: July 25, 2013, 12:12:59 am »
Haha this is great! :D
Love the graphics and yeah hope the sound effects get a bit adjusted.
Unfortunatly I can't see the screenshots, so here are two other screenshots.





I was so entertained playing it that I was quite sad when it suddenly closed :((((
So did it close when you died or just after a while?
Well I guess instead of switching to another state it just closes. For the lulz effect when die it's kinda funny though. ^^
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Grimshaw

  • Hero Member
  • *****
  • Posts: 631
  • Nephilim SDK
    • View Profile
Re: My first space shooter
« Reply #3 on: July 25, 2013, 12:47:23 am »
Closed when the boss died.. that was frustrating :p I was all set to keep improving my ship :D

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11033
    • View Profile
    • development blog
    • Email
Re: My first space shooter
« Reply #4 on: July 25, 2013, 12:54:31 am »
Closed when the boss died.. that was frustrating :p I was all set to keep improving my ship :D
Haha true! :D
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

AFS

  • Full Member
  • ***
  • Posts: 115
    • View Profile
Re: My first space shooter
« Reply #5 on: July 25, 2013, 06:09:30 am »
Damn loloids! Damn you! *shakes fist*

Fun game, congrats ;)

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: My first space shooter
« Reply #6 on: July 27, 2013, 11:40:30 am »
Was wondering why it's called loloid until I saw the screenshot :P

Pretty fun to play even at this stage, especially the boss which has some pretty unique attacks instead of just a normal enemy with bigger health :D

But yeah, too bad it's quite short and closes immediately after the boss died. I was looking forward to maximum rapid-fire ship. Looking forward to further development!

PS: How about making the asteroid speeds randomized as well (and maybe size, too). I'd say it'll be pretty easy to do since you already randomized their position, and a little variation would look great i think. Good luck! :)


Well I guess instead of switching to another state it just closes. For the lulz effect when die it's kinda funny though. ^^
Wait, it just freezes and closes for me when it died...

Erikpetrov

  • Newbie
  • *
  • Posts: 13
    • View Profile
    • Greedy Truck
    • Email
Re: My first space shooter
« Reply #7 on: July 27, 2013, 03:04:48 pm »
Amazing game for first project.I really liked the graphics the boss is so cute :) .
Keep improving the game it can be great.
Game: Greedy Truck
Website: http://greedytruck.tk/
Location: Earth(for now)

Grimshaw

  • Hero Member
  • *****
  • Posts: 631
  • Nephilim SDK
    • View Profile
Re: My first space shooter
« Reply #8 on: July 27, 2013, 04:22:25 pm »
I'm still waiting to play more levels :( Don't be evil man :D

arkus

  • Newbie
  • *
  • Posts: 12
    • View Profile
Re: My first space shooter
« Reply #9 on: July 28, 2013, 02:55:14 pm »
First of all thank you for all the feedback!  :D
Instead of starting a new level, the game just closes after the boss. i think i will create some new levels with different loloid-enemies before the boss attacks.

Quote
Unfortunatly I can't see the screenshots, so here are two other screenshots.

Thank you for uploading, i still have some trouble with uploading screenshots  :o
Pressing "insert image" with the dropbox hyperlink didn't work for me  :-\

Quote
How about making the asteroid speeds randomized as well (and maybe size, too). I'd say it'll be pretty easy to do since you already randomized their position, and a little variation would look great i think.

I've been thinking about that already, but i don't know how to make it. currently, i create the asteroids with a list and manage the movement and the rotation like this:

if((sf::Randomizer::Random(0,100) < asteroid_spawner) && (asteroid_bool) && (asteroid_list.size() < asteroid_max))
{
                sf::Sprite *asteroid;
                asteroid = new sf::Sprite;
                asteroid->SetImage(asteroid_img);
                asteroid->SetPosition(850+sf::Randomizer::Random(0,60),sf::Randomizer::Random(10,530));
                asteroid_it->Rotate(sf::Randomizer::Random(0,50));

                asteroid_list.push_back(*asteroid);
}

for(asteroid_it = asteroid_list.begin(); asteroid_it != asteroid_list.end(); asteroid_it++)
{
                        asteroid_it->Move(-100*Window.GetFrameTime(),0);
                        asteroid_it->Rotate(1);
                        asteroid_it->SetCenter(25,25);
{
 

Randomized speed and rotation would mean that i would have to create seperate lists for that, wouldn't it?  :o
Additionally, a randomized size would make the colliding between shot/asteroid and player/asteroid much more difficult because i adjusted it to the standard size (+- 25p):

if(schuss_it->GetPosition().y <= asteroid_it->GetPosition().y +25 &&
 schuss_it->GetPosition().y >= asteroid_it->GetPosition().y -25 &&
schuss_it->GetPosition().x >= asteroid_it->GetPosition().x -25)
//{delete asteroid}
 

agenda
- new sounds
- new levels (with new enemies)
- randomized asteroid size and rotation
- new ship upgrades (max armor, shot power, (suggestions?))
- a story (what are the loloids and what do they want?)

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: My first space shooter
« Reply #10 on: July 30, 2013, 09:49:22 am »
I've been thinking about that already, but i don't know how to make it. currently, i create the asteroids with a list and manage the movement and the rotation like this:

Randomized speed and rotation would mean that i would have to create seperate lists for that, wouldn't it?  :o
Additionally, a randomized size would make the colliding between shot/asteroid and player/asteroid much more difficult because i adjusted it to the standard size (+- 25p):

if(schuss_it->GetPosition().y <= asteroid_it->GetPosition().y +25 &&
 schuss_it->GetPosition().y >= asteroid_it->GetPosition().y -25 &&
schuss_it->GetPosition().x >= asteroid_it->GetPosition().x -25)
//{delete asteroid}
 

agenda
- new sounds
- new levels (with new enemies)
- randomized asteroid size and rotation
- new ship upgrades (max armor, shot power, (suggestions?))
- a story (what are the loloids and what do they want?)

Regarding random speed and sizes: yes, I guess that'll require you to store the numbers on a separate list :P
I'd say just make a struct or something so that each asteroid does not only contain a sf::sprite but also its move_speed (you shouldn't need to store size, you should be able to just increase it once via the setScale function and never bother it again).

On collision detection, you might want to use the contains() function to detect whether a point is inside the asteroid. Say,
//for comparison (current version):
if(schuss_it->GetPosition().y <= asteroid_it->GetPosition().y +25 &&
 schuss_it->GetPosition().y >= asteroid_it->GetPosition().y -25 &&
schuss_it->GetPosition().x >= asteroid_it->GetPosition().x -25)
//{delete asteroid}

//you might wanna try
if (asteroid_it->getLocalBounds().contains(schuss_it)) //delete asteroid
 
« Last Edit: July 30, 2013, 09:54:05 am by Vot1_Bear »

Yemeni Cpluspluser

  • Newbie
  • *
  • Posts: 25
  • C/C++, Soon Java and SQL ^_^
    • View Profile
    • Email
Re: My first space shooter
« Reply #11 on: July 30, 2013, 07:00:30 pm »
;D ;D ;D ;D ;DSimple yet very inspiring and fun game!, I like the boss :)
too bad 3 levels only.
sf::signature mySignature;
mySignature.setPosition(forum.x,forum.y);
window.draw(mySignature);

arkus

  • Newbie
  • *
  • Posts: 12
    • View Profile
Re: My first space shooter
« Reply #12 on: August 02, 2013, 01:43:16 pm »
Houston, we have a problem!

I wrote the entire code into main and already got over 1200 lines...  :o
It becomes more and more difficult to keep an overview and i really have to learn more about classes and all that stuff.
For this reason, i will stop the work on the actual projekt and will try to convert it into a clearer code...

Grimshaw

  • Hero Member
  • *****
  • Posts: 631
  • Nephilim SDK
    • View Profile
Re: My first space shooter
« Reply #13 on: August 02, 2013, 05:25:17 pm »
Thats nothing, keep working on it!! :D

arkus

  • Newbie
  • *
  • Posts: 12
    • View Profile
Re: My first space shooter
« Reply #14 on: August 31, 2013, 05:50:11 pm »
Hello!

I just wanted to tell you that I'm still working at the project. I've learned a lot about classes, states and stuff in the last weeks and already built a state-based menu with animated buttoms:  :)



Next I'll work at the game state with the engine and entity managing, but that will take time.

I'm still here!  ;)