View Full Version : Galaxy Lancer Test
Bachus
2003.07.09, 06:45 PM
Time to release a small alpha test of my current project, Galaxy Lancer.
The Test web-site (http://www.killerrobots.com/games/galaxylancer/)
I'm mostly just looking for whether or not it works at all. It runs great on all my comps, but they're all running the latest version of Jaguar, so I have no clue if it'll run on X.0 or X.1. Though comments on how to improve the game in general will certainly be welcome.
You'll have to excuse all the programmer art, temp audio, and the occasional bug. Now that the game is fairly playable, improved graphics and sounds are my next step.
igame3d
2003.07.09, 09:57 PM
Works good: dual g4 450 1.6Gb RAM, Nvidia GeForce MX. with 71 processes running
Lookin good, needs a little more brightness on your space particles to help the illusion of travel, else it feels like you are a sitting duck. I assume thats what makes the bullets seem to rock around...its actually false scrolling?
LOVE THE RADAR.
Nice ripped off music too. That song rocks, is it public domain or something, I've heard it used a dozen times.
I think there was a glitch the first time I played, no sound, i hit esc, and came back and there was plenty of sound.
I suggest some BEAM weapons, I was really needing them against those kamikazees.
What else? Oh the graphics need a little work :) ha!
Are you planning on any bosses or maze fighting..you know some big mother ships or asteroid belts?
It would also be cool to put in escort ships as bonuses as well. Different styles, like some that shoot whats behind you, some that shoot whats in front of you, auto fire turrets, and manual fire turrets, ...mine droppers! Especially when you see that fleet on the map!!!
OK keep it up, too bad you showed it off too early for uDevgame.
Bachus
2003.07.09, 10:20 PM
Originally posted by igame3d
Works good: dual g4 450 1.6Gb RAM, Nvidia GeForce MX. with 71 processes running
Lookin good, needs a little more brightness on your space particles to help the illusion of travel, else it feels like you are a sitting duck. I assume thats what makes the bullets seem to rock around...its actually false scrolling?
Yea, the starfield needs some more work. It looks completely different on different monitors with different settings. It's not actually scrolling at all. The enemy/shot/explosion/etc velocity is affected by the player's "velocity". So yea, false scrolling.
LOVE THE RADAR.
Thanks. :) Shots are supposed to be showing up on the radar as well, but there's a small bug where they don't always erase properly, so I've got that turned off at the moment.
Nice ripped off music too. That song rocks, is it public domain or something, I've heard it used a dozen times. I think there was a glitch the first time I played, no sound, i hit esc, and came back and there was plenty of sound.
I "borrowed" the song from Ambrosia's Swoop. It's just in there because at the moment I'm using the same music style as Swoop (with a song chopped into a bunch of SND resources). In the final version I'll most likely be using MODs. And there's a bug where the volume isn't always set properly. I'm thinking it might be a problem in the Sound Manager, as I've noticed it's particularly buggy in OS X.
I suggest some BEAM weapons, I was really needing them against those kamikazees. Are you planning on any bosses or maze fighting..you know some big mother ships or asteroid belts? It would also be cool to put in escort ships as bonuses as well. Different styles, like some that shoot whats behind you, some that shoot whats in front of you, auto fire turrets, and manual fire turrets, ...mine droppers! Especially when you see that fleet on the map!!!
Beam weapons probably won't make it in, but you never know. The seekers won't be quite as persistent in the final version, so no worries there. There already are bosses. They're the giant arrows that appear after you kill enough regular enemies. They'll be more of them later, and they're gonna be bigger. :) Asteroids are also planned. Fleets are definitely planned, as are ships that fight along with you. Just don't have the code for that yet. Mines and other weapon types are planned (like giant missiles that explode in a barrage of smaller missiles).
OK keep it up, too bad you showed it off too early for uDevgame.
I've been working on this for about four months now, so it wouldn't really be fair to submit it to UDG. No worries, I've got another project all planned out for UDG.
Mark Levin
2003.07.10, 02:17 AM
Really nice...
It crashed when I hit command-Q while in-game, but aside from that it ran really well.
Respawning took a bit too long, is there any way to make the new ship fly up faster?
Occasionally, when I died, a random diagonal line would appear across the screen.
Now get back on Subnova HL, dammit :p
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