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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Thu Jan 19, 2012 12:08 pm 


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SenpaiSamaKun wrote:
- Screen barrier is slightly off in scale. You can get blind collisions tanks if you get too close to the edge. Though this is really just a problem of the instant wave change.
- ESC on the title screen doesn't have anywhere to exit, so it just....freezes.
- Sometimes it tends to spike a bit. It can just be the odd browser freeze, but it visibly speed ups to me. I'll give a video that shows it at the very end in a good while.
There we go. http://www.youtube.com/watch?v=-70DiZP-gpk
Its not as noticeable with Youtube's framerate but right at the end with 2:41 is where every bullet hops four pixels and I can't react to it at all.
This also happens earlier from what I'm seeing, but I didn't die from those.

I haven't spotted speedups but it has stopped and frozen a lot once you play for a little bit. Quite irritating.

I doubt it's Rozyrg's fault though. :(
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Thu Jan 19, 2012 2:23 pm 


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If there only was a way to get keypresses on the iPad... :wink:
Starts ok and everything.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Thu Jan 19, 2012 7:41 pm 


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- The thing with pressing ESC on the title screen has to do with game_end(). Under Windows, it would close the application; under HTML5, it just stops. If I can find a straightforward way to make the game detect which environment it's running under, this'll be taken care of.
- The screen barrier issue isn't so much a bug; but rather a lazy quick fix I put in to keep the player from being killed by enemies being spawned directly at the edge of the screen. Basically, you have a 10-20 pixel "safe zone" at the screen edges within which nothing except bullets can kill you. No doubt there's a better solution.

The lag spikes could be caused by just about anything... firing alarms going off all at once (they can't trigger until the player's object is present), repeat loops for spawning enemies, or the browser just fidgeting about for no particular reason. Not sure what I can do about it, really. :( It used to be worse, though - there used to be a freezing glitch that guaranteed you'd lose another life if you had died under specific circumstances.

mice wrote:
If there only was a way to get keypresses on the iPad... :wink:
Starts ok and everything.

I wish I knew how to do this. -_-
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Last edited by Rozyrg on Thu Jan 19, 2012 9:27 pm, edited 1 time in total.

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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Thu Jan 19, 2012 8:38 pm 


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If you were gonna do that, might as well go the whole way and become an App Store dev, haha.


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Jan 20, 2012 4:26 am 


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Rozyrg wrote:
mice wrote:
If there only was a way to get keypresses on the iPad... :wink:
Starts ok and everything.

I wish I knew how to do this. -_-

YoYo_AddVirtualKey (and other such similar functions) will get you what you want. And there's global variables that help you determine whether you're running in a browser or not now too, take a good look through the help file GM:HTML5 provides. :P

That being said I have no idea how well trying to make a twin-stick game with multiple buttons, but you could make an iOS HTML5 version where the tank just aims at whether the mouse position (or whatever you tap at) determines aiming while holding down determines movement, but I digress - these are the unique issues of making a smartphone game.
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It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Jan 20, 2012 8:35 am 


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Yeah, it's really not the most appealing prospect to begin with. With those control limitations, I think I'd be better off trying that Space Harrier idea, honestly. ;)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Jan 24, 2012 7:34 am 


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Where's my EXE dammit!? :D
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Jan 24, 2012 11:52 am 


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Thanks!
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Jan 30, 2012 2:59 am 


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No problem. 8)

Some changes:

    - there's now a short pause (less than a second) after you clear a wave
    - you now get a score bonus for clearing a wave quickly. 3 seconds or more gets you zilch, though.
    - added a key specifically for changing screen size (EXE only)
    - EXE version writes scores, screen size etc. to an .ini file
    - music!

I'll send out an updated version when everything's properly tacked down, of course. Feel free to suggest any other changes in the meantime, however. ;)

edit: Music might have to be left out of the HTML5 version, unfortunately. It's bad enough when the sound issues cause sfx to cut out occasionally; but with a song playing, this is just ATROCIOUS.

Also, I think I may have cured some of the jitters that happen sometimes when a wave starts. Basically, I had a do until loop that searched for a random, unused spot on a preassigned grid before spawning enemies... no wonder it would get stuck now and then. Now, I have it do this multiple times when the game starts and pre-assemble sets of grid positions just to get it all out of the way so it's not necessary to worry about during gameplay.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Feb 06, 2012 11:21 pm 


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Updated!

I added a PayPal link to my blog specifically for purchasing the EXE version, too. Here's a video as well (thanks to SSK, naturally.8))

With Megatank out of the way for now, I'm back to working on ZPF, although it's mostly just for stuff like tidying up menus and getting the performance up to spec. I do have lots of accumulated ideas for it ready to go, though. I also started on a new HTML5 game based somewhat on the failed platformer I was working on awhile back. 90% of the graphics are taken straight from it, too, so there's nothing to show yet, really.

...and XYX is definitely grounded for awhile (and for more reasons than just me being lazy/unable to come up with ideas); but I won't say why just yet. ;)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Thu Feb 16, 2012 11:54 am 


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Not a shmup; but why not.... I haven't had much time to work on any of my games with certain other things going on, anyways >_>
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There's no v-scrolling, 'levels' are fairly short.. they're more like interconnected rooms/hallways, and at this point, enemies (which I should note are using placeholder gfx) do no more than float from one end of the screen to the other. Even at this simple state, Web/HTML5 performance is a bit disappointing, so I might just skip shooting for that altogether this time... except perhaps a chopped down version I could use as a demo. I know it's only going to get worse since the enemies will need to be far more interesting than they are. Chrome seems to run it significantly better for some reason, oddly enough. :?
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Feb 17, 2012 6:49 am 


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Chrome handles the Canvas better but sucks at multiple sounds, Firefox handles the sound better but sucks at Canvas compared to Chrome.

Might wanna update again to be sure though, HTML5 performance in browsers is changing all the time.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Feb 17, 2012 4:51 pm 


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Yeah, I noticed several updates for each(?) go through recently, so I wasn't absolutely sure which was really ahead on the whole HTML5 compatibility race. I'm honestly not too concerned about even having this one playable for the web, as it's already fairly more complex than MT and it's also my first functioning platformer. You definitely need some room to try out crazy shit before having to chop anything out for the sake of fidgety browser play. ;)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 13, 2012 1:22 am 



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Tried out Flying V on an old-school arcade monitor setup with an Ultracade UVC with the netbook's resolution set at 640 x 480 setting. Game screen presentation was cut off a bit. So it was back to changing the netbook's resolution to the next one higher up, 800 x 600 mode, to see if that would do the trick. And now running Flying V in Tate mode looks absolutely spot-on on the 29" Nanao monitor with the 800 x 600 resolution being fed into the UVC (after doing some minor tweaking with the H & V controls to get it sized up just right). This is all in 15kHz low-res mode, of course.

Really does remind me of those cool Toaplan arcade games from the early 1990s indeed + with the obligatory scanlines for completeness. Can't get any better than that, folks.

PC Engine Fan X! ^_~


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 13, 2012 4:52 am 


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Bet it looked pretty on a real monitor! :D I really wish I had a spare CRT monitor to use for a similar purpose; but we gave away just about all of our old PC hardware a few years back.

I'm not sure what's going on with the screen positioning thing. Even with the non-standard resolution I've picked for the game (450x600), it should have enough room to scale to fill the screen properly when in TATE mode; but I'll look into it.

PC Engine Fan X! wrote:
Really does remind me of those cool Toaplan arcade games from the early 1990s indeed + with the obligatory scanlines for completeness. Can't get any better than that, folks.

Exactly what I was going for, so I really appreciate that. Thanks! :mrgreen:

edit: (Just remembered this) If the 'jitters' you mentioned have to do with the horizontal panning, that's a known issue. Basically, there's places near the screen edges where the panning speed changes, so if you're doing lots of quick tap dodges right near them, you'll get some nasty, jittery-looking goings on with the background. Whether that's the specific issue for you or not, this definitely needs fixing.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 13, 2012 10:57 am 


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Quote:
I'm not sure what's going on with the screen positioning thing. Even with the non-standard resolution I've picked for the game (450x600), it should have enough room to scale to fill the screen properly when in TATE mode; but I'll look into it.

You are correct indeed - 450 + (10 * 3) = 480, 600 + (10 * 4) = 640 - not sure how actual cabinet display setting switches work but moving the notch up by 10 should've done the trick. I won't talk about how well the colour schemes work on a CRT though considering my experience converting my LCD screen to an LSD screen. :lol:
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Wed Mar 14, 2012 8:52 am 


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I thought I had it right; but then again, I almost never trust my own math. :lol: Could just be a quirk with window_set_fullscreen(), I dunno.

Oh yeah...
Just the intro and shmup parts are mine (excluding backgrounds and effects gfx. They had someone else do the animation for the boss, too.)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Mar 19, 2012 4:54 pm 


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Hi, friends! I'm one of editors from the blog "FILOSOFIA SHMUP" (SHMUP PHILOSOPHY) and I bring to you an interview with our friend Rozyrg/Gryzor, where he talks about his games and his contribution to new NEGO GEO/DREAM CAST game: GUNLORD.

Enjoy and comment, send your opinion!

http://filosofiashmup.blogspot.com.br/2 ... -arte.html


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Mar 19, 2012 6:31 pm 


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Marvelous article!
Enjoyed every word (even though I google-translated it into Swedish...) and picture. :D
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Mar 19, 2012 8:50 pm 


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Thanks. The respondent who made the post was interesting, exposing his viewpoint.


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Mon Mar 19, 2012 10:22 pm 


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tiaoferreira wrote:
Hi, friends! I'm one of editors from the blog "FILOSOFIA SHMUP" (SHMUP PHILOSOPHY) and I bring to you an interview with our friend Rozyrg/Gryzor, where he talks about his games and his contribution to new NEGO GEO/DREAM CAST game: GUNLORD.

Enjoy and comment, send your opinion!

http://filosofiashmup.blogspot.com.br/2 ... -arte.html


(I've been lurking for way to long.)

I remember seeing a video of GUNLORD last week on youtube. I couldn't help but think "My god, that looks like Gryzor's art..."
Lol, imagine that. Way to go man!
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 20, 2012 2:59 am 


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Since the 1st time what I saw the Gryzor's art, I've imagined who this guy had talent enough to be a professional artist for games.

And, without being ass-kisser, he also program very well. His games are very well built, in my opinion, as I said more than a year ago, if we join the art of Gryzor and Alluros's programming, we would have great games back in the arcades!


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 20, 2012 9:46 am 


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I read the article and saw the ZPUltra pictures and wondered "Seriously FFS, why the huge tits?".

Then I read the rest of the article. :lol:

Very neat interview, and it actually went through Google Translate pretty well (detected as Portuguese). You're absolutely on the ball tiaoferreira.
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It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Tue Mar 20, 2012 1:09 pm 


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Thanks for the amazing interview, Tião! :)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Wed Mar 21, 2012 10:30 pm 


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@tiaoferreira - Thanks a lot, man! :D

Glad yall enjoyed the interview.... it was certainly candid. ;) I was pretty honored being offered work for Gunlord, too! I honestly think it's some of my best stuff. Wish I could take credit for the smooth animation on that boss (the shmup stage one), that was snatched right out of my hands.

Since I've finally got some free time,I tossed together a little Space Harrier thing for HTML5 over the last few days. It pretty much has only the bare minimum of game and graphical elements, there's no levels, not even a score display or life limit. This was mostly just to see if I could build something that would work on platforms that rely on touch input. Anyone want to try it out for that?

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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Mar 23, 2012 7:09 am 


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iPad1, iOS5.0.1: Works but not very fast (perfect spee for me...). No sound. FPS counter would, maybe? iPad2 or 3 might run this as intended, maybe.
Samsung Galaxy Pad 10.1 and Firefox: "Drag" is overridden by the browser, so you're moving the screen around instead of the player. Sound works.
Samsung Galaxy Pad 10.1 and Native browser: Refuses to load page.

Apart from that you can't see yourself (and other things that you block) when holding the finger on the player, this is cool. :)
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Mar 23, 2012 1:17 pm 


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Thanks for giving it a go. 8)

Can't say I'm surprised by the results. I knew the touch/drag thing would be an issue for something, as mouse input is pretty much all you've got to work with in GM to simulate touch controls. As always, it seems like the speed is only ever perfect when outputting to it's native Windows/EXE format, too. :/

Maybe I could deal with the blocking issue at least by having a separate 'screen'; but I doubt that'd be very efficient concerning screen space...hmm.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Fri Mar 23, 2012 11:49 pm 


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Try the public beta for GM Studio, Rozyrg. I'm pretty sure it exports to iOS and it has Android listed as well as HTML5/Windows........not that I can get GMOSSE to work on it anyway due to sprite_get_sprite etc not working anymore.
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It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Sat Mar 24, 2012 5:27 am 


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I'll give it a shot; but I'm already pretty disappointed with how it runs (HTML5,2X) on my faster PC, so I don't expect much better on a mobile device. :( Looks like another will be going down the EXE-only route. *sigh* I might have to just give up on trying fast-paced shooters/action games for HTML5 if I want to get anything out of the format, much less getting any back I spent for the luxury of utilizing it.

Sorry to hear you're still having problems with 'porting' GMOSSE, too.
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 Post subject: Re: My GM shmups - MEGATANK, Flying V, XYX, ZPF
PostPosted: Sat Mar 24, 2012 11:54 am 


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Yeah it's unfortunate, but the fact of the matter is that I never foresaw externalisation as a bad thing so I went wild with it. Now it seems that may have not been such a good idea - at least for native app ports.

If the iOS versions are proper iOS apps as opposed to HTML5-runners I imagine your game will have better speeds, which is why I recommend GM Studio. Also, it seems more stable than GM:HTML5 when I tried it but then again I was being a pirate. :P
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It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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