Trigonometry Wars 3 Redux: The Revengeoning (v1.0 released!)

A place for people with an interest in developing new shmups.
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BPzeBanshee
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by BPzeBanshee »

Hrm. I could've sworn this place was booming with free music site suggestions a while back. I gather you've tried Newgrounds with no success? Kaiser got his music from there for G85 and for being 8-bit-wannabe it sounds quite good.
Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

v.1.35 Changelist

-Actually fixed HP-bars
-Small boss 5 nerf

v 1.32 Changelist:

-Fixed boss phase-separator in HP-bar

v 1.31 Changelist:

-Fixed TLB

v 1.3 Changelist:

-Fixed 2nd loop extends
-Fixed Boss HP stuff

v 1.2 Changelist:

-Type A options wider
-Type A Hyper shots more beautiful
-Laser damage-aura made bigger
-Hyper invicible-time doubled
-Air score-items give more GetPoints (10 -> 15)
-Combo-gauge made bigger
-GetPoints color changes
-Few enemy replacements
-Boss HPs nerfed (especially stage 5 and 4)
-2nd loop bosses nerfed
-Score for beating bosses increased a lot
-You get an extend after every stage in 2nd loop
Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

Updated.


Changelist:

-Fixed laser tearing (thanks giest)
-Added 2nd loop score-getpoints multiplier of 1.5x (thanks giest)
-Made getpoints HITS multiplier visible (thanks giest)
-Few enemy replacements
Last edited by Cagar on Tue Apr 23, 2013 5:51 pm, edited 1 time in total.
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nasty_wolverine
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by nasty_wolverine »

bug report:
1) continue text is missing...
2) on quit, windows tries to force close it, probably not doing a clean exit.

and btw, the laser tearing was my biggest gripe... thanks to both cagar and giest for ultimately getting it fixed.
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

Continue text is missing on purpose. :wink:

And that quit-thing doesn't happen to me.. giest?
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Bananamatic
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Bananamatic »

Cagar wrote:-Fixed laser tearing (thanks giest)
and TW3R was good again.......................................................................................................
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

Cagar wrote:Continue text is missing on purpose. :wink:

And that quit-thing doesn't happen to me.. giest?
I get a very different bug sometimes. The game sits in the background consuming a retarded amount of CPU, but is only closeable via Task Manager.

I have no idea what causes it.
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Bananamatic
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Bananamatic »

Giest118 wrote:I get a very different bug sometimes. The game sits in the background consuming a retarded amount of CPU, but is only closeable via Task Manager.

I have no idea what causes it.
Same thing happened here, took me an hour before I noticed it
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

Annoyingly, it doesn't happen every time. It's an intermittent bug.

Which basically means it's harder to figure out exactly what makes it happen. >_>
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nasty_wolverine
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by nasty_wolverine »

I think its because of some resources not being freed, or there is a infinite loop in the exit logic.
(atleast thats what happened with the i am devving)

can you not set breakpoints in GM???
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

There is no infinite loop in the exit logic, and I am freeing any resources that Game Maker does not free itself.

I would love to use a breakpoint, but I have no idea where I would even put one because I'm pretty sure the exit logic isn't the problem. Whatever's causing this happens before the exit and just kind of lingers.
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BPzeBanshee
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by BPzeBanshee »

It's SuperSound. There's been reports of this regarding usage of it on Yoyogames for a while, but nothing's ever going to get done because it hasn't been supported since GM 7.0. Castor is a good replacement however it requires quite a fair bit of DLLs in your game folder which is rather ugly and in terms of functionality it's about the same.

One thing you can try though which I think fixes the 'Windows was unable to properly close' error on first run and/or reduces the severity of the bullshit it causes is this.

And now a question for you guys: Did you do anything fancy for fixing the laser tearing or just increase the sprite size?
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

BPzeBanshee wrote: And now a question for you guys: Did you do anything fancy for fixing the laser tearing or just increase the sprite size?
I had it follow the player's y position. So each bit of the laser is at Ship.y-Distance, where Distance increases every frame.
Iori Branford
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Iori Branford »

On the crash after quit, I've had success setting compat mode to Win2k. Run as Admin might also be helpful.
Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

DOWNLOAD v1.5 FINAL VERSION

Changelist:
-HP changes
-Enemy placement
-Pattern changes
-Some adjustments (what the fuck?)

I promise this is the final version, unless some kind of big glitch is found.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

So I've been doing some more work on this game for a while now without posting about it here. Oddly, a lot of what I'm changing is in response to the criticisms I got that lead to me going all "fuck it I'm not working on this anymore." I guess I just needed time to let it stew over in my brain? Blah.

So I'm doing this shit in the next version, among other things:

* Arrange mode (inspired by TW4).
* Death Label mode (True Last Boss rush).
* Improved graphics all around.
* Ability to choose your "loop mode". You can choose to play just the first loop, just the second loop, or both.
* Changes to the scoring system, including removing the GetPoint cap and reducing the penalty for using a bomb.
* Type C's options rotate smoothly.
* Generally toned down difficulty, especially in parts of the second loop.
* Some big enemies now take cues from Cagar Label to make them more interesting.
* Stage 2, 3, and 5 bosses made more interesting.
* Reduced health for the second loop TLB (both forms).
* Relaxed (or nonexistent, not sure yet) second loop requirements.
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by n0rtygames »

This forum's been getting a lot of traffic recently, so I missed the update Cagar had done. D'oh!

Anyway, I hear you on the whole "BLAGH!" thing - you do need a mental break after releasing one of these things. Glad you've bounced back.

hurry up and make it please
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Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

n0rtygames wrote:This forum's been getting a lot of traffic recently, so I missed the update Cagar had done. D'oh!

Anyway, I hear you on the whole "BLAGH!" thing - you do need a mental break after releasing one of these things. Glad you've bounced back.

hurry up and make it please
Just curious, have you tried playing my revision of this game? Like it?
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by n0rtygames »

Cagar wrote:Just curious, have you tried playing my revision of this game? Like it?
Image

In all seriousness though, you've made some really good improvements to the game. The visibility of bullets is increased, even though they were pretty visible already and the added glowyness makes it more fun to play. I was obtaining extends quicker, and generally having a better time with your mod.

The boss above is probably just me needing to go in to practise mode with it or something, but as you guys said to me a while back - I'd take a look at SDOJs difficulty. It's S3 mid boss (I think this was S3?) is not that silly and although it's a pain in the arse, it doesn't just spike like that throwing a bazillion bullets at you at high speed. I don't even get time to think about that pattern and it's a complicated pattern. This is a hard thing to get right - I know. There's not a single game on this sub forum that doesn't suffer from fast bullets or retarded spike syndrome - your own mod included. I have no idea what lies beyond that point because after my third run (I was trying all the ships) I hit that and just said "Oh fuck off" and closed the game before my credit was even done with.

The little stars on one of the bosses (the cyan ones) are still obnoxiously hard to see. Make them look more like Deathsmiles suicide bullets.

One thing I was left confused about though - the free bomb you get at the end of each stage. The only reason I dropped the Maximum bonus from my own game is because I felt that since I was selling it - there was a line which should not be crossed. Ripping GP systems and Maximum systems from DDP would probably just leave me looking like a twat. You guys though, I think you could benefit from it massively since you're not selling your game and it's very much just a fan project.

Have you considered turning this mechanic in to something that could further enhance score? Have a bomb token drop from the top of the screen - pick it up to get your free bomb. Overstock and increase a Maximum bonus multiplier for extra score that level?

If it's already doing this, then I apologise - it just wasn't pronounced enough :-)

So yes, I like it. I just want to see you continue to add more.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Giest118 »

That pattern was probably a case of me being a blind twat, since I tend to use a hyper when it gets really crowded.

And there is a bomb bonus: At the end of each stage you get a bonus for each bomb you still have in stock. :V

And you'll be pleased to know that in v1.5, the stars are WAY more visible.
Cagar
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Cagar »

Thanks :mrgreen:
Hmm..
I didn't think that the difficulty spike at stage 3 midboss was so big.. however, that's optimal spot to hyper score-wise.
Generally, I was having gooooooooood time while doing this. Playtesting and small tweaking from morning to evening.
Now how do I slap myself hard enough to start making my very own shmup(s).. which I already have unique idea(s) for.
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Rex Cavalier
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by Rex Cavalier »

...i had no problem NMNB'ing that midboss on the first blind play of that stage. Weird...
Try to stay roughly in the middle, horizontal-wise, on that pattern.
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Post by n0rtygames »

Rex Cavalier wrote:...i had no problem NMNB'ing that midboss on the first blind play of that stage. Weird...
Try to stay roughly in the middle, horizontal-wise, on that pattern.
You're probably just better than me at sight reading games :)
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