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 Post subject: Re: new game for fun
PostPosted: Thu Jul 01, 2021 12:35 am 


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Joined: 16 Feb 2016
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Location: Portugal
heli wrote:
I have chosen not to write any data then people get no administrator windows-10 warning to make changes to your system.
So no highscore saving in this game, maybe more people will play.


You shouldn't be saving config/hiscores on the same folder as the game; if the game is stored in a priviliged folder (such as Program Files) and the user doesn't have administrator right, the game won't be able to create/modify the file(s).
Ever since Windows Vista, at least, application data is supposed to go into the user's documents, saved games or appdata folders.


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 Post subject: Re: new game for fun
PostPosted: Thu Jul 01, 2021 1:09 pm 


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Thank you very much.
If i understand correct :
If i place the save file in user's documents, saved games or appdata folders,
then there will be no administrator warning for changes to your system ?

Ok, now i have to find out where i can find the saved games folder.


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 Post subject: Re: new game for fun
PostPosted: Thu Jul 01, 2021 5:59 pm 


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Technically you need only create/write the files to a non-administrator folder/path and it will work; the saved games/documents/appdata are the recommended places, though. The user might not be too happy if you save the files in random places. :)

To get the path to one of these folders, you can use the SHGetKnownFolderPath function. It only works on Vista and above, so if you are also targeting XP you can use the deprecated function SHGetFolderPath.

The list of folders you can query for SHGetKnownFolderPath is here (and for SHGetFolderPath here).

For example, the following:

Code:
SHGetKnownFolderPath(FOLDERID_LocalAppData, 0, NULL, &path);


will return the current user's local appdata folder (eg. "c:\users\username\appdata\local") on the pointer "path". You have to call CoTaskMemFree to free the string when you're done with it (the function allocates the string for you). Also, it is a wide string in UTF-16 format.

After that, you can just create a folder for your game data in there and create/write the save files.
Take a look at the links above, as they properly describe what you can do with the function(s).

Alternatively, for some of the special folders, you can also get their path from the environment, using the GetEnvironmentVariable function (I don't know if Windows has libc's getenv() function). For example, the same local appdata directory is in the environment variable %LOCALAPPDATA%.

If you'd like to provide an option for a portable installation (ie. save files in the same folder as the game), a common way to do it is to check for the existence of a specific file (eg. one named "portable.txt") in the game folder, and if it exists then it is a portable installation so the config/save files come from the same folder. Of course, now you still have a problem -- the possibility that the user puts the game in a privileged folder and runs it as non-admin -- but that is the user's problem at this point and you could just quit with an error message.
Another way would be to pass a command line argument to enforce reading/writing the save files from the game folder.

The downside of providing multiple save locations is that you have to think about the possibility that multiple save files exist and which should take precedence.

The functions above are from win32's C API. I don't know which language you're using, but there should be comparable bindings available.

Forgot to add: the save games folder token for the SHGetKnownFolderPath function is FOLDERID_SavedGames. The folder itself is "c:\users\username\saved games" and was introduced in Vista.


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 Post subject: Re: new game for fun
PostPosted: Fri Jul 02, 2021 1:31 pm 


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Thank you very much, great information, and double thanks i am targetting XP, building in XP, with directX 9
It all works perfect in win10 as long as you wont close the game in fullscreen, then norton comes up with shit.


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 Post subject: Re: new game for fun
PostPosted: Fri Jul 02, 2021 1:46 pm 


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The language i use is C++

If someone please like to test for crashes :
https://www.mediafire.com/file/4lanpkob ... e.zip/file
Here it is.

It is not in the state to make a movie yet.
Sick of programming now.

Let me know what you think, or it crashes.
Important : close all important things before playing.

Pressing control sets difficulty to 100%
Dont accidently press it.
Input automaticly is configured to the first joystick it finds, if you want keyboard, you have to change in the menu.
The menu is only keyboard, you have to exit the menu.
Ultra wide monitors no tate mode supported so far.
Have support for 4:3 type monitors.
Made for 16:9


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 Post subject: Re: new game for fun
PostPosted: Sat Jul 03, 2021 2:58 pm 


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No one tried yet ?
Comeon, its the "game of this year edition".


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 Post subject: Re: new game for fun
PostPosted: Sat Jul 03, 2021 3:27 pm 


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I guarantee its better then cyberpunk 2077


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 Post subject: Re: new game for fun
PostPosted: Tue Jul 06, 2021 12:33 pm 


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Still no programming, if i get back on it,
i need to combine vertex buffers to save some GPU.


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 Post subject: Re: new game for fun
PostPosted: Sat Jul 10, 2021 2:13 pm 


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I dont feel like working so i added more for fun instead of finishing the first boss i added a second boss.

Image

Image


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 Post subject: Re: new game for fun
PostPosted: Wed Jul 14, 2021 1:29 pm 


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Still working on the second boss

Image

In this attack pattern the arms should be destroyed and wont show.
Need to work on the first pattern with arms.


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 Post subject: Re: new game for fun
PostPosted: Mon Jul 19, 2021 2:33 pm 


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With arms looks better

Image

I dont know how to move them, i have to find out.
It might take a while.

Once i have it i implement it in the other boss also.


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 Post subject: Re: new game for fun
PostPosted: Tue Jul 20, 2021 3:53 pm 


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I made it so you can push the arms away with shooting.
Reminds me of earth defence force 4.1, where you push the big robots so they shoot the wrong direction.
Nice idea, only to random, i removed it, shooting the arms dont messes with the aim, just pushing the arms away.
Still have to think what to do with it, and add collision so it wont go inside itself.
This is way to cool, i keep playing, cool games are bad for production.


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 Post subject: Re: new game for fun
PostPosted: Fri Aug 27, 2021 1:55 pm 


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Added laser instead of bomb.


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 Post subject: Re: new game for fun
PostPosted: Tue Aug 31, 2021 1:24 pm 


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Bug found : without joystick connected the menu position is not changable.
My friend found it and was complaining about it, i could not find any bug because i always have joystick connected.


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 Post subject: Re: new game for fun
PostPosted: Tue Aug 31, 2021 4:29 pm 


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Good work here. I tested the game under wine and it runs quite well and smoothly. That’s good news for linux/steam compatibility. I get the impression you’re making the game engine more or less from scratch, so what you have is impressive! I encountered the joystick menu issue as well; if I have a joystick plugged in, I have to use the keyboard to start the game. After the menu the game works fine with a Dimput joystick. Fullscreen can be turned on, but doesn’t seem to be able to toggle off again. The jewels icon in the top left seems to display just a random jewel. I might not be understanding the chaining system though, so ignore if it works as intended.

Also, I know a good bit of Blender if you’re still looking for someone to manage art. I can make 3d models or do pre-rendered sprites. Let me know if there’s an upcoming boss or something that I could show you a test of if you’d like.
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 Post subject: Re: new game for fun
PostPosted: Wed Sep 01, 2021 3:40 pm 


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Thanks for testing, if you can make a nice 3D spaceship for the player i would appreciate.
I am working on the laser when i have it done i will upload a new version for you to test,
i wanted to complete it this week only i dont get to it, days go very fast.

The chaining system is as follow :
gold color have nothing to do with the chain.
first you grab 1 colored block.
then you need 2 colored diamonds.
then 3, and so on until you have red diamonds.

Losing a diamond increases difficulty, losing many red diamonds makes it difficult very fast.

Blender can easy generate .x files, you can replace the mesh for testing, it is small scaled, it need rotation as visible in the game.


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 Post subject: Re: new game for fun
PostPosted: Wed Sep 01, 2021 4:01 pm 


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The game engine is this game.
When this game is finished/done i copy all and remove everything exept what is left, that is the engine.
It should grow every game from now on, i removed lots of 3D and now focus only 2D,
so it shrunk

i only have to look at PS5 movies to make me certainly only creating realistic 2D shooters, not realistic as PS5.

I need to add 3D again next game for nice backgrounds, this game have simple scrolling backgrounds.


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 Post subject: Re: new game for fun
PostPosted: Wed Sep 01, 2021 4:05 pm 


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Posts: 385
I already want to make a new game, that is bad.


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 Post subject: Re: new game for fun
PostPosted: Fri Sep 03, 2021 3:59 am 



Joined: 16 Jan 2021
Posts: 15
I like the tumbling rocks and how they break a part. The boss is destroying me after it starts its spread pattern. I think the ship movement is pretty good with the controller.


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 Post subject: Re: new game for fun
PostPosted: Fri Sep 03, 2021 12:14 pm 


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Yes the movement is so good, that if i play battle-garegga i keep stopping shooting to move faster, thanks for testing.

Laser :
Image

Maybe i can make it to charge the laser you need gold blocks.
Then bullets turn into gold blocks and theoreticly can laser forever.

Laser is set to twice shot power for now.


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 Post subject: Re: new game for fun
PostPosted: Mon Sep 06, 2021 1:27 pm 


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I stop programming for now i need to focus on music and 2 other projects for now.
Verticen i give you a month ok ?, post screenshot of game with new ship please.


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 Post subject: Re: new game for fun
PostPosted: Mon Sep 06, 2021 1:36 pm 


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By the way i am planning a third spider boss that shoots bullets in web formation.


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 Post subject: Re: new game for fun
PostPosted: Mon Sep 06, 2021 2:25 pm 


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You can make a few ships, the best will be the player, the rest enemys.


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 Post subject: Re: new game for fun
PostPosted: Mon Sep 27, 2021 6:54 am 


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It's been a bit, but I haven't forgotten about this. I'll send some screenshots of a ship soon to see if it's like what you're after. I could also put some simple texture details if your game engine has texture mapping support.
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 Post subject: Re: new game for fun
PostPosted: Mon Sep 27, 2021 1:17 pm 


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Hi, thanks for your reaction.
Take it easy, i,m glad you reacted within a month.

The problem with textures is they are hard programmed, also the materials.
Cant load those from a mesh in this game.

Just make a basic shape and i,m happy enough,
with texturing i am really perfectionist, i cant or dont have patience for that exactly how i want it.
It means nothing is double loaded, all from one source.
Lets say you have 2 wings with the same shape, left and right side have the same texture, then you should use the same coordinates so no piece of texture is being repeated/reloaded if you understand.
We have to talk about it if you can do that ?, its really hard work and its extra, if the game is complete it can be made nicer with textures later.
I dont wanto spend to much time on this game, and before end of this year a playable version that is just enough to keep people happy.
After that we can see : new game or more textures.

The thing with textures is it all have to be in 1 texture.
You can not use multiple textures on 1 spaceship because of GPU slowdown.

I am long not done with making any music so take your time, i,m happy you helping.
*ps : no payments involved for this game, free for all, so i cant pay you,
if you need music of sfx for your own project no problem i make for you.

I need at least one month from now to make any music, still busy developing sounds.
You know it will be good music already, its my other hobby, i stopped making normal music, from now on only game music, my music have purpose now.


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