I got bored and sprite-ized it. Note that my sprite work sucks, view at your own risk :P
![Image](http://rydia.net/udder/!crap/nordenfeltPlayerSprite.png)
![Image](http://rydia.net/udder/!crap/nordenfeltPlayerSprite6x.png)
Thanks. You know I'm still learning. For me game development is like climbing a big mountain where the finished game represents the crest. Artistic disciplines like modeling, texturing, sounds, etc. are the small and steep paths throughout this journey. Programming is second nature. At the moment I'm happy to have reached this first stable plateau.BPzeBanshee wrote:I like the new design, and I couldnt be assed in terms of the colour - so long as its remotely chrome or bronze-coloured its relevant to steampunk IMO.
Everything is a learning curve of some extent, so you're dead right in that sense. I envy your programming ability though - my "big mountain" is being able to program what I want into my project on the code level.hermitC wrote:Thanks. You know I'm still learning. For me game development is like climbing a big mountain where the finished game represents the crest. Artistic disciplines like modeling, texturing, sounds, etc. are the small and steep paths throughout this journey. Programming is second nature. At the moment I'm happy to have reached this first stable plateau.BPzeBanshee wrote:I like the new design, and I couldnt be assed in terms of the colour - so long as its remotely chrome or bronze-coloured its relevant to steampunk IMO.
I simply rerendered the sprites without considering the basic colors. There are some other sprites which have experimental colors to like the end boss. I'm testing which colors/textures work and which don't. Therefore your opinion is important. I've noted your objection.BPzeBanshee wrote:I'm not so sure as to why you left the enemy aircraft in a grey shade as it doesnt fit in with the rest of the enemies, besides that it is a VERY GREAT improvement over the previous release - a lot more consistent for sure.
Are you using anything like bilinear filters that will lag my legacy machines for that result?
Just did some research for Nordenfelt's minimum requirements. Details like "which video cards support bilinear filtering" is a tough question. I'm using SFML which is built on OpenGL which supports bilinear filtering at least since version 1.2 (1998). Therefore a 10 year old PC should have no problem with it.BPzeBanshee wrote:Are you using anything like bilinear filters that will lag my legacy machines for that result?
Thanks a lot. Good info.Observer wrote:Ok, I'll pass you the specs of the two oldest machines I have at home. The oldest is from 1996 if I'm not wrong, and got some upgrades and it was heavily used until 2002 with occasional upgrades until 2000.
It was a Pentium II 400mhz with 128MB of RAM and a 4gb HDD divided in 2GB partitions with a Diamond Monster Fusion (3dfx anyone? I still remember the 3dfx exclusive Unreal Tournament demo and how my jaw dropped with the music of Turbine and how fast paced it was... its beauty simply killed Quake 3 for me, but everyone loved Quake 3 back then) of 16mb and Windows 98 SE. Pretty lulzy configuration nowadays so maybe it's not something to take into account. It still works and runs a bunch of old PC games without dramas.
The second oldest is a Celeron of 2.0ghz, 512mb of RAM, a 40gb HDD divided in two 20gb partitions, a GeForce FX5200 with 128mb and Windows XP SP2. This one was used extensively from 2002 until late 2008 with several upgrades now and then. This one could run the older Touhou shooters (up to Phantasmagoria of Flower View) without much problems.
A netbook support is not planned. I just included it in the question because I'm not sure what the average netbook config is.BPzeBanshee wrote:If a notebook/netbook/anything portable is small and uses integrated graphics cards, odds are Nordenfelt won't run on it anyway. Not so much because it's a crap game but because to my knowledge Netbooks dont go to 1024x768 (I may be wrong there, I've seen a larger netbook that structurally appeared to be a normal Laptop with its normal high resolution) and anything, especially Intel integrated cards, run games horribly.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
The Swastika-shape was not intended but happened.emphatic wrote:Looks kinda fun. Is the boss supposed to look like a Swastika? Also, I'd make the player ship just a bit faster, and remove the lifebar.
The player's healthbar isn't the best solution, one-hit-one-death isn't either. Any ideas how to solve this?BPzeBanshee wrote:As for the other conserns I can't really say until more progress is made into boss and bullet pattern design. Healthbars and ship-sized hitbox is generally considered a big no no when combined with impossible-to-avoid bullet patterns, so you have been warned.
None of those really are a problem as long as you design enemy/bullet patterns so that player can dodge them without taking a hit, fair and square. Just don't use healthbar as an excuse to create impossible-to-avoid attack patterns.hermitC wrote:The player's healthbar isn't the best solution, one-hit-one-death isn't either. Any ideas how to solve this?
Thanks for the hint.BPzeBanshee wrote:For future reference HermitC, you'll find that Mediafire is a far better download service. It's free for making an account and you can have folders etc containing whatever you upload. Even on the free service the downloads are surprisingly fast.
Interesting observations, extending my TODO list. Thanks!Sasupoika wrote:There are few problems I see. Since there is a health-bar, I still would strongly recommend invulnerablity-frames and strong hit-indication. Enemies are currently more dangerous than bullets since they can almost kill you in instant compared to the bullet. Turrets take kinda long to kill ( not that bothersome ).
Also, I would suggest that ground-targets won't fire when player is hovering above them.
Otherwise it looks pretty cool!
I had some issues that were the result of download speed, otherwise I would've been able to test this game last night. I will try again later today.I just don't understand why you mention file hosting here. Did you face problems downloading Nordenfelt?
Raiden Fighters has a system if I recall correctly regarding the distance between the player ship and ground-based unit to fire. If you're within the distance and its something like a tank it won't fire, but larger cannons will.Also, I would suggest that ground-targets won't fire when player is hovering above them.
I've just tested the download, I didn't face any problems. Please drop me a line when you still run into problems downloading Nordenfelt_v0.2.zip.BPzeBanshee wrote: I had some issues that were the result of download speed, otherwise I would've been able to test this game last night. I will try again later today.
Raiden Fighters has a system if I recall correctly regarding the distance between the player ship and ground-based unit to fire. If you're within the distance and its something like a tank it won't fire, but larger cannons will.
This distance decreased with difficulty though, if you're using a preset difficulty the deadzone for ground units should be preset as well.
I think I know what that feels like...For me game development is like climbing a big mountain where the finished game represents the crest.