Jackal & Hound, inc.

A place for people with an interest in developing new shmups.
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mjclark
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Re: Shining Armour project

Post by mjclark »

Wow- this is graphically so beautiful now- it looks like a Naomi shmup and the bullet grazing mechanic just adds to it even more :D
Gave the new demo a quick spin and the ships power and speed is just right now but lots of issues with joysticks.
Have emailed you feedback in the requested format so please keep up the good work :D
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

Problem 1:
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That isn't going to help new users to this at all. I wouldn't even bother with the extractor to be honest, just have it all manually in a ZIP or RAR or even .7z and distribute that.

Problem 2:
As mjclark has said, there's a bit of a joystick problem. My Xbox 360 Controller actually works just fine with the game EXCEPT due to the lack of configurable deadzones within the game itself, doing anything with the analog stick results in reponse problems like moving left all the time or disabling the D-Pad functions within the menu. Not all joysticks have perfect deadzone centers as I've learnt with my own project.

Problem 3:
With the Covering Straight function, you can't see your hitbox when grazing against bullets. At least, the spot in the center which I'm assuming is the hitbox which is visible with the other ships and formation types. Also, at the end of the stage as the warning sign happens I'm getting killed because the warning sign shows up and blocks vision of the last enemy bullets on the screen. To fix this (also will help on the eyes in general if you do this) I'd recommend not having it display at full alpha when going between opaque and invisible.

Problems aside this is looking very nice. Possibly add a few options for turning down the fancy graphics for some things here and there, fix the issues and the game is going to look very solid indeed. :D
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Please try this executable instead and feedback if something will change about joysticks. When gamepad problems solved I repack and reupload demo and replace the links.
Problem 3:
With the Covering Straight function, you can't see your hitbox when grazing against bullets. At least, the spot in the center which I'm assuming is the hitbox which is visible with the other ships and formation types.
Yes this is hitbox, and you can't see it. Duse formations/Airships system will be complemented and the issue will become unactual. For now you can use Front Spread - it is the same mainly.
Also, at the end of the stage as the warning sign happens I'm getting killed because the warning sign shows up and blocks vision of the last enemy bullets on the screen. To fix this (also will help on the eyes in general if you do this) I'd recommend not having it display at full alpha when going between opaque and invisible.
Warning sign also will be changed, it's a place-holder for now.
Possibly add a few options for turning down the fancy graphics for some things here and there,
Turning down the fancy graphics? For what purpose?
... development log: http://y2135.blog.com/
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

Turning down the fancy graphics will allow for lesser PCs to run it, of course. It runs fine on my iMac Dual Core 2.8 Ghz with a good ATI card but I can't see it running well at all on lesser PCs with all the blending and all that jazz.

As for your executable, the analog stick on my gamepad works just fine now. I'd still recommend a configurable deadzone option in future releases for configurability according to individual joystick/gamepads, and I'll try my Logitech joystick with it later tonight.
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mjclark
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Re: Shining Armour project

Post by mjclark »

Y2135 wrote:Please try this executable instead and feedback if something will change about joysticks. When gamepad problems solved I repack and reupload demo and replace the links.
Yes Xbox360 Controller works fine now, though slightly more responsive on the D-pad than the thumbstick but my humble Saitek P220 is still not recognised!
As I said in my email, I'd like to see a control to fire the Karma Reactor when it's charged (rather than that just happening automatically) and of course different weapons and behaviours for the different ships, but this looks and plays gorgeously so please keep on rollin' :D
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

mjclark wrote:
Y2135 wrote:Please try this executable instead and feedback if something will change about joysticks. When gamepad problems solved I repack and reupload demo and replace the links.
Yes Xbox360 Controller works fine now, though slightly more responsive on the D-pad than the thumbstick but my humble Saitek P220 is still not recognised!
As I said in my email, I'd like to see a control to fire the Karma Reactor when it's charged (rather than that just happening automatically) and of course different weapons and behaviours for the different ships, but this looks and plays gorgeously so please keep on rollin' :D
I also recommend some kind of quick tutorial thing like how ESPRade does it to demonstrate these nuances too (see this video but ignore the stupid talk). Again, probably for later releases though.
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Turning down the fancy graphics will allow for lesser PCs to run it, of course. It runs fine on my iMac Dual Core 2.8 Ghz with a good ATI card but I can't see it running well at all on lesser PCs with all the blending and all that jazz.
Hm, this is the point, but I have not really fast pc for myself. It's P4 2.8, 1 Gb RAM and GeForce 8500 GT, and all runs pretty smooth. Of course it has to be pondered.

As I said in my email, I'd like to see a control to fire the Karma Reactor when it's charged (rather than that just happening automatically) and of course different weapons and behaviours for the different ships
Controllable chain reaction is not what I wanted. One of the main points is that you can't control discharge when gauge is full. You control discharge by moving your aircraft through bullet patterns. Different weapons are planned but for now it's like WIDE FULLFIRE / FOCUSED FULLFIRE. Behavior of the different player aircrafts ... Often it is like fast/weak versus slow/powerful options. Both are already included in one ship because of slowdown/fullfire button. So things are not so obvious as they seem to be.
I also recommend some kind of quick tutorial thing like how ESPRade does it to demonstrate these nuances too (see this video but ignore the stupid talk). Again, probably for later releases though.
Tutorials are never overdone, so yes yes and yes for next builds.

JOYSTICKS. If with new executable xbox 360 gamepad works fine both in game and menu then I will repack and reupload demo, so tell if it is so.
2mjclark: completely unrecognized joystick is out of game-code problem, so I can't do anything about it. Sorry. Only if it's plugged in system as second you can plug it as first and it have to work.

update:
Deadzone adjustment option made. It works as percentage from fullscale direction.
... development log: http://y2135.blog.com/
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Y2135
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Re: Shining Armour project

Post by Y2135 »

THE LATEST GAME VIDEO: http://www.youtube.com/watch?v=RUP_hDLObik
SEVERAL SCREENSHOTS:
Menu 1
Menu 2
Menu 3
Menu 4
Gameplay 1
Gameplay 2
Gameplay 3
Gameplay 4
Gameplay 5
Gameplay 6

Also, development blog updated and there are video, screenshots gallery and some music from the last demo now. Check out please!
... development log: http://y2135.blog.com/
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

My Logitech joystick did not work with this game, except for button 11 which I believe paused the game and nothing else. I tried it in my GMOSSE engine and realised it did not work there either. Worked normally in MAME and other programs (ie. Windows' Game Controllers control panel function), and then checked my joystick code and found I'd mixed up arrangement of a chunk of code, fixed it, and got joystick support for it working in GMOSSE. I know your game is coded in Game Maker as well, so

As for your code, I'm not sure exactly what you're doing wrong, nor do I know what it is about mjclark's joystick that makes it not work. It might just be the precision of the deadzone, in which case the next release should fix it.
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Hm, is there a possibility that POV head can produce some direction signal instead of -1 when not pressed?
except for button 11 which I believe paused the game and nothing else.
Processing code for all buttons (not directions) is the same so this is very very strange. If one button works, others also have to, at least after the redefining. =\
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Actually with my Saitek P220 button 3 registers also, but nothing else!
In GMOSSE MkIV only button 1 registers and nothing else either.
Windows has native drivers for P220 and it's immediately recognised by almost all games I've played with joystick support normally.
I've got a 360 controller (though actually the P220 is more responsive) but otherwise it's good ol' Joy2key eh?
This is worth fixing though cos full joystick and gamepad support is an attractive feature :D
...Oh and have you disabled comments on your blog?
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Well, first of all I want to ask you for trying this executable. Start the game then go to OPTIONS > JOYSTICK01. There will be detailed monitoring of plugged joystick activity (if any) below menu. Try your Saitek then, and please post here the results (screenshot(s), text - any would be fine) and what you actually pressed for them. Will be awesome if BPzeBanshee do the same with his Logitech.
Joy support or die! =)
...Oh and have you disabled comments on your blog?
Sorry, confused with blog theme options. Now all works =)
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Ok- with that one the P220 can be configured and works fine ingame, but still can't navigate the menus with it. The D-pad moves the ship fine, but isn't recognised at the menus.
There's nothing apart from "select button" text and illustration appearing on joystick0 page like before though (no extra data) when I press buttons.
Don't get any extra data when using 360 controller either.
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Y2135
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Re: Shining Armour project

Post by Y2135 »

oh hell I'm so absent-minded D=
please take this file and place it in MNUDATA directory of the game. Have to replace existed. Then everything will work. Sorry for such a pain in the ass =((


update:
anyway, optimizing joysticks code.

update2:
joy code was such an unbelievable crap, but things are better now.

update3:
man, it was crappier than I could imagine. fixed here too.


CONCLUSION:
It was all my fault. Crappy code.
If with this executable all joysticks work - war is over. If not... well, please post joystick monitoring information from OPTIONS > JOYSTICK01. BUT IT HAS TO WORK NOW :evil:
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Well- P220 still not able to navigate menus even with the latest .exe
Ingame everything working.
Saitek P220

Code: Select all

Joystick detected: 1
Driver: MS PC-joystick
Axes: 3
Buttons: 8
POV detected: 0
Button press: 2,3,4,6,7,8 all detected
button 1 goes back to menu
button 5 goes back to title screen
D-pad Up: Y=-1
Down: Y=1
Left: X=-1
Right: Y=1
POV Angle: 0
360 controller navigates menus but not very responsively.
Ingame everything working.

Xbox360 Controller

Code: Select all

Joystick detected: 1
Driver: MS PC-joystick
Axes: 5
Buttons: 10
POV detected: 1
Button press: 2,3,4,6,7,8 all detected
button 1 goes back to menu
button 5 goes back to title screen
Triggers not detected
Left Thumbstick Up: Y=-1
Down: Y=1
Left: X=-1
Right: Y=1
POV Angle: -1
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Y2135
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Re: Shining Armour project

Post by Y2135 »

AH! Found ya! POV which is absent returns 0 instead of -1 with your Saitek.

Everything else seems fine. Wow, that was THE assist, thank you. I fixed everything now. If you want, I will upload working fully exe special for you :oops: in other cases, I'll wait till having enough updates =)
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Y2135 wrote:AH! Found ya! POV which is absent returns 0 instead of -1 with your Saitek.

Everything else seems fine. Wow, that was THE assist, thank you. I fixed everything now. If you want, I will upload working fully exe special for you :oops: in other cases, I'll wait till having enough updates =)
Yes please! Would like to try that .exe!
Pleased your hard work is paying off :D
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Y2135
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Re: Shining Armour project

Post by Y2135 »

HERE it is. :mrgreen:
Menu controls are not so responsive but that's due I redirect them to keyboard for some purposes and this is ok for now.
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Y2135 wrote:HERE it is. :mrgreen:
Menu controls are not so responsive but that's due I redirect them to keyboard for some purposes and this is ok for now.
Thanks- this is all working great and I can play and navigate menus with Saitek P220 at last!

What's the % indicator at top right of screen underneath the timer and above step/fps indicator for?
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Y2135
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Re: Shining Armour project

Post by Y2135 »

This is hit-rate balance. Between enemies encountered and enemies you destroyed. Influences Stage Rank directly among other two parameters that are Lives lost and Continues used.
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Y2135 wrote:This is hit-rate balance. Between enemies encountered and enemies you destroyed. Influences Stage Rank directly among other two parameters that are Lives lost and Continues used.
Great- so this is going to have some proper depth to the scoring!
Can you fully explain the scoring mechanics at some point, perhaps with the next release?
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Yes it has to be done, but I will change or add something in future may be. I can explain what score system is for today, but later this night (~2 hours).
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Y2135 wrote:Yes it has to be done, but I will change or add something in future may be. I can explain what score system is for today, but later this night (~2 hours).
That would be great!
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Re: Shining Armour project

Post by Y2135 »

What are the scoring mechanics up to date?
For now, it's pretty simple, and one of the reasons for that is I want to make it fit the stages, bosses and story which are yet to exist (except more or less blurry conceptions). So score system will deviate (can't say how much) along with actual stages etc.
-----
1. Most of the score you receive by destroying enemies. More painful and fat enemies cost more.
2. Minor score bonus you receive by collecting golden star symbols (see below). Larger symbols cost more.
3. Every score bonus is multiplying by Multiplier (yeah=h) percentage and then goes to stage score counter.
4. You increase multiplier percentage by collecting golden star symbols. Larger symbols come from larger enemies and give more multiplier bonus.
5. If you die, multiplier drops to zero.
6. If you use credit, multiplier drops to zero + current stage score drops to zero.
7. At the end of the stage you receive bonus for high values of hit-rate:

*= 100% hit-rate doubles the score gained in the stage. You receive hit-rate rank "S"

*>=99% hit-rate gives you half-score bonus (x1.5). You receive hit-rate rank "A"

*>=98% hit-rate gives you quarter-score bonus (x1.25). You receive hit-rate rank "B"

*>=95% hit-rate gives you quarter-score bonus (x1.25). You receive hit-rate rank "C"

8. For every lost life you loose 5% of the score left. I.e. if you had score 100 and loose 2 lives your score will become 100 * 0.95 * 0.95 = 90.25. Also for every lost life you loose 1 rank grade. 0 lives lost = S rank and 3 lives lost = C rank.

9. From Lives rank and Hit-rate rank comes out Total rank as rounded to the floor midst value.

10. If you used credit(s), total rank drops to "D" no matter what. Unfinished stage (you lost all lives) treated as D-ranked.

11. Stage Total rank goes to Game Total rank and latter become rounded to the floor midst value of all stages ranks. I.e. S S S A S rank achievements will result in "A" Game total rank. Pretty much like Contras, eh?

12. Stage total score adds to Game total score.

13. Multiplier value passes on to the next level.

14. Stage score value become zero.

15. Next level starts! That's all! =)

p.s.: To the hi-scores board goes difficulty level, Game Total rank and score itself.

p.p.s: to unlock next stage you have to clear current one with 1cc. Credits are countless.
... development log: http://y2135.blog.com/
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

I can confirm my Logitech joystick also now works flawlessly with the latest EXE build. :D

However, I couldn't see any deadzone adjustment options. Was that included in that build or am I missing something?

Anyhow, glad we could help. Looking forward to the next release. :D
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Y2135
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Re: Shining Armour project

Post by Y2135 »

take this http://www.mediafire.com/?5ascqxa6itadrsg and replace existing file in MNUDATA dir of the game. adjustment have to appear.
... development log: http://y2135.blog.com/
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BPzeBanshee
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Re: Shining Armour project

Post by BPzeBanshee »

Ah, cool. Thanks!

One other thing I've spotted just trying my 360 pad again now - the ship's sprite rolls as if it's going right, when going left. And vice versa. Should be an easy switch of some variable somewhere I'd imagine.

That's only an aesthetic error. Now both joysticks are working great with this game. :D
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Y2135
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Re: Shining Armour project

Post by Y2135 »

Yup :oops:
... development log: http://y2135.blog.com/
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Y2135
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Re: Shining Armour project

Post by Y2135 »

ImageImage

TOP SECRET DOCUMENTARY REVEALED:

“…An informer that named himself as “Philanthropist” hand-over top secret documents pack, from which we can suggest NEO-SSR military scientists moved onto the final phase of the project known as “DHARMA WHEEL” or “DHARMACAKRA”. If it is true we are facing absolute terror threat. Was announced extreme UN governments summit date, it is December 22.”
- BBC NEWS, December 12, 4444.

“…UN unmanned aerial vehicle uploaded photographic evidence of large amounts of satellite nozzles been utilized by soviets. Unfortunately, spy system was detected and destroyed shortly after. Are their actions somehow connected with dharmas project?..”
- BBC NEWS, December 12, 4444.
... development log: http://y2135.blog.com/
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mjclark
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Re: Shining Armour project

Post by mjclark »

Can't cheat karma :D
Those pictures are wicked, especially the way the Shining*Armour logo is broadcasting out of the guy's ajna chakra.
Is there anything we can do to combat this mysterious threat?
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