
In case you want something to aim for (other than the end credits), my SG highscore is 26.533.000

That one is a conglomoration of the statistics, kind of the end result of how you well played. It takes into account your accuracy (shots missed / shots fired), how far you got, the number of invaders you eliminated, number of souls you collected etc. So it's just a general indicator that'll show you all the stats in a glance.mjclark wrote:1) What's the big number at the bottom of the score results page (underneath "shots fired" and just above and betwen final multiplier and final score)- is it just a timer? When I die in Wave 2 it reads between 105 and 120
Training Mode upgrades your ship in both modes yes.mjclark wrote:2) What's the relationship between what happens in Training and what happens in normal Soulgrinder Mode? Do my achievements in Training give me powerups and multipliers in Normal?
I actually had that in earlier builds but it was kind of standing in the way. I still like the idea so I might keep it for a future update.mjclark wrote:3) Would be nice to have a hi score display on the screen whilst playing (another something to aim for!) and also online leaderboards eh?
It's 1080p, currently the only resolution.BPzeBanshee wrote:Is that screenshot size the game's native res or is it like that cause you did a fullscreen capture?
D:Atomhead wrote:It's 1080p, currently the only resolution.BPzeBanshee wrote:Is that screenshot size the game's native res or is it like that cause you did a fullscreen capture?
lol... =) I assure you it's really running smooth here at 60fps.BPzeBanshee wrote:I realise it's a bit early on, but surely the performance will be terrible using a resolution so high let alone with the excessive visual effects you use. GM's never been great with anything above 640x480 - in fact the first game I made was 800x600, had about two cases of particle usage in the entire game and it blew up a RAM card (and naturally Windows XP doesn't like RAM changes on the fly so it broke too). XD
Like you said though, early days. Looking forward to the day I can try this out to grind a variety of computers to a complete stop, or blow shit up with that very neat new shot type you've got there.
Oh dont get me wrong, I don't expect this to run on a legacy PC ever - that's my limitation I put on my project, wouldn't force it on anyone else. I'm just paranoid that you're going to churn out some beast of a game that only works on a quad-core i7 with a top-of-the-range graphics card when there's little reason it shouldn't work on modest machines, you know?Atomhead wrote:lol... =) I assure you it's really running smooth here at 60fps.BPzeBanshee wrote:I realise it's a bit early on, but surely the performance will be terrible using a resolution so high let alone with the excessive visual effects you use. GM's never been great with anything above 640x480 - in fact the first game I made was 800x600, had about two cases of particle usage in the entire game and it blew up a RAM card (and naturally Windows XP doesn't like RAM changes on the fly so it broke too). XD
Like you said though, early days. Looking forward to the day I can try this out to grind a variety of computers to a complete stop, or blow shit up with that very neat new shot type you've got there.
I'm definitely looking for a middle road regarding performance (enemy/bullet count vs particle madness).
Already all the settings are turned down to what HI0 considers to be the minimum CPU mode.
I'll be trying at the best of my abilities to crank out a more insane amount of GM objects with an eye on the cpu.
BUT, I can tell you right now that it won't even be aimed at legacy pc's and I can tell you why...
Sorry if you don't have a fast pc, and I can't code for sh!t in XNA or the likes right now.
While yes, I am trying to sell my things - thus keeping some vague kind of audience in mind, I'm also simply trying to create something that appeals to myself.
Both aspects are important to me, but that latter is what keeps me going
PS: the game's also more fun because of the extended resolution. It's also 60fps whereas HI0 is made for 30fps.
The sprites have some glow and are blended with themselves (as with HI0). There are also some color cycling things going on which aren't obvious from the screenshot.BPzeBanshee wrote:Looks like you're doing a mix of (I think it was called) draw_set_blend, particles and some glow effects to enhance the visuals over the actual sprites. Do the sprites have additional glowing as well or is that sprite-based (in the image)?