Feathered Orbs
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n0rtygames
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Re: Feathered Orbs
Are you still having problems with collision being a pain in the arse?
I can help you out with that - by either throwing code at you - or telling you what CB is doing:
The expensive operation:
* At the start of each update, all bullet positions are cached in an array which correlates to screen space
After that's done:
* Any time a collision check is needed, we poll these grids for nearby things that we want to test against.
* Each object has two extra variables, mnX and mnY to represent their 'squares' in the array
* We pull out a list of array indexes of objects that are nearby - these are actually the index of the object in the projectile List.
e.g
List<Projectile> maActiveProjectiles = new List<Projectile>(); // Where our proj's live
List<Projectile> maInactiveProjectiles = new List<Projectile>(); // Where our spare/dead ones live
so when we get our array of indices, we're talking about our master lists - our grids only store sort of pointer like things to the list we care about. Then we're able to work with a specific set of projectiles instead of all 800 on screen or whatever you have.
I can help you out with that - by either throwing code at you - or telling you what CB is doing:
The expensive operation:
* At the start of each update, all bullet positions are cached in an array which correlates to screen space
After that's done:
* Any time a collision check is needed, we poll these grids for nearby things that we want to test against.
* Each object has two extra variables, mnX and mnY to represent their 'squares' in the array
* We pull out a list of array indexes of objects that are nearby - these are actually the index of the object in the projectile List.
e.g
List<Projectile> maActiveProjectiles = new List<Projectile>(); // Where our proj's live
List<Projectile> maInactiveProjectiles = new List<Projectile>(); // Where our spare/dead ones live
so when we get our array of indices, we're talking about our master lists - our grids only store sort of pointer like things to the list we care about. Then we're able to work with a specific set of projectiles instead of all 800 on screen or whatever you have.
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Re: Feathered Orbs
Good idea!
My old engine had a similar system, but instead of squares the screen was divided into stripes covering either the whole width or the whole height.
So the initial sorting was only made in one dimension.
Didn't think my new engine, running on todays HW, would need something like that. What is this, the 90s?
My old engine had a similar system, but instead of squares the screen was divided into stripes covering either the whole width or the whole height.
So the initial sorting was only made in one dimension.
Didn't think my new engine, running on todays HW, would need something like that. What is this, the 90s?

Re: Feathered Orbs
You can tell them that you used 3D as a sketch and cleaned up keeping pixel level detail in mind. If they give you grief for that, forget about them. You are making a game, you are free to use whichever tools and processes get you the best result the quickest. As long as you do not steal stuff from other people and are clear about how you got to your result, no one should care for anything else.mice wrote:So when I post a pic to pixeljoint, I should lie?nasty_wolverine wrote: Post DOJ and ketsui use pre rendered art, of course done over by hand...most newer 2d games do.the same... Live with with it...
Alternatively you can also post on Pixelation if you want crits for your pixelart (or low-spec "NPA", since we got a forum for that too.)
Re: Feathered Orbs
I just want the outlines, so as long as those are cleaned up I guess it's ok for most purists as well.ptoing wrote: You can tell them that you used 3D as a sketch and cleaned up keeping pixel level detail in mind. If they give you grief for that, forget about them. You are making a game, you are free to use whichever tools and processes get you the best result the quickest. As long as you do not steal stuff from other people and are clear about how you got to your result, no one should care for anything else.
But 3D renders this small usually gets a mess so I don't think it'd buy me any time. Moving 4 small balls around until it looks ok, animation wise, in gale will probably be faster for me.
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n0rtygames
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Re: Feathered Orbs
Here, have my balls if they're helpful!mice wrote:I just want the outlines, so as long as those are cleaned up I guess it's ok for most purists as well.
But 3D renders this small usually gets a mess so I don't think it'd buy me any time. Moving 4 small balls around until it looks ok, animation wise, in gale will probably be faster for me.

Scaled up to 200% - using these in the CB patch
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Re: Feathered Orbs
Ey, long time no update.
Something else got in the way...you wouldn't believe it, I'm making a zombie shmup!
Got this godly artist working with me (no, not Rozyrg, he's like...the maker of gods, need to change my sig). Life is sweeet!
And now when I've just submitted HR to the Ouya people I got the urge to finish off FO to be another Ouya release.
I have to say I love that machine. Sure it's got its faults but the input lag is nowhere near as bad as anticipated.
Something else got in the way...you wouldn't believe it, I'm making a zombie shmup!

Got this godly artist working with me (no, not Rozyrg, he's like...the maker of gods, need to change my sig). Life is sweeet!
And now when I've just submitted HR to the Ouya people I got the urge to finish off FO to be another Ouya release.
I have to say I love that machine. Sure it's got its faults but the input lag is nowhere near as bad as anticipated.
Re: Feathered Orbs
Running on the OUYA:
http://www.youtube.com/watch?v=_0YsR9dhs3o
http://www.youtube.com/watch?v=_0YsR9dhs3o
Re: Feathered Orbs
Awesome! I'm so tempted to just go out and buy one, despite obviously needing to get a bunch of other things sorted out first.
Definitely looking forward to sharing the same (albeit small) space on there with ya.
Definitely looking forward to sharing the same (albeit small) space on there with ya.

Re: Feathered Orbs
<obi-wan-on>you have no other things to sort out</obi-wan-on>
Re: Feathered Orbs
Popping in to say that I really like the look of this, particularly the graphical and pattern styles. I do have a few things I could mention though, depending on how much room you have left for tweaking.
Live to fly, fly to live, it's all very orthodox
Re: Feathered Orbs
Shoot, please! Any input appreciated!Nifty wrote:Popping in to say that I really like the look of this, particularly the graphical and pattern styles. I do have a few things I could mention though, depending on how much room you have left for tweaking.
This piece of s**t (so out of insipiration) could need some serious fun injection.
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n0rtygames
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Re: Feathered Orbs
Stop being a dumbass and playing around with new toys like the OUYA then. I mean, unless you want to scratch around to get 50 sales which is considered "amazing" for the platformmice wrote:Shoot, please! Any input appreciated!
This piece of s**t (so out of insipiration) could need some serious fun injection.

Seriously, what's wrong with you? This games good. It looks good. It sounds good. It appears to have responsiveness.
Finish the bloody thing and release it!
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Re: Feathered Orbs
Thanks! Just what I needed. But I really want Nifty to give me his input.n0rtygames wrote:Stop being a dumbass and playing around with new toys like the OUYA then. I mean, unless you want to scratch around to get 50 sales which is considered "amazing" for the platformmice wrote:Shoot, please! Any input appreciated!
This piece of s**t (so out of insipiration) could need some serious fun injection.
Seriously, what's wrong with you? This games good. It looks good. It sounds good. It appears to have responsiveness.
Finish the bloody thing and release it!

And the zombie game is way better, in every respect. Unfortunately.
Re: Feathered Orbs
Yeah sorry I got distracted over the weekend
What it looks like you're going for here is something with a lot of short, fast stages that emphasises tight play over technical complexity. On that basis:
-To preface, I don't like item-absorbing in general, but I don't feel like it's adding much to the game at the moment. There's (as far as I can see) no mechanic to change how many appear, meaning all they're indicating is the amount of the shooting of the things, something which is already apparent by default. The only alteration is upon reaching max power, which IMO turns them into more of a visibility blocker than anything. Assuming that optimal play involves hitting max and remaining there for the rest of the game, it only matters for, what, part of the first stage? I guess what I'm saying is that it'd be nice if there were more to it, or some other thing to take note of.
-...I also liked being able to see the power counter
-One thing that particularly stands out to me as being a bit off-pace is the first boss's second pattern (one with the radial spread moving through the trapping fire). There's nothing more to dodge after the spread, yet the pattern keeps going for a couple more seconds, essentially giving free kill time. Short stages aren't a good fit for slow boss fights followed by long explosions (that also give most of the points). A simple fix for the latter would be to do something like have the stage bonus appear while the boss is exploding, especially if you're going to get all of the items anyway.
Again, this is looking great overall. Best of luck with whatever you decide to do with it. I'll be sure to keep watching for updates.
What it looks like you're going for here is something with a lot of short, fast stages that emphasises tight play over technical complexity. On that basis:
-To preface, I don't like item-absorbing in general, but I don't feel like it's adding much to the game at the moment. There's (as far as I can see) no mechanic to change how many appear, meaning all they're indicating is the amount of the shooting of the things, something which is already apparent by default. The only alteration is upon reaching max power, which IMO turns them into more of a visibility blocker than anything. Assuming that optimal play involves hitting max and remaining there for the rest of the game, it only matters for, what, part of the first stage? I guess what I'm saying is that it'd be nice if there were more to it, or some other thing to take note of.
-...I also liked being able to see the power counter

-One thing that particularly stands out to me as being a bit off-pace is the first boss's second pattern (one with the radial spread moving through the trapping fire). There's nothing more to dodge after the spread, yet the pattern keeps going for a couple more seconds, essentially giving free kill time. Short stages aren't a good fit for slow boss fights followed by long explosions (that also give most of the points). A simple fix for the latter would be to do something like have the stage bonus appear while the boss is exploding, especially if you're going to get all of the items anyway.
Again, this is looking great overall. Best of luck with whatever you decide to do with it. I'll be sure to keep watching for updates.
Live to fly, fly to live, it's all very orthodox
Re: Feathered Orbs
Super valuable input! Thanks!

The speed of the bullets will increase. Doing this less of a BH game and more of a Raiden Fighters 160bpm one.
And the long explosion is too long, agree.
Totally right. It needs some fun, just as I have been saying. Will probably keep the absorbing part (just for the power-up) but add something more (and not related to that) as well.Nifty wrote: -To preface, I don't like item-absorbing in general, but I don't feel like it's adding much to the game at the moment. There's (as far as I can see) no mechanic to change how many appear, meaning all they're indicating is the amount of the shooting of the things, something which is already apparent by default. The only alteration is upon reaching max power, which IMO turns them into more of a visibility blocker than anything. Assuming that optimal play involves hitting max and remaining there for the rest of the game, it only matters for, what, part of the first stage? I guess what I'm saying is that it'd be nice if there were more to it, or some other thing to take note of.
HUD is not even started, still just placeholders. So it will return.Nifty wrote: -...I also liked being able to see the power counter![]()

Bullet patterns will need to be redone, anyway.Nifty wrote: -One thing that particularly stands out to me as being a bit off-pace is the first boss's second pattern (one with the radial spread moving through the trapping fire). There's nothing more to dodge after the spread, yet the pattern keeps going for a couple more seconds, essentially giving free kill time. Short stages aren't a good fit for slow boss fights followed by long explosions (that also give most of the points). A simple fix for the latter would be to do something like have the stage bonus appear while the boss is exploding, especially if you're going to get all of the items anyway.
The speed of the bullets will increase. Doing this less of a BH game and more of a Raiden Fighters 160bpm one.
And the long explosion is too long, agree.
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tiaoferreira
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Re: Feathered Orbs
Where is link for download this game?
Re: Feathered Orbs
Here:
https://dl.dropboxusercontent.com/u/457 ... ed_001.zip
Still a pile of unfinished junk. Might take it up, but most likely not.
It's a java app, so if it doesn't work. Too bad.
"Look at the size of that thing". Heard when looking at the main character ship...
Music taken from the front page of Cyber Rainforces page. Works quite well, he knows his stuff.
https://dl.dropboxusercontent.com/u/457 ... ed_001.zip
Still a pile of unfinished junk. Might take it up, but most likely not.
It's a java app, so if it doesn't work. Too bad.

"Look at the size of that thing". Heard when looking at the main character ship...
Music taken from the front page of Cyber Rainforces page. Works quite well, he knows his stuff.
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tiaoferreira
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Re: Feathered Orbs
QSL, TKS!
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heisenbergman
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Re: Feathered Orbs
Wow great job with this so far
And I'm stoked to see another Java developer in the house!
Especially excited that it seems like you're using either LibGDX or LWJGL to program this?

Especially excited that it seems like you're using either LibGDX or LWJGL to program this?
Re: Feathered Orbs
Whaaat? I'm too old for this...tiaoferreira wrote:QSL, TKS!

Yep, easy OUYA port and pretty good/stable PC builds.heisenbergman wrote:...you're using either LibGDX...
And Java freakin' rules!

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heisenbergman
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Re: Feathered Orbs
^ That is awesome man!
I've been programming in Java since college, but only got into game development/LibGDX last April. As it stands, I have a half-finished platformer that's currently on hiatus. I just started getting into shmups almost a month ago and I already want to try creating my own STG using Java/LibGDX.
I've been programming in Java since college, but only got into game development/LibGDX last April. As it stands, I have a half-finished platformer that's currently on hiatus. I just started getting into shmups almost a month ago and I already want to try creating my own STG using Java/LibGDX.
Re: Feathered Orbs
Make sure to hide the libgdx stuff behind some interfaces or the like.
You never know - one day something better comes along and you want to switch easily.
You never know - one day something better comes along and you want to switch easily.
