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[RELEASE] SAVIOR! - A sideways space shooter.

This is a discussion on [RELEASE] SAVIOR! - A sideways space shooter. within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; SAVIOR! is a sideways space shooter for the PSP. Goal: You are one of the last humans on earth and ...

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Old 01-18-2009, 12:08 PM   #1
 
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Default [RELEASE] SAVIOR! - A sideways space shooter.

SAVIOR! is a sideways space shooter for the PSP.

Goal:

You are one of the last humans on earth and you must protect the last of your people from peril. You must last as long as you can.


Screenshots:

The Main Menu


In Game


Download Link
http://www.sendspace.com/file/84cvj3

Special thanks to spriteLib, for most of the sprites.
spriteLib

Please leave feedback and upgrade ideas.
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Old 01-18-2009, 12:11 PM   #2
 

 
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The graphics look awesome so I will try this one out. Good job mate
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Old 01-18-2009, 12:15 PM   #3
 
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Thanks. The sprites are from spriteLib(Some great Open Source sprites)

The rest of the graphics were made by me.
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Old 01-18-2009, 12:18 PM   #4

 
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Looks good. Downloading now.
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Old 01-18-2009, 12:54 PM   #5
 
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I will give this a try. I am a big fan of space shooters!
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Old 01-18-2009, 03:00 PM   #6
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I wonder if i should call shenanigans. I was days off finishing up an incredibly similar game in lua that for once i was considering releasing.
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Old 01-18-2009, 03:08 PM   #7
 
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Really? Lol Sorry. I just decided to finish coding it yesterday, and ive been working on it since.

You should release yours anyway if you want.
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Old 01-18-2009, 03:12 PM   #8
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Getting rid of that top bar and using Intrafont for text would look so much better.
Good job though.
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Old 01-18-2009, 03:21 PM   #9
 
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Using Lua's font functions is really slow.
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Old 01-18-2009, 03:35 PM   #10
 
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Change to PGE then. :P
Have you tried using a custom font, and tested out the speed?
If you have, then w/e. If you haven't, you can't really say anything about the speed and what effect it will have on your game.
Looks good though.
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Old 01-18-2009, 03:36 PM   #11
 
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Quote:
Originally Posted by xXChromeXx View Post
Using Lua's font functions is really slow.
Luaplayer's, yes

Lua's, no - lua itself has no font functions

Try PGE Lua, it is much faster in all respects
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Old 01-18-2009, 03:54 PM   #12
 
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Quote:
Originally Posted by michaelp View Post
Change to PGE then. :P
Have you tried using a custom font, and tested out the speed?
If you have, then w/e. If you haven't, you can't really say anything about the speed and what effect it will have on your game.
Looks good though.
Ya I tested a font and its really slow.

For my next game im probably gonna use PGE
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Old 01-18-2009, 10:34 PM   #13
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Quote:
Originally Posted by xXChromeXx View Post
Using Lua's font functions is really slow.
I didn't know it was LUA, but I'm suprised Intrafont hasn't been added to LPHM.
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Old 01-19-2009, 12:21 AM   #14

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it has
And it runs fine on LPHMv2
Very Fast
With Intrafont
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Last edited by homemister91; 01-19-2009 at 12:34 AM.. Reason: Automerged Doublepost
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Old 01-19-2009, 12:52 AM   #15
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I probably will release it at some point.

Now this is out it gives me a reason to put more levels and work and fix problems with it that i notice by what the comments say about yours instead of just me critically evaluating myself.

So people, comment and say what is wrong with Chrome's for me to take on board for SGA.
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Old 01-19-2009, 06:53 AM   #16
 
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Quote:
Originally Posted by mraellis View Post
I probably will release it at some point.

Now this is out it gives me a reason to put more levels and work and fix problems with it that i notice by what the comments say about yours instead of just me critically evaluating myself.

So people, comment and say what is wrong with Chrome's for me to take on board for SGA.
Lol. Ok do you want to worrk together on a better version?
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Old 01-19-2009, 07:22 AM   #17
 
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I luuurve sidescroller shmups!

Sorry I wasn't able to get to this sooner. I was supposed to put it up on the front page yesterday, but I only spotted this thread right when I was about to leave. It should go up in a few minutes tho, so that should be fun.

Good job, man!
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Old 01-19-2009, 12:14 PM   #18
 
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Quote:
Originally Posted by GinoD View Post
I luuurve sidescroller shmups!

Sorry I wasn't able to get to this sooner. I was supposed to put it up on the front page yesterday, but I only spotted this thread right when I was about to leave. It should go up in a few minutes tho, so that should be fun.

Good job, man!
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Last edited by xXChromeXx; 01-19-2009 at 12:17 PM.. Reason: Automerged Doublepost
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Old 01-19-2009, 01:16 PM   #19

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Nice game dude. I could never get multiple bullets for my shooter.
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Old 01-19-2009, 06:01 PM   #20
 
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Take a look at functions.lua under double bullet setup. You should get the gyst of it.
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Old 01-19-2009, 10:29 PM   #21
 
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Nice release xXChromeXx. It's good to see something that I can have fun with from you (no offense).
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Old 01-20-2009, 12:53 AM   #22
 
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this is probably a stupid suggestion, but perhaps the occasional gameplay direction reversal, as in the direction is switched to right-to-left at random, or even a "power-up" that changes it on-the-fly for an added twist.. dont get me wrong its great the way it is.. and i suppose you could just use a screen-flip function like with the TweakDisplay plugin by Mr305, but i thought it might make things a little more unfamiliar..

perhaps an option to have a "double-ship" like the old galaga game, where you let your ship get captured and then claim it back, giving you double the firepower etc..

perhaps have some obstacles.. like solid walls or a sub-terrain (like a cavern) effect, things you need to navigate around while you blast away

more power-ups.. homing missiles.. photon torpedoes (ala StarTrek).. shields.. rail-gun beams (one shot kills all in its path).. Krazy-Ivan type bombs.. man ive got tons of suggestions for powerups.. just think of the oldskool arcade era and its games..

fuel usage and refill powerups.. or even a "kill-in-XXseconds" timer of some sorts..

a buddy or co-pilot option, like the old 1942 game where your plane gets two wingmen to spread the carnage further..

another stupid idea make a 2-player VS option.. using the same PSP.. Player1 using the D-Pad and L-button to fire, and Player2 using the "shape" buttons and the R-button to fire..

AdHoc VS or Co-op would be awesome, but i dont know if thats possible to do.. but heres hoping..

you want me to go on?
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Old 01-20-2009, 03:26 AM   #23
 
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Quote:
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Nice game dude. I could never get multiple bullets for my shooter.
seriously?
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Old 01-22-2009, 05:01 PM   #24

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Where have you been, my friend?
I don't know how to do that in C.
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Old 01-22-2009, 05:30 PM   #25

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it's very easy in C:

Code:
#include <math.h>
#define MAXBULLETS (100)

typedef struct{
   float x;
   float y;
   float rotation; //we'll have it be in degrees, and convert to radians for the sin/cos calls
   bool active;
}BulletStructure;

int NumBullets = 0;
float BSpeed = 2.5f;
BulletStructre Bullets[MAXBULLETS];

BulletStructure SetupBullet(float x, float y, float rotation){
    BulletStructure B;
    B.x = x;
    B.y = y;
    B.rotation = rotation;
    B.active = true;
    NumBullets++;
    return B;
}

void HandleBullet(BulletStructure B){
    if(B.active){
       B.x += cos(B.rotation*(M_PI/180.0f)*BSpeed;
       B.y += sin(B.rotation*(M_PI/180.0f)*BSpeed;
       //draw bullet here
       //loop here for any enemy collisions and if collide, set active to false;
    }
    return;
}

int main(int argc, char **argv){
   Bullets[0] = SetupBullet(0.0f, 0.0f, 0.0f); //can be repeated for any bullets
   
   for(int i=0;i<NumBullets;i++){
       HandleBullet(Bullets[i]);
   }
   return 0;
}
whipped up right here so not 100% certain it works a ok, but it should be a start, all it is to handling bullets is tracking it's point inside an array, i don't think i'd even do it that way, the global bullets i declared is ugly(as that it's an defined array, not an dynamic array), and the limitation is ugly, and finally the fact that i don't keep track of the next available, and lowest bullet is ugly, but it's a start, and i'm trying to write this fast so i can eat supper
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Old 01-22-2009, 09:31 PM   #26
 
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Quote:
Originally Posted by SuperBatXS View Post
Where have you been, my friend?
I don't know how to do that in C.
The idea was "here's the nearly plain english lua code, use it to figure out the concept"

If you reject something because you don't know how to do it in a specific language, you don't know how to do it at all - you know the code in one language, but if you can't rewrite the same in another, you aren't understanding and processing the ideas yourself.
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Old 01-22-2009, 10:12 PM   #27
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unless the language you are using does not support the same conventions the sample code is in. It can be tricky to convert between certain languages. Especially if you have little knowledge of one of them.
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Old 01-22-2009, 11:16 PM   #28
 
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most languages that youd make a game in have array-like structures, for loops, and functions.
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Old 01-22-2009, 11:32 PM   #29
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I did not say they don not . I was agreeing with you. And adding to your statement.
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