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Magix
Thu Jan 21, 2010 4:01 pm

[GAME] Vector Wars
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Here is the executable of my final ISP. Bits and comments are appreciated. Read the instructions / documentation before playing the game.

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TerranceN
Thu Jan 21, 2010 6:32 pm

RE:[GAME] Vector Wars
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Wow this is really good. I would very much like to know how you did that blurring effect.

Now, what I think of your game.

Menus 8/10
    Usually works fine, sometimes I have to click an option twice for it to register.
    Could use more options, like window size.
    Also, I get a run-time error when I click quit

Gameplay 7/10
    More variety in enemies would be nice, but the healers, shields, and abilites of the ship keeps it fairly varied.
    A high score list would be nice to get some competition going, and give people a reason to replay it

Graphics 8/10
    Once again more variety would be better, as it is mostly just circles.
    Blur effect is nice

Sound N/A
    Would be nice.

Overall 8/10
    It is a very well done final project, but lacks some variety and a final layer of polish.

Keep in mind 8/10 doesn't mean I think you will get 80% on your project, it's just I mark a little harder.

You should get a really high mark for a project with this much effort put into it. Bits++

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Turing_Gamer
Thu Jan 21, 2010 6:58 pm

Re: [GAME] Vector Wars
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Excellent, one of the best games I've seen.
I think you need to tone down on the enemies on easy and reduce the heals a little.
Very much like Geometry Wars.

I think this game should go on the best submissions sticky.

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Euphoracle
Thu Jan 21, 2010 10:09 pm

RE:[GAME] Vector Wars
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Well this outright blows away those silly trivia games.

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Magix
Thu Jan 21, 2010 10:22 pm

RE:[GAME] Vector Wars
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Well I thought about adding more enemy types, and it wouldn't be very hard for me. Just changing the AI around a bit, but part of the rubric for my project was "Not too complicated" and my classmates were quickly confused when I had the black-hole enemy type and the enemy healer type, so I decided to delete those. 

Here is the source to the screen blurring thing. Very laggy when at fullscreen, such as in my game, but very nice otherwise. 

[code]
procedure Blur_Screen (Intensity : int, Color : int)
    for Blur : 0 .. Intensity
        drawline (Rand.Int (1, maxx), Rand.Int (1, maxy), Rand.Int (1, maxx), Rand.Int (1, maxy), Color)
    end for
end Blur_Screen
[/code]

that is the procedure. Then you replace the "cls" in your game/program with...

[code]
procedure Blur_Screen (Intensity : int, Color : int)
    for Blur : 0 .. Intensity
        drawline (Rand.Int (1, maxx), Rand.Int (1, maxy), Rand.Int (1, maxx), Rand.Int (1, maxy), Color)
    end for
end Blur_Screen[/code]

here is a sample program using the blurscreen...

[code]
var move : int := 2
var x : int := maxx div 2
var y : int := maxy div 2
var r : int := 10

procedure Blur_Screen (Intensity : int, Color : int)
    for Blur : 0 .. Intensity
        drawline (Rand.Int (1, maxx), Rand.Int (1, maxy), Rand.Int (1, maxx), Rand.Int (1, maxy), Color)
    end for
end Blur_Screen

setscreen ("offscreenonly")

loop
    Blur_Screen (200, 0)
    drawfilloval (x, y, r, r, 40)
    drawfilloval (x, y, r - 3, r - 3, 42)
    x += move
    delay (10)
    View.Update
end loop
[/code]

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TerranceN
Thu Jan 21, 2010 11:29 pm

RE:[GAME] Vector Wars
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Honestly, I never thought of random lines everywhere. I thought you were clearing specific pixels every time, but I didn't think Turing could go that fast.

Well, I tried and it can't do it to the whole screen fast enough, but maybe if someone made a way to track what areas needed to be blurred/cleared, then only applies it to them, it could go faster

I was thinking something like this:

var move : int := 2
var x : int := maxx div 2
var y : int := maxy div 2
var r : int := 10

var tempOffset : int := 0

procedure Blur_Screen (offset : int, multiple : int, Color : int)
    for y : 0 .. maxy
        for x : offset +  sign(y mod 3 - 1) * (y mod multiple) .. maxx by multiple
            drawdot(x, y, Color)
        end for
    end for
end Blur_Screen

setscreen ("offscreenonly")

loop
    Blur_Screen (tempOffset, 10, 0)
    
    tempOffset += 1
    if (tempOffset > 10) then
        tempOffset -= 10
    end if
    
    drawfilloval (x, y, r, r, 40)
    drawfilloval (x, y, r - 3, r - 3, 42)
    x += move
    delay (10)
    View.Update
end loop

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SNIPERDUDE
Fri Jan 22, 2010 9:23 am

RE:[GAME] Vector Wars
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Final score of 417.
You need to add a laptop mode, I can't middle click.
So my score was alright I think considering I couldn't go invincible

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petree08
Tue Jan 26, 2010 12:48 pm

RE:[GAME] Vector Wars
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If you are going to use people's code you should give them credit 

your blur screen procedure is a complete character for character rip of mine you didn't even bother to change variable names to fit your conventions 

by the way i am by no means saying the blur line filter is my idea, it was posted a long time ago by some one else (i am sorry i can't remember who)
i only made it into a subprogram and adapted it to my style. 

and i can't help but think that there are some similarities to this as well.
 http://compsci.ca/v3/viewtopic.php?p=196343#196343 

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SNIPERDUDE
Tue Jan 26, 2010 11:07 pm

RE:[GAME] Vector Wars
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Wasn't it posted by Windsurfer in his Forces game?  Or before that, that was the first time I saw it anyway.

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petree08
Tue Jan 26, 2010 11:09 pm

RE:[GAME] Vector Wars
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Yeah that is exactly it, thanks for reminding me

that forces game was epic.

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SNIPERDUDE
Tue Jan 26, 2010 11:18 pm

RE:[GAME] Vector Wars
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Seriously the best game I have ever seem for Turing, and the best there will be.  I'd even rate it better than every flash game online too - I spent many hours having fun with that game.  Maybe I'll re-examine the code again now being at a higher skill.

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petree08
Tue Jan 26, 2010 11:23 pm

RE:[GAME] Vector Wars
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yeah he managed to get a lot of graphical fidelity out of turing, an impressive feat. 

I only came to the Turing Submission thread because it has been a few months and i wanted to see if anything good was up. 

there have been a few good entires. 

I am done with turing for the most part.  I have learned a bit of Java, SQL and C++ in college, 

mind you C++ is giving my head a bit of a spin and i don't like SQL too much

but i can't wait until i get the hang of C++

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SNIPERDUDE
Wed Jan 27, 2010 1:19 pm

RE:[GAME] Vector Wars
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Yea, I'm done with Turing for the most part too, moved on to Python as a primary language.  Although now I am somewhat comfortable in Turing, Python, Java, C++, and VB,
I'll still pop in the Turing threads and help at times, I know how much of help this site was when I was first starting out.

Sorry about this getting a little too much off-topic there Magix, partly my fault.  Will there be a follow-up coming? :P

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Magix
Wed Feb 17, 2010 3:58 pm

RE:[GAME] Vector Wars
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Well since I'm done my high school course, I have deleted every Turing File off my computer and burned my backup Turing CD. Hated Turing the language. So no, no followup.

Peatore: I didn't use your code in my game at all. My blur screen procedure is modified and it uses multiple loops instead of one for loop...slightly faster. Sorry for not adding credits to the reply above though.

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SNIPERDUDE
Wed Feb 17, 2010 5:21 pm

RE:[GAME] Vector Wars
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That's alright, moving on from Turing is a crucial step forward I'd say.  What language are you going to take up?

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USEC_OFFICER
Wed Feb 17, 2010 8:08 pm

RE:[GAME] Vector Wars
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Sigh, some of us can't open .rars. *Points to cheap/lazy people.* *AKA USEC_OFFICER*
