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 [GAME] Vector Wars
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Magix




PostPosted: Thu Jan 21, 2010 4:01 pm   Post subject: [GAME] Vector Wars

Here is the executable of my final ISP. Bits and comments are appreciated. Read the instructions / documentation before playing the game.


Vector Wars.rar
 Description:
Vector Wars - Game Executable and Documentation.

Download
 Filename:  Vector Wars.rar
 Filesize:  1.41 MB
 Downloaded:  579 Time(s)

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TerranceN




PostPosted: Thu Jan 21, 2010 6:32 pm   Post subject: RE:[GAME] Vector Wars

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++
Turing_Gamer




PostPosted: Thu Jan 21, 2010 6:58 pm   Post subject: Re: [GAME] Vector Wars

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.
Euphoracle




PostPosted: Thu Jan 21, 2010 10:09 pm   Post subject: RE:[GAME] Vector Wars

Well this outright blows away those silly trivia games.
Magix




PostPosted: Thu Jan 21, 2010 10:22 pm   Post subject: RE:[GAME] Vector Wars

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


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


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
TerranceN




PostPosted: Thu Jan 21, 2010 11:29 pm   Post subject: RE:[GAME] Vector Wars

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:

Turing:
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
SNIPERDUDE




PostPosted: Fri Jan 22, 2010 9:23 am   Post subject: RE:[GAME] Vector Wars

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
petree08




PostPosted: Tue Jan 26, 2010 12:48 pm   Post subject: RE:[GAME] Vector Wars

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.
[url] http://compsci.ca/v3/viewtopic.php?p=196343#196343 [/url]
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SNIPERDUDE




PostPosted: Tue Jan 26, 2010 11:07 pm   Post subject: RE:[GAME] Vector Wars

Wasn't it posted by Windsurfer in his Forces game? Or before that, that was the first time I saw it anyway.
petree08




PostPosted: Tue Jan 26, 2010 11:09 pm   Post subject: RE:[GAME] Vector Wars

Yeah that is exactly it, thanks for reminding me

that forces game was epic.
SNIPERDUDE




PostPosted: Tue Jan 26, 2010 11:18 pm   Post subject: RE:[GAME] Vector Wars

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.
petree08




PostPosted: Tue Jan 26, 2010 11:23 pm   Post subject: RE:[GAME] Vector Wars

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++
SNIPERDUDE




PostPosted: Wed Jan 27, 2010 1:19 pm   Post subject: RE:[GAME] Vector Wars

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? Razz
Magix




PostPosted: Wed Feb 17, 2010 3:58 pm   Post subject: RE:[GAME] Vector Wars

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.
SNIPERDUDE




PostPosted: Wed Feb 17, 2010 5:21 pm   Post subject: RE:[GAME] Vector Wars

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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