Release M.A.R.S. a ridiculous shooter

Discussion in 'Software Releases' started by ptitSeb, Apr 6, 2014.

  1. ptitSeb

    ptitSeb Serial Porter

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    Here is M.A.R.S., a 2D shooter using SFML 2 (and OpenGL).

    [​IMG]
    This port use the gl4es library for automatic GL -> GLES conversion.

    The game is fully playage, without shader (because it uses GLES|1.1). Framerates looks ok, even on CC models (but you may need to reduce particle count).

    I have configured default controls for Player I to be Pandora friendly, with Left/Right on DPad, Thrust on {X}, Fire on {B} and Special on {A}, but it can be changed in option screen.

    Also, the game comes with many locale :) !

    History log
    ========

    Build 02
    ----------

    • Fresh build
    • Updated libs
    Build 01
    ----------

    • Based on latest sources from git
    • Complete SFML (with some hack to make Pandora buttons usable) built against glshim
     
    Last edited: Apr 25, 2017
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    ingoreis, klapse and levi like this.
  2. juliano

    juliano Member

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    Awesome! Thanks!
     
  3. edgex004

    edgex004 Advanced Member

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    I seem to remember this game being developed with the Pandora in mind. Glad I finally get to try it out. Thanks :)
     
  4. Klumpen

    Klumpen Run away! Run away!

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    Very neat but hard game. I managed to die in the tutorial, haha.

    The soundtrack is so awesome!

    I would never have thought to hear Symphonic Metal in a (free) game. ^^

    BTW: Since I'm about to leave my choir, I am searching for a Symphonic Metal band in my area atm. ;)
     
    Last edited by a moderator: Apr 7, 2014
  5. mcobit

    mcobit Advanced Member

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    not this game. It was one with similar graphics style but completely differenz different gameplay.
     
  6. lunixbochs

    lunixbochs Moderator Staff Member

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    Great job. I'll try to get your glshim changes tested and merged upstream. I think we'll see a huge compatibility improvement after I merge all of the current forks together.
     
    Last edited by a moderator: Apr 8, 2014
  7. ptitSeb

    ptitSeb Serial Porter

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    Do you want me to do a Pull Request ?
     
    Last edited by a moderator: Apr 8, 2014
  8. lunixbochs

    lunixbochs Moderator Staff Member

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    Your commits aren't really separated well enough, and I don't want to merge it all verbatim. I'm doing a half-manual rewrite/merge right now.
     
  9. ptitSeb

    ptitSeb Serial Porter

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    Ok, fine. I know, it wasn't separate at first because I sudenly realise that I should fork and do comit only after a while...
     
  10. lunixbochs

    lunixbochs Moderator Staff Member

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  11. ptitSeb

    ptitSeb Serial Porter

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    I'll try that (I'm not home this week so I may be able to really look at that only this week end).

    *EDIT* I took a quick look. Strange indeed. Maybe it doesn't load texture in TEXTURE1 unit correctly? Or maybe something wrong in Push/PopClientAttrib used by the draw_list (I think the very 1st picture is fine, but not sure) I'll debug that at home, it will be much easier with PVRTrace (that's a nice tool by the way).

    *EDIT2*: Yes, 1st frame is fine. Must be something missing in PushClientAttrib/PopClientAttrib.
     
    Last edited by a moderator: Apr 8, 2014
  12. ptitSeb

    ptitSeb Serial Porter

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    @lunixbochs: I haven't tested on a regular opengl PC, but I find the lesson22 strange.

    If I add, inside the function "doMesh2TexelUnits", around line 1040, juste after the 2 glDisable GL_BLEND and GL_LIGHTING


        glDepthFunc( GL_LEQUAL );

    the sample is working great.

    I don't understand why this line is missing, because the printing of the logo put glDepthFunc to GL_ALWAYS, where the state in the doMesh2TextUnits (or 1 TexUnits also) is supposed to be GL_LEQUAL.

    So I didn't found anything wrong in glshim code, just a bug in lesson22, or did I miss something in the GL spec.
     
    Last edited by a moderator: Apr 11, 2014
  13. shaddim

    shaddim Member

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    Last edited: Apr 19, 2017
  14. ptitSeb

    ptitSeb Serial Porter

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  15. ptitSeb

    ptitSeb Serial Porter

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    So yeah, I was already using the latest sources. But I have refreshed the build, and updated all libs.. And fixed the PXML to show the correct version on the repo.

    To play with nice framerates, you may need to reduce the number of particules (or the lifespan of them) in the Option menu.

    Build 02
    ----------

    • Fresh build
    • Updated libs
     
    shaddim likes this.
  16. levi

    levi Still fresh, damnit!

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    Tested this at 1100MHz on my GHz pandora. I can't remember what's been added since the last build, but the tutorial played out fine. I got a bit of slowdown once I started playing a real game but I've not tried messing with the options yet.
     

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