bzar
A Commando
Dying subtracts 1 level from all weapons (to a minimum of 1).
Just some personal taste, I would try to avoid mixingf up Pixel Art (Sprites) and Photo-realistic backgrounds, this "bites" each others somehow. ^^" Yes, contrast is good, foreground stuff always should have much more contrast than the background. So no problem when the bg is more "pale" and has less contrast in it, it's actualy better, your images for the BG fit into this.I'll go by what both fits the theme and offers enough contrast. Lots of nice suitable pictures here. IIRC the license is Public Domain as well. Need to check before using
Yeah, ouch! it really hurts to lose a life in this game, when you get -1 on each weapon.Dying subtracts 1 level from all weapons (to a minimum of 1).
Did you know that the current background is also a hubble image? Also the powerups and shots are vector art, not pixel artJust some personal taste, I would try to avoid mixingf up Pixel Art (Sprites) and Photo-realistic backgrounds, this "bites" each others somehow. ^^" Yes, contrast is good, foreground stuff always should have much more contrast than the background. So no problem when the bg is more "pale" and has less contrast in it, it's actualy better, your images for the BG fit into this.
Do you already found this nice image?
http://opengameart.org/content/solar-system
Yup, fixed in the commit linked above. Will be in the next release.WARNING! current Space Rocks PND, hopefully soon to be fixed, has a sadistic bug where if you play more than one game, the aliens will arrive late!
i.e. if you play one happy game to level 8 with plenty of aliens, in the next game there will be no aliens at all until level 8 (or until you exceed the score you had before). Some problem with a counter not being reset.
In a normal game there should be one alien at or before 800 points, i.e in level 1 or 2, and another alien for each 400 to 800 points you get. So restart the whole PND for each game.
This bug had me really furious, cursing the game, etc., when I'm playing all the way to level 10 with no aliens or power ups! So I'm warning you too. Anyway B-ZaR has fixed it in git, and I guess we can expect a new PND soon.
Well, it's not hard to code, per se. Basically at its simplest form it's just a multiplier to frame time reported to the game entities. Done this way it would affect gameplay though. To get it working the same way at all speeds would require moving to iterated world updates (like each frame the world is updated 10 times with 0.1x frame time). Not considering this right now, try to be patient or build skills to blast the asteroids fasterMy next request is a 'time dilation' feature, although not sure how well it would work. Like, an option to make everything go at 1x, 1.5x faster or even 2x faster, maybe at 0.1x increments. That wouldn't make it easier to get high scores. rationale: I'd like to be able to play a full game up to level 14 or whatever I reached in less than 40 minutes! I guess this might be hard to code, so no worries if you don't like the idea.
Yes, having them bounce around makes them a LOT harder to get. Having them predictable yields a better gameplay experience since you immediately see the options you have for getting it (where you need to get and how fast). The current risk/reward ratio curve is nice as it is, in my opinionOne thing I'm wondering about now - what if the powerup were physical objects - i.e. they bounce off rocks too. I suspect this has been tried out already, which is why they're round icons. I suspect it'd be a bugger in later levels when there are a lot of rocks about!
Yeah, I'm currently visiting my family and had to show people who is the boss.
This explains why I din't see any ufos after getting my score : DWARNING! current Space Rocks PND, hopefully soon to be fixed, has a sadistic bug where if you play more than one game, the aliens will arrive late!
i.e. if you play one happy game to level 8 with plenty of aliens, in the next game there will be no aliens at all until level 8 (or until you exceed the score you had before). Some problem with a counter not being reset.
How the framebuffer context works in Spacerocks is that it renders the game on framebuffer, while keeping fullscreen X11 window on background catching all input / and prevent display fighting.I'm getting a problem with the new version. The taskbar from the desktop is flickering through while playing the game. I managed to start my wifi half way through a game.
Must be something to do with the change in graphics lib?
Here's a relevant comment in the code: https://github.com/bzar/spacerocks/blob/master/src/asteroid.cpp#L92On another topic, I have been wondering about the wrap mechanic. It looks like it waits until the center of the object approaching the border then warps it to the opposing side. Most times I've seen wrapping done it plots the object on both sides of the screen at once - one half one side and the other half the other side. I wondered if the current approach affected collison detection and could be exploited by stopping on the border, thus reducing your hit box by half (if you had good enough awareness to spot threats approaching from the other side of screen, which I don't).
The situation has been rectified with a good run of L8 and shields. Toward the end I trusted my slow but steady Beam to make wiggle room. High-power laser in level 19 fills the screen with tiny pebbles faster than you can say "oh crap". Also it results in a barrage of UFOs you can't hit without producing a gazillion more pebblesB-ZaR knocked down to #3? I think he's just toying with us!
No because have not played yet. But I will I guess to see if I have ideas for backgrounds. Oh, and the Asteroids are Pixel Art I'm sure. ^^ Next Idea, more graphical fanciness could also be to set some "twinkle" spots for the backgrounds so the stars seems alive, at least some of them, matching colours options included and only decent to not interrupt the foreground focus.Did you know that the current background is also a hubble image? Also the powerups and shots are vector art, not pixel art
When you play to ~level 17 you may see why you would not want any more moving stuff on the screen nor any more GPU resources wastedNo because have not played yet. But I will I guess to see if I have ideas for backgrounds. Oh, and the Asteroids are Pixel Art I'm sure. ^^ Next Idea, more graphical fanciness could also be to set some "twinkle" spots for the backgrounds so the stars seems alive, at least some of them, matching colours options included and only decent to not interrupt the foreground focus.
78MiB of that is music.P.S.: Why does the game is 92Mb tall? :blink:
I mentioned that my talents for gravity shooters are basicly non existant, so Level 17 sounds far away for me. h34r:When you play to ~level 17 you may see why you would not want any more moving stuff on the screen nor any more GPU resources wasted
Sounds like WAV? Well in that case, MIDI still rulez! :lol:78MiB of that is music.