GE Forever

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GE Forever

Postby DST » Wed Jun 24, 2009 2:42 pm

GE 1.4 Update: GEForeverX

Changes:

FPS changed to 60 for Smoother Look
Better Player shots
Completely new Boss Animation
New Boss Colors and Bullets
Fixed Laser miss bug.
Shots animate when deflected
Enemy shot patterns changed - game is slightly easier now.

Image

GE Forever - A Tribute to the game "Warning Forever", one of the coolest games ever made.

It starts off easy but it gets hard fast - the boss keeps upgrading each round!

Press SPACE at any time to pause the game and view the help screen! Otherwise, use your mouse to shoot and aim. (you can also aim with the keyboard).
Attachments
GEForeverX.zip
(544.43 KiB) Downloaded 250 times
geforeverxx.jpg
GEforever.zip
Older 1.3.9 version
(350.63 KiB) Downloaded 373 times
gef1.jpg
Older 1.3.9 version
Last edited by DST on Sat Jul 31, 2010 1:47 pm, edited 5 times in total.
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Re: GE Forever

Postby jimmynewguy » Wed Jun 24, 2009 3:17 pm

i can honestly tell the work you put into that, and it was alot. On a fun factor of 1-10 I'd give it an 8. That may seem lower to you, but if you know me i don't find verymany fun games. I'm pretty picky. :) The round moving across the screen is an awesome effect, I'm embarrased to say this, but I couldn't find out how you did it. Could you explain please? And thank you.

PS: Good luck with DOA(that's still alive right?) :)
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Re: GE Forever

Postby pyrometal » Wed Jun 24, 2009 10:54 pm

Nice remake DST! I like it although I must admit I'm absolutely horrible at bullet hell shumps... lol. It too bad GE does not yet support sprite rotation because you could have definetly have added boss rotation like in the original. We do with what we've got though! It's missing sounds, you should add those in sometime! Anyway, great work once again and ttyl!
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Free, open-source & crossplatform pixel art editor (currently under construction).
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Re: GE Forever

Postby DST » Fri Jun 26, 2009 12:26 am

jimmynewguy wrote:i can honestly tell the work you put into that, and it was alot.


I spent 8 hours, one working day, on that game.


jimmynewguy wrote:the round moving across the screen is an awesome effect, I'm embarrased to say this, but I couldn't find out how you did it. Could you explain please?


Not sure what you mean, the shot spreads? or the background?


jimmynewguy wrote:PS: Good luck with DOA(that's still alive right?) :)


DOA is alive and well and a demo is coming soon! Thanks!
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Re: GE Forever

Postby MrScience101 » Fri Jun 26, 2009 1:35 am

Awesome game! Some people are amazing at how well they can program and in so little time. That game would have taken me days to program.

I really need to post some videos on how to compile the game editor source code, then you guys could add a rotation function yourselves, or any other cool funtions you like.

Rotation would have to be some kind of you give it a picture, and then it creates a sprite strip that has maybe 36 rotated pictures. As you know, the SDL language simply cannot support intense math processes like rotation on the fly requires. :D
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Re: GE Forever

Postby DST » Fri Jun 26, 2009 2:28 pm

Practice Makes Perfect!

IF i were going to add rotation to ge, i'd create a rotation/opengl module for it. People releasing pc games can use the opengl renderer for whatever they needed, but by adding it to their game, means the game can no longer be output in anything but windows/linux exes. (Unless the renderer was removed from the script)


Its difficult to specialize in more than one platform, which is what GE has attempted to do.
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Re: GE Forever

Postby makslane » Fri Jun 26, 2009 7:04 pm

Today is possible to compile Game Editor code with OpenGL support. The problem is with machines thats doesn´t have hardware acceleration. The software version of OpenGL is very slow to render 2D images!
Game Editor is an open source game creator software that's wants to pay it's developers to keep evolving.
If you like Game Editor, make a review!
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Re: GE Forever

Postby DST » Fri Jun 26, 2009 7:59 pm

I've been wrestling with this issue for a while now. The hardware OPENGL is everything you want in a display, its fast, its smooth, its stable.

But Makslane is correct, the software version is incredibly slow with 2d images.

Perhaps mrscience is onto something - perhaps if we could create a matrix of animations;

Almost like being able to specify animindex and animpos as assignment variables. Technically you can already do this, but its limited because you can't say "ChangeAnimation, Event Actor, +1" to move thru the list of animations like you can with animpos. If i could use animindex the same way i use animpos, and then build in an autorotation feature (just like you have to specify a variable, so too you'd have to create a rotation for each animation you wanted to rotate before you can use it, with a button for it just like the variables).

You'd have the animation, and a version for it rotated. This would create a large table of animations, so we'd be using up more memory, but less cpu, and still have rotation. If you compare the speed of my target defense with the speed of your average flash tower defense game, you can see that flash suffers a huge cpu hit for their rotation abilities (while still using just as much or more memory as my game), and most games made with flash don't even utilize the rotation!


What would add another dimension to this is if we added rgb boosting. I'm frustrated at most software that only offers rgb dimming. Its a standard in video games for enemies to flash when they get hit. Yet all the game creation software i can find only offers rgb dimming, and not boosting. Its seems like it would be a simple enough thing to implement, and it would reduce my animation count to half(!), because i won't need an extra set of flashed animations.

I have investigated the source code to some degree but i really don't know how the file structures work in c, as i don't use Visual Express for my programming. I'm not sure where i need to make changes, there are so many files.....

RGB boost is my #1 feature request.
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Re: GE Forever

Postby DST » Sat Jun 26, 2010 3:47 am

DST wrote:
What would add another dimension to this is if we added rgb boosting. I'm frustrated at most software that only offers rgb dimming. Its a standard in video games for enemies to flash when they get hit. Yet all the game creation software i can find only offers rgb dimming, and not boosting. Its seems like it would be a simple enough thing to implement, and it would reduce my animation count to half(!), because i won't need an extra set of flashed animations.

RGB boost is my #1 feature request.


I get it now, why GE doesn't have rgb boosting. Since all images start at 255 in each color, reducing them is simple math.

But to perform a boost, you can't just up the colors, because 256 or higher does not exist.

So you have to run a pixel search and raise individual pixel colors, but that does not result in a simple 'brightening'. All rgb colors are a ratio of the three colors, and that ratio must be maintained. If you have a color that's 33, 55, 100, and you add 100 to each color, you will not have the same hue, because the differences become relatively smaller. You could double each color, and that should maintain your ratio, but what happens when one color is 160 and you double it?

That color maxes out at 255, loses the relative ratio to the others, and you end up with strange colors that aren't even close to white. In reality, even though it can be scripted (i've done it in java and made it work nicely), it had to be customized to the specific image it was to be used on. It also requires resaving the image in some internal format so that it can be used quickly, like an animation, rather than a standard array of pixels.

It's the kind of thing you'd use OpenGL to do, and so far, that kind of thing isn't the direction GE seeks to go in, the 3d and all that. And I'm not unhappy with that, for a simple reason:

Look at the actor control panel in GE, now compare that to any single screen from a program like Blender, Antiryad, or Reality Factory. The million-options-per-screen is a real turnoff for most artists, and I for one love GE's combination of power and simplicity.

That doesn't mean there isn't room for improvement, but it's a help to everyone involved if we understand what GE is meant to be, so we can ask for and contribute for features that are useful to what GE is, rather than wanting the moon and everything else too.

It's far more important that we solidify the current abilities of the program, like increasing the functionality and stability of the script editor, increasing export capability, and overall program stability on the ever increasing number of OS platforms that are in use nowadays (current stats show XP is still the OS leader worldwide, yet GE (editor mode) was originally designed for a small family of x86 windows systems, and that demand for GE OS compatibility has tripled since then, hasn't it?).

Just thought i'd get that out there, and perhaps give my game a shameless bump.
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Re: GE Forever

Postby Bee-Ant » Sat Jun 26, 2010 4:02 pm

1. Nice game :D
2. What happen with the aiming?
Why did you set it aiming the center of the screen, not the boss instead?
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player.myangle=direction(320+player.x,240+player.y,320,240);
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Re: GE Forever

Postby silviotoledo » Fri Jul 09, 2010 2:24 pm

LOVED IT!

Amazing!
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Re: GE Forever

Postby DST » Sat Jul 31, 2010 5:41 am

GEFOREVER has been updated. See link at top of post.

Bee, the aiming sets to the center of the screen because otherwise you could hold down the aim button and you'd have homing shots basically.

In Warning Forever, the difficulty in aiming at a moving boss is half the challenge and fun of the game. :P
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Re: GE Forever

Postby Bee-Ant » Sat Jul 31, 2010 7:11 am

OK...is there the linux version in the newer update?
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Re: GE Forever

Postby DST » Sat Jul 31, 2010 7:12 am

It's the full GE source....so yes....
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Re: GE Forever

Postby jimmynewguy » Sat Jul 31, 2010 3:18 pm

Awesome game still!I started off doing good, under 10 hits until round 6 then after that i stopped caring and started cheating :P I guess it doesn't end? I didn't really look at the code for that, too lazy :) Nice work!
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