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RoX Alpha
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Tue Jan 25, 2005 6:39 pm    Post subject: RoX Alpha Reply with quote

What up to all,

Here is a link to my future game; "RoX" http://chrysb.com/rox/

The game is not even close to completion, but is moving in the right direction. Any ideas, suggestion, comments and criticism is very welcome. RoX is still missing most of the content as well as polish, but all that will be there soon. All the graphics are temporary. Game comes with a fully functional level editor, everything is open and ready to use. No help though yet, feel free to make some levels Rolling Eyes

ARROW KEYS to move around
SPACE + ARROW KEYS to grab stuff remotely
(WASD+SHIFT for player 2, some levels only)
ENTER restarts the level
TAB select a different level
ESCAPE quits the game right away

F1 toggles music (I suggest listening to the whole track)
F2 toggles fullscreen/window

F6 saves a replay
F5 loads and plays a replay

HGE seems to do the job well, game runs at a decent rate and it is not yet optimized.


Last edited by Dima on Fri Feb 18, 2005 4:10 pm; edited 2 times in total
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petum



Joined: 30 Sep 2004
Posts: 67
Location: Poland

PostPosted: Tue Jan 25, 2005 7:48 pm    Post subject: Reply with quote

Very Nice game! Very Happy
Really good editor, congratulations!
I think that player needs a 'up' direction graphics and
try to make the ping-pong animation, his mouth is like machinegun Wink .
bye
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Tue Jan 25, 2005 8:07 pm    Post subject: Reply with quote

thank you,

I havent gotten as far as making different animations yet, but all will be fixed in the future release.
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haaf
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Joined: 18 Nov 2003
Posts: 1031

PostPosted: Tue Jan 25, 2005 10:14 pm    Post subject: Reply with quote

cool! Smile
thanks, Dima
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dakz0rz
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Joined: 31 Dec 2004
Posts: 170
Location: Sydney, Australia

PostPosted: Wed Jan 26, 2005 1:35 am    Post subject: Reply with quote

Really cool game...
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Wed Jan 26, 2005 4:56 am    Post subject: Reply with quote

Im glad you people like it, HGE really made it easy for me.

A ton of things are still missing, Im open for suggestions...
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dakz0rz
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Joined: 31 Dec 2004
Posts: 170
Location: Sydney, Australia

PostPosted: Wed Jan 26, 2005 10:54 am    Post subject: Reply with quote

I really like how you have organised like everything in INI files. I haven't seen lots of stuff in INI files since C&C: Generals.
Its organisation and genius has inspired me
thank you...

great game again Very Happy
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Wed Jan 26, 2005 3:21 pm    Post subject: Reply with quote

Haha, INIs are the best Very Happy , I originally had levels and replayes in INIs, but it was too slow to load, so I converted them to binary, but for properties they are the best, hehe.
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Hoek's revenge
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Joined: 21 Jun 2004
Posts: 491
Location: Mt Beauty, Victoria, Australia

PostPosted: Wed Jan 26, 2005 5:11 pm    Post subject: Reply with quote

Dima wrote:
Haha, INIs are the best Very Happy , I originally had levels and replayes in INIs, but it was too slow to load, so I converted them to binary, but for properties they are the best, hehe.


Microsoft solution would be to have an embeded MS SQL server Shocked
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Thu Jan 27, 2005 5:30 pm    Post subject: Reply with quote

hahaha, yes, MS would do something like that. Anyways, much work left to do on the game, but it has to be done, then the polish stage. Maaad work.
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Hoek's revenge
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Joined: 21 Jun 2004
Posts: 491
Location: Mt Beauty, Victoria, Australia

PostPosted: Thu Jan 27, 2005 6:05 pm    Post subject: Reply with quote

I know exactly what you mean! Also...testing all the time tends to make the game being developed seem boring (for me) so I always need to get re-motivated.

I have to develop a small editor for my game to allow editing of each stage so aliens don't appear to put thrown around without thought. Doing it programatically and always having to so what it looks like is a real pain at the moment.

Most prob I will have an ini type file that's just read once at the start.

Something like

Code:

[PACKS]
VERSION=1.0
PACK_COUNT=10

[PACK]
PACK_SEED=1044
ALIEN_HOME_X=0,10,20,30,.....
ALIEN_HOME_Y=20,20,20,......
ALIEN_TYPE=0,1,1,1,1....


likewise... all my weapons are initialized internally and I really need to do it from an ini file. I will have to make sure people can't alter it as it determines things like heat, amount of energy used, time between firing, amount of damage....etc.
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Dima
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Joined: 18 Sep 2004
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PostPosted: Thu Jan 27, 2005 6:34 pm    Post subject: Reply with quote

Yee,

INIs are the best for that. You could spread each wave into its own INI file, and then have a master list that connects all. Or just throw everything into single INI, either way works.

Inspiration is key for getting the work done, although not all the time one can feel inspired, specially in the second half of the project, people tend to get burned out and abandon the work. In my case, that's not an option. The project has to be completed, and I treat it as any other work I do, it is fun at the same time though, but some parts are just plain annoying and tedious. But if I ever want to see any money and see some kind of future in this business, I have to force myself to work. It is a little exausting now, I work all day at AMD with computers and network, then come home and code all night, this gets you burned out. But I always look at other games for inspiration, and the successful companies that made it. It is my goal to become independant at some point in the future and it is entirely possible.
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Hoek's revenge
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Joined: 21 Jun 2004
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Location: Mt Beauty, Victoria, Australia

PostPosted: Thu Jan 27, 2005 7:39 pm    Post subject: Reply with quote

Dima wrote:
Yee,

INIs are the best for that. You could spread each wave into its own INI file, and then have a master list that connects all. Or just throw everything into single INI, either way works.

Inspiration is key for getting the work done, although not all the time one can feel inspired, specially in the second half of the project, people tend to get burned out and abandon the work. In my case, that's not an option. The project has to be completed, and I treat it as any other work I do, it is fun at the same time though, but some parts are just plain annoying and tedious. But if I ever want to see any money and see some kind of future in this business, I have to force myself to work. It is a little exausting now, I work all day at AMD with computers and network, then come home and code all night, this gets you burned out. But I always look at other games for inspiration, and the successful companies that made it. It is my goal to become independant at some point in the future and it is entirely possible.


I'm the same way. I worked for 14 years as a programmer and quit for a few reasons. I want to get into what I really want 1 day and hope by learning and creating a decent small game it may serve as an online resume.

It is a competative business though and the market really is getting flooded with games. Also, from what I've worked out... being a good programmer by itself is no good unless you can get some decent game art and sounds.
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Thu Jan 27, 2005 8:02 pm    Post subject: Reply with quote

absolutely true,

market is getting overwhelmed by these games, but still, I think there is a little room for more Rolling Eyes , the trick is to create a bunch of games, all of good quality, and take front pages of the big portal sites, then you are guaranteed some income. The market demands puzzle games with high polish, those seem to be the bestsellers.

It would be nice to have a team with dedicated tasks, but for that, one would need resources . For now all the tasks can be handled my me and my cousin, between us we can do the music and art. Maybe in the future we could find a dedicated artist and a dedicated programmer, to bang out projects fast and efficient. If someone could write the code right now, I could design 5 little puzzle games that would probably take about 6 months to complete, for all 5, with high quality graphics and music. Soon, let's hope this will be possible. Maybe we'll be able to work something out with people online and get a team going. Idea
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Dima
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Joined: 18 Sep 2004
Posts: 253

PostPosted: Sun Jan 30, 2005 3:00 pm    Post subject: Reply with quote

guys.. im actually interested in performance you are getting. If you could, please post some FPS and computer specs, and if you see any bugs please let me know.

I have a work laptop, and I get about 25-30 fps in windowed mode, and about 55-60 fps in fullscreen. The laptop wasn't designed for games, but It does have a 16mb radeon card, and I think it';s a 1.6 ghz pross.

My cousin gets about 700 fps in window and about 950 fullscreen, he has a power comouter though, top video and 3ghz intell.

Please let me know if you have a chance. My laptop performance im not happy with, but Its because of alot of overdraw and I havent sorted things yet by texture.
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