forthevin
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Posted on: July 18, 2012, 07:12:32 pm |
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 Joined: Jun 2012
Posts: 167
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Hi everyone, I have finished the first beta of my Liberated Pixel Cup entry. It is an action-shooter based on classic fantasy. It currently features one chapter, including 3 combat sections. For those who are curious, I have prepared some screenshots, binaries for 32-bit and 64-bit Debian Stable and 64-bit Windows 7, and instructions for compiling on Debian Stable and Windows 7. Screenshots can be found here: http://imgur.com/a/FNMmN#0. They showcase the menu and some of the spells and enemies in action. The binaries and source can be found here: http://www.sendspace.com/filegroup/aOcpWEWHw12Vgs7avF8VPrsXDybIwZNEr27sgNJAoI4. The Debian binaries require some libraries to be installed, but should work on both Debian Stable as well as Ubuntu 12.04. The source can currently be compiled on Debian Stable and Windows 7. EDIT: Instructions on running and compiling can now be found in the source. Added link to version 47. EDIT2: See update post below.
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« Last Edit: July 30, 2012, 01:25:14 am by forthevin »
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Josh @ Dreamland
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Reply #3 Posted on: July 19, 2012, 10:19:51 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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Indeed, the game looks great. I was saving my comments for after I was able to run it, which I hope to be soon, but rest assured that the game looks great.
Oh, and as I mentioned, I would be happy to pull your changes. Though I must say, your use of the sprite max ID is concerning, as sprite IDs can become fragmented (hence the need for sprite_exists).
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« Last Edit: July 19, 2012, 10:21:59 pm by Josh @ Dreamland »
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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TheExDeus
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Reply #5 Posted on: July 20, 2012, 02:35:13 pm |
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 Joined: Apr 2008
Posts: 1860
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Okay, I ran it on windows and it works fine. The game is impossibly hard though.  I could only finish the first encounter. The second and third is beyond my abilities no matter what I do. The only tactic that seems to work is hiding behind terrain. Your enemies use simple move forward which doesn't allow them to pathfind, so they get stuck. I did make pathfinding functions which would be useful here.
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forthevin
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Reply #6 Posted on: July 21, 2012, 09:48:57 pm |
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 Joined: Jun 2012
Posts: 167
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The changes will have to be reviewed, but most of them should be somewhat simple. Would pull requests on github be fine?
I have uploaded a new version, v47, which includes a new mode ("challenge mode"), an implemented credits section, and some installation + compilation instructions and a binary for Windows 7.
I originally tested the difficulty such that I would be challenged personally. Since I am probably what could be considered an expert player given my experience and knowledge of the game, I decided to make the new versions of the levels much easier, and keep the old versions in a sort of challenge mode. I also think that having a normal and very hard mode of each level is an easy way to make the replay value higher, such that people can try to beat those difficult levels once they have completed the normal game. I think it requires some more chapters before it will work well, however, such that people can get enough skill and experience with the game before they attempt the challenge levels.
Is the difficulty of the new levels appropriate?
Thanks again for your help. HaRRiKiRi, if you want to be credited as a beta-tester, I would be happy to add you to the credits.
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Josh @ Dreamland
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Reply #8 Posted on: July 22, 2012, 06:57:57 am |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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Pull requests are fine. Did you make any changes to the compiler, or just to the engine? I ask because ENIGMA is presently divided into two branches from my attempts at installing the new C parser, and the other branch could make it very difficult to auto-merge compiler changes, while only a little of the engine was changed.
Also, we sometimes go by "ENIGMA Development Environment."
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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forthevin
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Reply #11 Posted on: July 30, 2012, 01:28:25 am |
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 Joined: Jun 2012
Posts: 167
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UPDATE 2012-07-30: I have finished the final beta of my Liberated Pixel Cup entry, version 67. It is an action-shooter based on classic fantasy, and features two chapters, with 6 combat sections as well as a story. Screenshots can be found here: http://imgur.com/a/AVdmU#0. They showcase the menu and some of the spells and enemies in action. Source and binaries can be found here: http://www.sendspace.com/filegroup/ani1SmenRzIeh2HO9nVLeEGms0tQxFSY. The Debian binaries require some libraries to be installed, but should work on both Debian Stable as well as Ubuntu 12.04. The source can currently be compiled on Debian Stable and Windows 7.
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forthevin
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Reply #12 Posted on: July 30, 2012, 02:27:10 am |
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 Joined: Jun 2012
Posts: 167
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I have added another chapter and some story. The levels are somewhat harder than the levels of chapter 1, and should take more time to beat.
The story is classic fantasy. The story is mostly conveyed through dialogue and the environment. I have tried to keep the amount of exposition low, to avoid information dumping, while still keeping enough to make sense of things and give the protagonist a reason for exploring and fighting. I have also tried to keep the story somewhat open, such that it can be changed and expanded upon later.
I have only made changes to the engine, as well as events.res.
Again, thank you for your help. I think this is how the submission will look like, apart from dialogue changes, documentation and bug fixes.
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