Star Fighter Max - full BMax code and media
BlitzMax Forums/BlitzMax Beginners Area/Star Fighter Max - full BMax code and media
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Not sure if this is a good place to post this, but if anyone is interested in making a shootem-up game in BlitzMax, heres the full source code and media to download (2.41 mb) : http://www.blitzbasic.com/Community/posts.php?topic=52907 Source code contains tons of comments in which I wrote to help ensure I sorta understand what the hell I was doing....hope its a of a little help to someone... BTW, it was successfully tested to also compile on the Mac version of Bmax, but havent tested on a Linux system yet. |
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Looks nice, except that the stars should move behind the earth, imo. :) Also, the game crashed when I died: Runtime Error: Attempt to access field or method of Null object DrawImage [$BMXPATH/mod/brl.mod/max2d.mod/max2d.bmx;519;2] Draw [/Users/peter/Desktop/StarFighterMax/StarFighterMax.bmx;73;7] HandleBullets [/Users/peter/Desktop/StarFighterMax/StarFighterMax.bmx;818;3] RunGame [/Users/peter/Desktop/StarFighterMax/StarFighterMax.bmx;505;2] Transition [/Users/peter/Desktop/StarFighterMax/StarFighterMax.bmx;618;6] doTitle [/Users/peter/Desktop/StarFighterMax/handle_menu.bmx;329;20] StarFighterMax [/Users/peter/Desktop/StarFighterMax/StarFighterMax.bmx;407;4] I really liked the explosion sound when enemies was destroyed. |
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This is a pretty good game, thanks for sharing it! Nice to see it run perfectly smooth on my computer. (iMac 1GHz G4 with NVidea GeForce4MX) |
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Thank you very much! Source code to pore over is always appreciated. |
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I'm still playing this thing. ;-) Just a bit too much fast movement going on at once but it's still lots of fun! |
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Works on Linux if I comment out the following line in the LoadSettings() function in StarFighterMax.bmx: (Line 476) : Graphics ScreenWidth, ScreenHeight, GraphicDepth I think this is a BlitzMAX/Linux issue - we'll see if it is fixed in 1.12. Still, this does speak quite well for cross-platform compatibility in Max. |
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Nice ! Can you add joypad support ? |
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Thanks for the replies folks! Also, the game crashed when I died: I'm lookin into it right...not sure why that happened....did this happened all the time? Works on Linux if I comment out the following line in the LoadSettings() function in StarFighterMax.bmx: (Line 476) : Graphics ScreenWidth, ScreenHeight, GraphicDepth Woah...thanks for the info...! Nice ! Can you add joypad support ? I thought about it but got lazy at the end....but the source code is there....so any can actually it if they want. |
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Haven't tried this yet. Are you checking for available graphics modes, Neuro, or just setting a specific depth? |
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I just defaulted to 640x480 using OGL...didnt do any checking assuming that most folks would have that mode and opengl running. |
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I just defaulted to 640x480 using OGL...didnt do any checking assuming that most folks would have that mode and opengl running. Most, but not all -- quite a few of the newer 'widescreen' laptops don't support 640x480 anymore. |
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Ok...that I should of known but never occured to me. Whats the usual lowest specs for the newer wide screen laptops, btw? |
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Hey.. I played the game and it was enjoyable. The old-skool graphics are attractive in a nostalgic way :) The problem I had is the sound and music together causes immense crackling and sound lagging.. It sounds horrible. However, I put the blame on BRL because I've been having BlitzMax sound issues from the git-go. Perhaps I should update my sound driver. Just using an nVidia onboard sound chip... Also, I dont have sound problems with any other programs (just blitzmax, anyone else having this problem?) The enemy movement patterns are very simple, I can tell without looking at code you're using if X = then reverse. Of course this is just from level 1 and some of 2. I think I saw more advanced movement paths (but still if X and if Y based, and maybe timer based with X and Y velocity changes. This is without me looking at the source code so I may be wrong!) in level 2. The movement paths could be a ton better though, especially if you used my path maker ;) (shameless plug!) I do think you did a terrific job considering its your first game. I give it a 5 / 10 . Keep up the great work, and congradulations on finishing your first game! There's plenty of people who never finsh one game ;) Kudos 4 U :) All the best, Matthew McFarland ---------------------- |
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Hey Matt, thanks for the critique! You're right about the move pattens. Yah the movement paths are very simple....i originally was just gonna make it a left - to - right type thingy like those Space Invaders clones.....but wanted something a little different but nothing too special. The ships do move a little different on later levels, but, as usual nothing spectacular. The movement paths could be a ton better though, especially if you used my path maker ;) (shameless plug!) Thanks pluging it! I'm definately gonna check it out. I'm looking at it now and I can see that it can do 2D patterns...but can it also do 3D movement patterns? (considering my next project is gonna be a more complete version of my Space Harrier demo...(if they ever release the 3D module)...) I do think you did a terrific job considering its your first game. I give it a 5 / 10 . Thanks....I actually got a ton of game *demos* that I never really finished. This one was my actual first one thats sorta....complete. |
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Neuro: I do think you can use this for 3D, as you can use it to update the X and Y and you can update your Z manually. You could have the Z constantly moving towards the camera while the X and Y do the spline. If you draw the spline thinking the top is far away and the bottom is close, you can replace Y with Z respectivly. Anything is possible! Best Wishes, (I loooved Space Harrier) Matt McFarland PS: Because I'm just as interested in 3D Splining as you are, if you want to email me if you need help using my spline maker for your programs I will be glad to provide assistance. If there's one thing I know, I know how to use it in a game. |
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Neuro: I do think you can use this for 3D, as you can use it to update the X and Y and you can update your Z manually. You could have the Z constantly moving towards the camera while the X and Y do the spline. That make sense.....I can definately do something with that.......but since you mentioned it...expect to hear from me soon! :-) |