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Hello all, I have updated the graphics slightly (now that the game is D3D more nifty glow stuff is possible), and added a new powerup / weapon. Please try it out! I have made the game robust for the current case of the highscore scripts being offline, so you will neither be able to view highscores or submit them for now. |
Submitted by johno
Wed, 04/11/2007 - 18:27
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More scores!
Considering that the best AstroCreeps players are getting very very good, I have added support for 100 highscores instead of just 10.
AstroCreeps updates
fanally a chance to get on the highscore
Yey I made place 70
Lowered hardware requirements
I noticed that AstroCreeps was checking for pixel shader 1.0, when it really doesn't need any of the stuff. Hopefully this change will let people with hardware like GeForce 2 play as well.
AstroCreeps updates
hm this thread is not public?
Let battle be joined!
I have implemented a score-multiplier in AstroCreeps. What this means is that for every 100 things you shoot (anything) your score multiplier increases by one. This means that the longer you stay alive, the more you score for each kill (you score 1 x multiplier for each kill).
Also, I am experimenting with XBox360 control. Right now you can play with the mouse and spacebar as usual, but also with a controller. Left thumbstick to aim, right trigger to accelerate, X to fire, and A to fire a bomb. A-button in the menu starts a new game.
I have implemented x 2 thrust when using the controller, since the triggers are analog. So full pressure on the trigger means x 2 thrust as compared to playing with the mouse. However, it is harder to aim using the controller (no cursor).
Please feedback!
AstroCreeps updates
I like the score multiplier, could possibly give a wider spread, less "linear" progression of scores. The scoring in AstroCreeps is a hard design problem (imho) so I think it is good that you make some changes in that area.
I need to get myself a controller
/hObbE
New multiplier algorithm
I have updated the multiplier algorithm as follows:
[code:1]
//cache the last valid award in case several are hit the same frame
if(Core::Time::GetTime() > myLastHitTime)
{
myHitAward = 1.f / (Core::Time::GetTime() - myLastHitTime);
myLastHitTime = Core::Time::GetTime();
}
//award aggression
myAggression += myHitAward;
if(myAggression > AGGRESSION_PER_MULTIPLIER)
NewMultiplier();
[/code:1]
For those of you who don't completely grok code, the idea is basically to award "aggressive" players, i.e. those who kill many creeps in quick succession.
I wanted this behaviour to encourage a faster play style. Marcus (the world leader in AstroCreeps) uses a strategy that involves very slow play, waiting for powerups to spawn, and I want players who don't have his superhuman patience to also have a shot at the top.
AstroCreeps updates
hi
It crashed when checking highscore (I think).
And it looks like you keep multiplier after death...
keep it up!
Daniel
AstroCreeps updates
I can't reproduce the highscore check crash, but it probably can't deal with the case of not having an internet connection. Will check it out.
I have fixed the multiplier reset on new game.
Thanks for testing!
AstroCreeps updates
It worked fine for me...
I think that hUb itself does not work very good without internet
But there could always be temporary glitches or timeouts that can be problematic...
/hObbE
Fixed crash
I fixed the crash bug in AstroCreeps, caused by a stupid assumption which resulted in a buffer overflow... Deployed on hUb!
Updates
I have made user settings persistent (windowed mode, sound on/off).
Update
Some under the hood stuff:
-reduced the number of draw calls
-fixed a potential buffer overflow when getting highscores
Gameplay changes
I have made a gameplay change, namely that the gravity powerups affect bullets.
In the case of having anti-gravity (red) this has the fun effect of accelerating your bullets a bit, so you actually shoot faster bullets when this powerup is active. It will also repel any bullets coming at you (bounce bullets or normal bullets from exploding asteroids).
Also, when you have the "black hole device" (blue shield plus red anti-gravity), you will suck bullets in just like roids and creeps. They will however not hit you, so you end up with a nifty electron-orbit typ effect.
I like the tradeoffs here, in that now anti-gravity will give you a slightly better weapon, which offsets the bad effect of casuing roids to speed up excessively, and that the black-hole device isn't as powerful, as you can't really shoot anything that is far away while it is active.
Tell me what you think!
AstroCreeps updates
I have implemented an ammo indicator that is centered on the ship.
Orange marks are bombs, green are bounces, and pink are lasers. The indicator will show up to 10 bombs, and up to 40 bounces / lasers.
The idea is to be able to keep track (roughly) of how much ammo you have without having to move your eyes away from the ship down to the bottom of the screen.
AstroCreeps updates
Another quick update, I think I have managed to fix the problems with unresponsive buttons.
AstroCreeps updates
It works very well! The buttons felt totally responsive!
I like the fact you can see more info by keeping your eyes on the ship and the design is cool. However, the rotation of the info makes me feel somewhat confused sometimes... maybe the info should rotate "with" the ship if you get what I mean. It could also be an idea to just render info behind the ship just to test...
The info is not rendered when you switch levels and that feels strange...
/hObbE
AstroCreeps updates
I like your idea of rotating with the ship, will try it out.
I also agree about rendering between levels, will implement.
AstroCreeps updates
I tried rotating the ammo indicator with the ship but didn't like it. I did however implement display while in hyperspace.
The highscore list has been extended to 300 scores, so now everyone should have a chance of getting on the list.
Also, at Adam's request I added an alternate thrust button (G).
Close Calls!
I have added a Close Call feature, which means that you get points when you fly close by a roid or a creep. You know that you are close enough when you hear the scary sound and see points appear. You earn points depending on how close you are (X your multiplier).
The new point indicators also appear for each roid / creep you shoot, this makes it easier to see what your current multiplier is without looking down at the bottom of the screen.
AstroCreeps updates
Oh!
I really like this idea
Stunt flying 
Some comments:
I think the radius for giving points should be somewhat more generous, flying near is a big risk and right now I don't see the reward...
The point indication is a bit messy and obstructive imho.
I think you should consider the relative speed of the ship and object when calculating the scores, that is you should not be able to lurk "behind" an asteroid...
/hObbE
Music added
As posted in the News section on the main page, I have added music to Astro-Creeps.
http://www.spellofplay.com/node/233
Keyboard control
As was requested by someone (Daniel, help me out?), keyboard controls have been implemented. Use left and right arrow keys to turn/aim, ALT to thrust, and CTRL to fire.
Both mouse control and XBox360 controller are still supported, just use the one you like the most and the game will adjust automatically.
AstroCreeps updates
[img]http://www.spellofplay.com/files/images/astro.jpg[/img]
some small glitches when playing on a widescreen monitor...
edit: these glitches also happens when playing in windowed mode (GF8400GS)
btw: Elliot now reaches third level (2 years old)
ok... seriously... WHY DOES THIS COST MONEY!?!?!
i used to play this and man it's 4 mb... 4 MB! i can program this! it really suck! this and ufopilot 2 should not cost money. there already exist better and if you wanna make money put some time in a game programming it and then charge money for it. i'm sorry but i had hUb in less than 5 minutes.
Because, development,
Because, development, servers, hardware, and software licenses cost money. Also we have decided not to go the route of having advertising on the site or in the games.
Sure you can find games that you think are better at a cheaper prize. By all means you should play/buy them
Also, feel free to post your own games here. I'd be happy to try them out.
Anyways, I don't know if I answered your question
Regards!
The size of a game doesn't
The size of a game doesn't make the game! I can code you a small demo with a block moving around a sphere, and i can make it 2 gb in size, and use about 1 gb of ram. Would you pay 40$ to play it? Come on, it's a big game! [/sarcasm]