News:

PlayBASIC2DLL V0.99 Revision I Commercial Edition released! - Convert PlayBASIC programs to super fast Machine Code. 

Main Menu

ThesiusXIII - Forest Blast Tech

Started by kevin, May 06, 2007, 04:05:58 PM

Previous topic - Next topic

kevin

  Thesius XIII V0.26 - Smarter Triggering

        Been stuck in the email backlog (hell) today,   so I haven't progressed much further visually.    Have made an interesting change to the trigger list format, well the trigger list parser anyway.  Previously when you  triggered an a new object, the object was spawned at a fixed location.    Which is fine most of the time, but it does get a bit too semey, in particular when spawning patterns.     As such, i've added rough and guts parser so that the coordinates can be use some internal variables in basic expressions.   So if you want the object to spawn at the games viewport top edge, you can now use the VPTOP variable.   If you want to be offset by 100 (above it).  Then you'd set it's Y pos to  VPTOP-100.   Moreover,  there's random functions also.  So you can now trigger a animated object (not that i have any animations really),  and assign it random starting position.  Which gives it a little more dynamic/chaotic feel.   

         Here's the current trigger data for something a bit different :)





; ----------------------------------------------------------------
; These are alien triggers.
; ----------------------------------------------------------------



; ===================
;  Cordinate Constant Tags
; ===================
;       VPTOP = Game Play Viewport Top cord
;       VPBOT = Game Play Viewport Bottom cord
;       VPLEFT = Game Play Viewport Left cord
;       VPRIGHT = Game Play Viewport Right cord
 
; VPRNDY = Random Y pos within the game player viewport


; ===================
; Trigger Event Types
; ===================





; Bunker = TriggerPos,  Xpos#,Ypos#,Zpos#
; Crab = TriggerPos   ; These are randomly spawned at either

side of the screen.
; CrabSpawner = TriggerPos,Xpos#,Ypos#,zpos#, LifeSpan   ; These are

randomly spawned at either side of the screen.

; Mine = TriggerPos,  Xpos#,Ypos#,Zpos#
; MineSpawner = TriggerPos,  Xpos#,Ypos#,Zpos#, Objects lift  ; These

are invisible objects that randomly
; add mines to the scene for a number of

frames

; OutRigger = TriggerPos,

Xpos#,Ypos#,Zpos#,TargetXpos#,TargetYpos#,TargetZpos#


; GenericAnimPath = TriggerPos,  Xpos#,Ypos#,Zpos# , ShipName$,PathList$,

SpawnCount, SpawnInterval




<Triggers>

    Mine=1100.0, 0, 200,400
    Mine=1200.0, 0, 300,400
    Mine=1300.0, 0, 500,400


    OutRigger=1500, 50, 100,400,-400, 200,400



; GenericAnimPath = TriggerPos,  Xpos#,Ypos#,Zpos# , ShipName$,PathList$,

SpawnCount, SpawnInterval
    GenericAnimPath = 1200, -200,VPTOP-150,500,falconV, Swoop3,20,8

    GenericAnimPath = 1400, -300,VPTOP-150,500,Xwing, Swoop1,40,10


    GenericAnimPath = 1300, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1310, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1320, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1330, 0,VPRNDYtopHalf,500,FalconV, Rush1,5,10
    GenericAnimPath = 1340, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1350, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1360, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10
    GenericAnimPath = 1370, 0,VPRNDYtopHalf,500,Xwing, Rush1,5,10




    Bunker=2000, 0, 600,400
    Bunker=2400, 0, 600,400
    Bunker=2800, 0, 600,400





    MineSpawner=4000,  0,400,0, 2500


    CrabSpawner=1000,  0,400,0, 500



    Bunker=4000, 0, 600,400
    Bunker=4200, 0, 600,400
    Bunker=4400, 0, 600,400
    Bunker=4600, 0, 600,400
    Bunker=4800, 0, 600,400


    CrabSpawner=5500,  0,400,0, 1000


    Bunker=6000, 0, 600,400
    Bunker=6200, 0, 600,400
    Bunker=6400, 0, 600,400
    Bunker=6600, 0, 600,400
    Bunker=6800, 0, 600,400


    Bunker=8000, 0, 600,400
    Bunker=8200, 0, 600,400
    Bunker=8400, 0, 600,400
    Bunker=8600, 0, 600,400
    Bunker=8800, 0, 600,400

    Bunker=9000, 0, 600,400
    Bunker=9200, 0, 600,400
    Bunker=9400, 0, 600,400
    Bunker=9600, 0, 600,400
    Bunker=9800, 0, 600,400

</Triggers>



kevin

#46
  Thesius XIII V0.26 - Source Code

  This is the current 'as is' state of the Thesius XIII demo with source code.   I can't really recall everything that's changed since the last demo,  but this version is now playable.   By that i mean all the objects have behaviors can you don't have to trigger them yourself.  The only problem now is that's pretty one sided :)  So you might want to press the F8 key a few times when you start the level.  This will give you a little more fire power.      

  I've also included the pattern editor, which as you'll see is just  hacked together form the other posted examples.  
 
   Anyway, Have fun!


Controls

  Mouse = Control Player

   F1 = Trigger random spin mines
   F2 = Trigger random crabs
   F3 = Trigger random path based falcons.

   F5 = Slow down
   F6 = Speed up

   F8 = Add bullets to player

   Space = Trigger Homers

   Enter = Show Stat's

   ESC = QUIT



Download

Thesius XIII  V0.26 (login required)



 Videos

 This is more mature version.  Although the full game demo has more features
 Watch Thesius XIII Tech Demo Video on youtube

 



 This is video is from the first start of development on Thesius XIII
Watch Thesius XIII Tech Demo on youtube.