I just played Thropter. Great game. I think it would be a good idea if you could change the direction you're firing/looking?
Congrats.
On 02 Jan 2010, at 7:09 AM, Elliott Slaughter wrote:
New Thopter page on the Blackthorn wiki which you can put on the FLGC page:
http://code.google.com/p/blackthorn-engine/wiki/Thopter
And here's a screenshot for you:
http://wiki.blackthorn-engine.googlecode.com/hg/thopter-0.0-screenshot.png
On Fri, Jan 1, 2010 at 4:23 AM, David O'Toole dto1138@gmail.com wrote: Wow elliott! I got a chance to watch the video, but haven't played yet. Thanks so much for participating in the contest!!!
Today is New Years Day 2010, the deadline for the FLGC 09 contest! For those of you who haven't posted your entries, go ahead now (completed or not)! There's no judging phase, the point is for us to play each other's games, provide feedback, and of course learn about lisp games. On top of that, I'm hoping people will use their 7day versions as the basis for something bigger in the future.... forcing yourself to make something complete in 7 days is a great way to start!
Ok, here's my suggestion on what do to next. Everyone post the URLs and instructions to their entries if they haven't yet, and then I'll make a small webpage with all the entries. please send a screenshot if you can, so that the page will look nice. Then we can play the entries and comment on the mailing list. I'll work on the page today.
On Mon, Dec 21, 2009 at 4:04 AM, Elliott Slaughter <elliottslaughter@gmail.com
wrote:
Here's my final submission for FLGC09. The game, Thopter, is a scrolling shooter inspired by the likes of Raptor: Call of the Shadows and other old games. Thopter is implemented in Common Lisp, using lispbuilder and cl-opengl for graphics, usocket and cl-store for sockets and serialization, and a handful of other CL utilties. The game engine used to build Thopter is freely available under the MIT license (see project page below).
The controls are arrow keys to move, spacebar to shoot, and either left-ctrl or left-alt to fire a seeking missile. Three upgrades in the game restore health, increase the firepower of the gun, and provide missile ammo.
Currently the game supports single player and two-player coop over LAN. To start a network game, open a terminal and run
./main --server=W.X.Y.Z --port=12345
and on the other machine
./main --connect=W.X.Y.Z --port=12345
where W.X.Y.Z is the IP address of the host machine and 12345 is some port of your choice.
Here is the final video of the game:
http://www.youtube.com/watch?v=5MDqC6XG-Ag
Source and downloads (currently only Mac, but Windows and Linux coming soon) are available from the project page:
http://code.google.com/p/blackthorn-engine/
Enjoy :-)
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay _______________________________________________ lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
Thanks for the feedback!
Have you tried missiles? (Left Ctrl or Alt) They seek to enemies and can thus fly backwards.
Perhaps another thing which would help would be to introduce formations for enemies which don't involve flying to the bottom of the screen, so they would always be in front of the player.
One thing that frustrates me about the AI is how it has a tendency to fly off screen when dodging bullets. I'd like to figure out a way to keep the enemies on screen at all times, but I'm somewhat at a loss for how to do this without allowing enemies to get stuck in the corners of the screen.
On Sat, Jan 2, 2010 at 2:00 AM, Jens Thiede jensthiede@gmail.com wrote:
I just played Thropter. Great game. I think it would be a good idea if you could change the direction you're firing/looking?
Congrats.
On 02 Jan 2010, at 7:09 AM, Elliott Slaughter wrote:
New Thopter page on the Blackthorn wiki which you can put on the FLGC page:
http://code.google.com/p/blackthorn-engine/wiki/Thopter
And here's a screenshot for you:
http://wiki.blackthorn-engine.googlecode.com/hg/thopter-0.0-screenshot.png
On Fri, Jan 1, 2010 at 4:23 AM, David O'Toole dto1138@gmail.com wrote: Wow elliott! I got a chance to watch the video, but haven't played yet. Thanks so much for participating in the contest!!!
Today is New Years Day 2010, the deadline for the FLGC 09 contest! For those of you who haven't posted your entries, go ahead now (completed or not)! There's no judging phase, the point is for us to play each other's games, provide feedback, and of course learn about lisp games. On top of that, I'm hoping people will use their 7day versions as the basis for something bigger in the future.... forcing yourself to make something complete in 7 days is a great way to start!
Ok, here's my suggestion on what do to next. Everyone post the URLs and instructions to their entries if they haven't yet, and then I'll make a small webpage with all the entries. please send a screenshot if you can, so that the page will look nice. Then we can play the entries and comment on the mailing list. I'll work on the page today.
On Mon, Dec 21, 2009 at 4:04 AM, Elliott Slaughter <
elliottslaughter@gmail.com
wrote:
Here's my final submission for FLGC09. The game, Thopter, is a scrolling shooter inspired by the likes of Raptor: Call of the Shadows and other old games. Thopter is implemented in Common Lisp, using lispbuilder and cl-opengl for graphics, usocket and cl-store for sockets and serialization, and a handful of other CL utilties. The game engine used to build Thopter is freely available under the MIT license (see project page below).
The controls are arrow keys to move, spacebar to shoot, and either left-ctrl or left-alt to fire a seeking missile. Three upgrades in the game restore health, increase the firepower of the gun, and provide missile ammo.
Currently the game supports single player and two-player coop over LAN. To start a network game, open a terminal and run
./main --server=W.X.Y.Z --port=12345
and on the other machine
./main --connect=W.X.Y.Z --port=12345
where W.X.Y.Z is the IP address of the host machine and 12345 is some port of your choice.
Here is the final video of the game:
http://www.youtube.com/watch?v=5MDqC6XG-Ag
Source and downloads (currently only Mac, but Windows and Linux coming soon) are available from the project page:
http://code.google.com/p/blackthorn-engine/
Enjoy :-)
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay _______________________________________________ lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
Elliott Slaughter wrote:
One thing that frustrates me about the AI is how it has a tendency to fly off screen when dodging bullets. I'd like to figure out a way to keep the enemies on screen at all times, but I'm somewhat at a loss for how to do this without allowing enemies to get stuck in the corners of the screen.
I haven't played your game so this could be nonsense but you could make the screen wrap around. So an enemy going off the screen on the right would reappear on the left side.
On Sat, Jan 2, 2010 at 1:34 PM, Erik Winkels aerique@xs4all.nl wrote:
Elliott Slaughter wrote:
One thing that frustrates me about the AI is how it has a tendency to fly off screen when dodging bullets. I'd like to figure out a way to keep the enemies on screen at all times, but I'm somewhat at a loss for how to do this without allowing enemies to get stuck in the corners of the screen.
I haven't played your game so this could be nonsense but you could make the screen wrap around. So an enemy going off the screen on the right would reappear on the left side.
I wasn't really planning on playing the game on a torus, although I suppose that could work. But most scrolling shooters I've seen play on a non-wrapping field.
I was thinking more of adding a more advanced AI (i.e. one that actually tries to attack you instead of just dodging bullets). I'm not really sure what the right direction is, but I think I might try playing around with Markov decision processes.
Thanks for the input.