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#1 Eva unit-01

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Posted 25 December 2010 - 06:15 PM

Posted Image
Category: Top Down Shooter/Survival/Base Defender
File Size: 13.4mb (so far) Made in GM8
Full Screen?: Yes, Aspect ratio.

Updated Version: Surrounded 1.4.5
*The last version was Beta 1.3 As I was working on Beta 1.4 I found myself fixing and adding so much stuff I just felt right to skip ahead to 1.4.5
**Changes, Additions, And fixes are in an .rtf file included in game folder.


**I started working on this game after my last game 'Psycho Place' took another bomb shell to the face. I guess I just get too ambitious with stuff, so it failed for the second time. This game on the other hand was meant to be a light break from having to write a story and all the other crap, and the fact that I haven't done a TDS in a long time. Sooo I went the generic route, a TDS base defender with turrets, it's been done a million times...why not lol.

This will be my first finished game in the many years I've used GameMaker


Anything you need to know is in the Help section in the game itself.

You're left out in the middle of nowhere to guard a bunker full of nukes from a horde of unknown suicidal crazy enemies. They apparently want to blow up the bunker and take everyone and everything with them. You have four awesome turrets to defend yourself with, so make the best of it.


SCREENS (Up to date)
Posted Image
Screen2
Screen3


PROGRESS: All is going well, and will continue to do so I hope. I've tested this game what feels like a billion times to make sure the tiniest things are working right and are near exactly how I want them. So there should be very few errors if any, maybe a bug, and some lag of course.

Please, try it out and leave a comment here about anything. Thanks peeps.

Edited by Eva unit-01, 15 January 2011 - 03:31 AM.

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#2 Jakyl11

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Posted 25 December 2010 - 10:53 PM

PROS:
Very nice Menu system graphics and everything else.
CONS:
Runs laggy every now and again.
but not all the time just mainly when a wave was about mid way into it.
I guess when theres a lot on the screen along with the effects.

PC specs:
AMD athlon II P320 Dual Core processor 2.10 GHz
Ram 4 GB
64 Bit os

but in overall i would give it a 4/5
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#3 Eva unit-01

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Posted 26 December 2010 - 05:40 AM

Thanks for the reply and awesome rating man.
I agree, the game is currently lag prone for some reason, and it may be due to the amount of objects. so I have so things destroy themselves when the fps hits 13 or lower *which I'm constantly hovering around at...even with a decent laptop*
But some of the effects really drain the fps for sure. I've done what I can to try to fix that issue, but lots of things are being drawn, and we all know how GM is with that >_>.
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#4 Alert Games

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Posted 28 December 2010 - 06:09 AM

Pretty cool so far. haha im at the GMC...

but anyway, I agree it did lag for me as well ocassionally. With a mid-ranged graphics card and 3.0 Ghz Ram.

Keep it up though it looks very promising. Although difficult as I lost my turrets that I wasnt using somewhat rapidly.
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#5 Eva unit-01

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Posted 28 December 2010 - 06:58 AM

I don't know what's up with this lag issue. But I have a feeling it's the collisions. There are a lot of objects, and a lot of collisions against each other so you don't get what looks like 1 enemy, but turns out to be 5 on top of each other...so that might be it, I'll test it out.

And on the difficulty. I designed a few waves to be particularly tough to catch the player off guard if you're not protecting your other turrets good enough.
If you read the Strategy section in Help, I state "watch out for wave 4" lol.
The Shielded drones will completely obliterate you if you aren't paying attention.
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#6 Jakyl11

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Posted 28 December 2010 - 09:03 AM

if thats the case then try using this bit of code to prevent them from overlapping

collision event with enemy_parent

dir=point_direction(x,y,other.x,other.y);
x=x+lengthdir_x(-1,image_angle);
y=y+lengthdir+y(-1,image_angle);

works wonders.
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#7 Eva unit-01

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Posted 28 December 2010 - 02:28 PM

Yea, that's basically the code that I use for all overlap prevention.
It looks like this.
while(place_meeting(x,y,other))
{
// in collision event with whatever object...
var_dir = point_direction(x,y,other.x,other.y)
x = x+lengthdir_x(-1,var_dir)
y = y+lengthdir_y(-1,var_dir)
}

I can't tell if there is a major difference that'll make it slower.
Still searching for any other things that could be causing that fps drop.
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#8 Jakyl11

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Posted 28 December 2010 - 09:25 PM

are you drawing things outside the view?
if so you could add a line of code telling it not to draw unless its inside the view could help a little.
its increased my fps by as much as 10 fps before.
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#9 Eva unit-01

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Posted 29 December 2010 - 12:15 AM

Yes.
Anything and everything that you can't see in the view is still drawn and works like it's visible. I didn't want to deactivate anything as that could lead to MORE problems. And I don't wanna recode anything since all of that works perfect besides the lag.
But I'll try what you suggested out, although using the Outside View event doesn't seem to be working too good.

What I have right now is kind of like this
Create Event
d=1 //d for draw

Outside View[0] Event
d=!d

Draw event
if d=1
{
[stuff that gets drawn here]
}

Is there any code that checks if it's outside the view instead of using that event?
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#10 Jakyl11

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Posted 29 December 2010 - 01:00 AM

Yes.
Anything and everything that you can't see in the view is still drawn and works like it's visible. I didn't want to deactivate anything as that could lead to MORE problems. And I don't wanna recode anything since all of that works perfect besides the lag.
But I'll try what you suggested out, although using the Outside View event doesn't seem to be working too good.

What I have right now is kind of like this
Create Event
d=1 //d for draw

Outside View[0] Event
d=!d

Draw event
if d=1
{
[stuff that gets drawn here]
}

Is there any code that checks if it's outside the view instead of using that event?

add an object that jumps to the center of the view and is invisible
x=view_xview+view_wview/2
y=view_yview+view_hview/2

then
just use a distance check for the highest part of the reso like if you have a reso of
640 x 480
take the 640 for the distance check.
i.e.
if distance_to_point(obj_view.x,obj_view.y)<=640
//draw me

edit:
my bad i had it reversed take the higest res for distance check

Edited by Jakyl11, 29 December 2010 - 01:05 AM.

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#11 Eva unit-01

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Posted 29 December 2010 - 04:26 PM

Whoa crazy. That fixed most of the lag with a little tweaking to your code and putting it in almost every object O.O.
Although on my laptop I get lag anyway due to my weak CPU (1.6Ghz...but a strong graphics card, wth kind of combo is that?...)
But I did notice a big difference. Thanks a lot man :), if you want some credit or something I'd be glad to throw your name in, the lag has been a big issue since the beginning.

I don't necessarily know if it's completely lag free though, so I'll be uploading the newest version some time soon. New Years maybe.
I'm also thinking of using my previous WIP's achievement system. But I dunno if I should.
Any peeps want achievements? lol.
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#12 Jakyl11

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Posted 29 December 2010 - 11:29 PM

glad to hear it helped it out some.
u dont need to put me in credits but if you want to its cool i wont say no. :P
but yea everyone loves achievements...lol
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#13 Eva unit-01

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Posted 02 January 2011 - 01:28 AM

Updated as I said I would.
Download 1.2 first which contains all of the images and sounds.
Then download 1.3 and replace the old Exe.

There shouldn't be any bugs at the moment, there's one I know of, but it's nothing special, I'll squash it later.

I forgot to mention, in order to check the debug stuff
Press F12
Type - debug
or Type - fps
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#14 Jakyl11

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Posted 02 January 2011 - 02:39 AM

hmmm...still getting some lag
i think its the trails for the ships that have a pinkish color trail they seem really long i bet if you minimized them it would increase the frames even more.
yea i stay around 30 frames when theyre not there but when they are i drop to about 15.

i made it to wave 6 btw 32985 score

Edited by Jakyl11, 02 January 2011 - 02:41 AM.

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#15 Eva unit-01

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Posted 02 January 2011 - 03:20 AM

*snaps fingers* Damn, yea, I didn't wipe out the lag completely. But it performs better than before for me.
And it probably is the ship trails, I'll shorten them up and see what happens.

And lol, my highest score is over 117,000
*gotta keep a x6 multiplier most of the time, plus I kept playing after I beat all 10 waves*

*Also, in the new version, the trails are more a purple color, did you download version 1.3 and overwrite the old exe?

Edited by Eva unit-01, 02 January 2011 - 03:24 AM.

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#16 Jakyl11

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Posted 02 January 2011 - 08:50 AM

*snaps fingers* Damn, yea, I didn't wipe out the lag completely. But it performs better than before for me.
And it probably is the ship trails, I'll shorten them up and see what happens.

And lol, my highest score is over 117,000
*gotta keep a x6 multiplier most of the time, plus I kept playing after I beat all 10 waves*

*Also, in the new version, the trails are more a purple color, did you download version 1.3 and overwrite the old exe?

Yessir I did. B-)
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#17 Eva unit-01

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Posted 06 January 2011 - 03:37 AM

Bump.

I'm just bumping this to see if it'll get any more attention for the time being.
I'm working on the achievements system and other things right now.
So I won't have a new update until the next version. Which will be a while, maybe a week or two.

I uploaded it to YoYo recently.
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#18 Lightang3l

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Posted 08 January 2011 - 04:54 PM

___________________________________________
ERROR in
action number 1
of Create Event
for object object77:

Error defining an external function.

Damn... i really wanted to se how it is ...

I'm gonna try redownloading
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#19 Eva unit-01

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Posted 09 January 2011 - 05:04 PM

Were you sure to extract?
And did you make sure that both SuperSound.Dll and Ultracrypt.Dll were in the same folder as the exe?
AND did you download the old version 1.2 first?
Sorry, I'll make this less confusing in a newer update coming soon.
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#20 Lightang3l

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Posted 10 January 2011 - 09:08 PM

I managed to play it ... eventually :D
Nice work !
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#21 mazimadu

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Posted 10 January 2011 - 11:09 PM

I like the graphics, just not a fan of the gameplay. Also the game can get a bit laggy. Not bad though.
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#22 Eva unit-01

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Posted 10 January 2011 - 11:36 PM

@Lightang3l: Thanks for trying it out. Hope you keep an eye on this :]
@Mazimadu: Thanks bruh. Glad you like the graphics. I was going for not too much, but not too little, so I guess it works out. And the lag...yea that's an issue I've been working on the whole time. I think I have a memory leak. But I'm still working on fixing that hopefully.
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#23 Eva unit-01

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Posted 15 January 2011 - 03:43 AM

Ohey.
It's been a little while. But I finally got around to finishing the newest version.
The game now has an achievements system. 26 out of 34 achievements are functional atm. The ones that don't work have [N/A] next to them.

All other updates are in the version_changes.rtf file in the game folder.
Although I put in the file that I updated the HUD pic in the Help section. But I forgot...too late for now, but it doesn't matter, it's simple.
I also decided to keep confusion down by just posting the whole thing over again. So people won't have to download anything extra.

Hope you try it out and leave a comment here ok? Sweet, until next update.


~GunZet
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#24 tecno40

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Posted 15 January 2011 - 06:09 AM

This is a great game to relieve some stress :) .

The game is a bit laggy at times, also i would suggest having upgrades and the ability to add extra towers.
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#25 Eva unit-01

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Posted 15 January 2011 - 02:50 PM

Haha, that it is. I had some time to sit back and play it without having to debug anything yesterday. Found myself drifting away shooting stuff lol.

Yes the game is laggy atm. I think i've done all I can to try and fix it for people with lower tier computers. Hell, I get a bunch of lag myself.
Also, the game does have upgrades, shot upgrades, there are 3 of them depending on your multiplier *read Gameplay in the Help section*.
And I don't have plans on making anymore upgrades or to add any extra towers. Because the game revolves around four, and no more (lol.)

ALTHOUGH, I have room for a few extra things that I already have planned. But you'll see in later updates. Thanks.
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#26 Eva unit-01

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Posted 14 February 2011 - 08:57 PM

Boomp.
Although I haven't been working on this as much lately with all the work I have to do in other things...I'm still getting more done, very slowly.
I'll be releasing the newest version soon, one new level and online highscores.
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