Jump to content


LumiéreDuSoleil

Member Since 08 Jan 2009
Offline Last Active Jan 11 2012 11:28 PM

Topics I've Started

Glorious: A Requiem For Our Sanity

20 February 2010 - 02:08 AM

Glorious: A Requiem for Our Sanity
By Rai Soleil

Posted Image

A strange game, very strange. In the middle of working on a full-on SHMUP which I might finish eventually, I had this idea of fusing hair-trigger 'roid dodging with a slow apocalyptic dialogue between two terrorists who had just detonated the Sun. Gameplay is extraordinarily simple: arrow keys to dodge steadily accelerating asteroids; the longer you last, the more of the conversation you get to read. The "story", if this qualifies as one, is subtle but deep. It demands your lightning reflexes and your imagination, your nerves and your mind; it's an apocalypse in slow motion. I only added the first 20 lines of dialogue, but I imagine it could use well over a hundred.

Credit: Lux Aeterna by Clint Mansell

Screen Res: 480x272
GM Version:  :)
File Size: 6.75 MB
Download: Glorious Alpha 1

Screensots:

Posted Image

Posted Image

Anti-aliasing

30 August 2009 - 03:58 AM

Eye candy: you know you want some. Get some. Get sum moar with v0.2

Update 9/9/09 - AntiAliasing_v020
So I'm basically adding to this as I need further tools of my own.

Added
- Primitive support as "primes". All types of primitives except pr_trianglelist, AA'ed and with butter-smooth rotation
- Models: piece together models out of AA primitives of all kinds, Then move and rotate them as chunks

Changed
- Feathering support has been removed, aa_draw_line_ext and aa_draw_line_polar_ext have had their arguments reformatted
- Most functions are slightly faster
- Less sprite memory used

Known Problems
- Neither models nor primes allow removal or editing of data, unless you do it manually
- Filled models and primes lack alpha support, works for lines

Versions:
0.2 8.6 kb
0.1 7.1 kb

------------

Posted Image

Posted Image

Essentially, 16 drawing scripts that take care of drawing lines, colored lines, wide colored lines, feathered and faded wide colored lines, circles, rotated rectangles, paths, triangles, and arrows. More to come. To use them, simply prefix aa_* to any supported draw_* funtion and boom, it's AAed, and sometimes even gives you further options (like arrows with the outlined tips you see above). If you need to speed things up, use aa_set_on(false) and the extension will take care of switching back to GM-default lines for you. Primitives and models resemble the d3d_model system, and are essentially an extension of such. Mostly self-explanatory, I think.

GML (version 0.1) if you want it, but I'm not going to help you beyond the comments in the scripts and I hold no liability if you start messing with the aa_ global variables and it doesn't work. But if you can get it work, and you think you've got some suggestions/improvements, I'd be happy to hear them. There might be some bugs here and there due to my lack of concerted crash testing.

Requires pro.

Soleil