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dark_dude

Member Since 21 Aug 2007
Offline Last Active Jul 06 2011 12:32 PM

Topics I've Started

Surface Blur Effect

17 June 2008 - 06:51 PM

Here's the deal:
I'm using a surface to create a nice blur effect. (automatic drawing is off)

Step event:
surface_set_target(sur);
 draw_clear_alpha(c_white,0);
 screen_redraw();
 surface_reset_target();
 draw_surface_ext(sur,0,0,1,1,0,c_white,0.3);

Here's the surface's creation code:
globalvar sur;
 sur=surface_create(1024,768);
 surface_set_target(sur);
 draw_clear_alpha(c_white,0);
 surface_reset_target();

This works nicely and all, but there's a small glitch... Look:
Posted Image

As you can see, moving objects leave a trail on the background. I don't want it there. I tried drawing the background and then each sprite separately, but it wouldn't work. ( nothing was drawn in that room ) So yeah... I kinda need some help...

Stingray

31 May 2008 - 02:30 PM

Posted Image


Name: Stingray
Genre: Arcade shooter
GM Version: 7 Pro
Changes Resolution: no
Version: 0.6
Filesize: 1.57 mb
Playnow: yes
Download: Will host for food! | Yoyo Games

Version 0.6 out!
- added options menu
- more visual effects
- added the shield system ( still needs a bit of work )
- custom message boxes
- general motion blur
- sorted out cannon turret bullet and shrapnel direction glitches
- added background effects ( air bubbles, creatures swimming in the distance )
- some visual enhancements regarding the laser turrets
- splash messages announcing wave numbers, bonus levels and boss fights

Story:
An experimental interstellar ship, on a trial run around the solar system crashes on Europa, Jupiter's sixth moon. The ship breaks through its ice surface and sinks in the vast ocean below. You must defend it from the strange deepsea aliens until the engines are repaired, and you can return to Earth.

Screenshots:


Posted Image

Posted Image


Things still left to do:
- make the missile turret
- more visual effects
- more enemies
- more bosses
- intro
- unlockables and bonus point system (including game modes, mods and minigames, and maybe TP online functionality :D)
- more settings in the options menu
- better hud
- turrets hit by enemy bullets will get destroyed....
- highscores (a lot of work considering the fact that the player cannot use the keyboard to input his/her name)
- better room transitions
- tutorial
- ending scene after last boss with a huge explosion and an outro
- messages between levels about incoming enemies and the state of the engines that are being repaired (see story, top post)

Version history:

0.5
- improvements on wave system
- 10 more waves, 3 new enemy types and another boss
- significant HUD and menu improvements
- sorted out some depth bugs

0.4
- Added 3 more enemy types
- Added a boss
- Implemented 'Wave' System

0.3
- Added cannon turret (shrapnel not implemented yet, though)
- Selling turrets now works perfectly
- You now fight aliens, rather than colored circles (only 1 enemy though)
- You can lose

0.2
-The money system is working great now. (there's still some balancing work left, though)
-The GUI has seen some drastic improvements
-Added a main menu

0.1
-First release of the game.

Surface Drawing Bugs

15 May 2008 - 03:43 PM

Hello.
In my game, I use a 1024x768 surface in order to create a general blur effect. Here's the code I use to create and clear it.
// initiate the blur surface
 globalvar sur;
 sur=surface_create(1024,768);
 surface_set_target(sur);
 draw_clear_alpha(c_white,0);
 surface_reset_target();

...and this is the code I use to draw everything...
surface_set_target(sur);
 screen_redraw();
 surface_reset_target();
 draw_surface_ext(sur,0,0,1,1,0,c_white,0.4);

...however, the graphics glitch, but only AFTER I play a fullscreen commercial game on my computer. If I reboot, they work fine.
Here's the problem:
Posted Image
The marked areas are areas where text would normally be drawn. A similar glitch appears around sprites that have a varying image angle. (turrets, for instance)

Thanks in advance,
darkdude

External Fonts

04 May 2008 - 10:02 AM

In my game, I use some interesting fonts i got from dafont.com. however, not all people have them installed in their computers. how can I still use them in my game, so that they display properly?

Blur Effect

28 April 2008 - 09:24 AM

Here's the code for the player's ship motion blur:

Create:
// the blur parcticle system
 blur=part_system_create();
 ship=part_emitter_create(blur);
 
 pt=part_type_create();
	part_type_sprite(pt,sprite_index,1,0,0);
	part_type_alpha3(pt,0.8,0.4,0);
	part_type_life(pt,3,3);

Step:
part_emitter_region(blur,ship,x,x,y,y,ps_shape_line,ps_distr_linea
r);
 part_type_orientation(blur,image_angle,image_angle,0,0,0);
 part_emitter_burst(blur,ship,pt,1);

Room end:
part_type_destroy(pt);
 part_emitter_destroy(blur,ship);
 part_system_destroy(blur);

In the first level, the blur effect has the same angle as the ship. The ship goes up, it tilts up and so does the particle trail. It goes down, the particle trail tilts down. I have 'X' as a debug button in a controller object, and it just executes room_goto_next(). When I go to another room, the character gets created again, but now, the particle trail always has a 0 degree angle.

Please note that both in the first level, and in all the others, the ship gets created in the same way, and is the EXACT same object.

Thanks in advance,
darkdude