C++ 2D Shooter project (Htbaa's Worklog)

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Windows build

After wasting 2 hours with Visual C++ Express I decided to install Code::Blocks. Together with the Dev-cpp plugin I was able to install the needed libraries.

After a few changes in the configuration I was able to build a Windows version. Which can be downloaded from below.

Strangely the frame rate on Windows XP was around 110fps instead of the 56fps on Ubuntu (both tested on my laptop).

Also, I still have not fixed the movement of the player so it is still wacky :-).

Windows XP version (Will work on 98 and Vista as well, I think).

Update: After disabling the graphical effects on Ubuntu (laptop) the game started to run at an average of 130fps. Great improvement :-).
(Posted on January, 2nd 2008, 20:50)

Comments


Rincewind said:
Looking good so far. I like the ship's sliding movement and how flying forward is much faster than going backwards (presses the player on the action). Fps is on average 250 here; Pentium M 740 (1,74 Ghz single core), Ati mobility Radeon X700 128 mb, Windows XP SP2.

You should really add the ship's speed to the speed of the bullets fired, to be physically correct and to make for fair gameplay. Also, if you're going to keep enemy ships rotating while firing, mind that you have to vary the distance between the two bullets.
(Posted on January, 2nd 2008, 21:22)


Htbaa said:
The enemy ship is only firing when the 2 gun points are being shown. But thanks for the advice. And proper animation will be done.
(Posted on January, 2nd 2008, 22:14)


yonni said:
Nice work! It's running at a steady 115fps on this really old setup: 2.8GHz P4, 768MB RAM, Intel GMA shared graphics, Win XP SP2

In one of your old posts, you mentioned ripping the graphics from DIV, this can be done quite easily by just looking at the disk in Windows Explorer (and presumably on Linux aswell), and copying over the files.
(Posted on January, 2nd 2008, 22:50)


Htbaa said:
I just used wine to install DIV2 and dosbox to run it and export the graphics.
(Posted on January, 2nd 2008, 23:05)


Sandman said:
60 FPS here on a Pentium 4 2GHz, 512MB RAM, Mobility Radeon 7500.

Slowing down is cool and all, but horizontally it's just bugger:
When I am at the bottom of the screen and tap up, it slides half the screen; when I'm going up or down and tap the other direction, it goes to that direction at full speed. So you might want to make some sort of acceleration, because maneuvering is a pain this way, but you knew that (more of response to IRC, really).

Nice to know you're getting the hang of the collision stuff.
(Posted on January, 2nd 2008, 23:31)


Htbaa said:
Pixel perfect collision is working great :-)

I know about the movement. When playing the game around 250fps it works great ;-). But I'll fix it. Same thing goes for the animation.

By the way, you've meant vertically right?
(Posted on January, 3rd 2008, 00:07)


Sandman said:
Yes yes, vertically, indeed.
(Posted on January, 3rd 2008, 12:11)


Htbaa said:
Alright, movement is being done properly now. Bullet speed is a bit more realistic now (although I'll still have to tweak it a bit).
(Posted on January, 3rd 2008, 22:29)

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