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Re: [ANNOUNCE] Space Invaders in QML
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Re: [ANNOUNCE] Space Invaders in QML
For the icon something like the first one in this link, well basically a evil invader
http://odysseedupixel.fr/2010/12/space-invaders/ I wait for the update then! |
Re: [ANNOUNCE] Space Invaders in QML
0.1.5 is now on the autobuilder, should be available soon. Only change is better keyboard handling for left/right, hope you like it!
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Re: [ANNOUNCE] Space Invaders in QML
Ive re-wrote the bunker code in c++ (as a new qml item), and the performance is _much_ improved. I want to make some more changes before the next release, but keep your eyes out!
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Re: [ANNOUNCE] Space Invaders in QML
Ive uploaded 0.1.9 to my website....i cant make a package for extras-devel tonight as libcurl on opensuse-factory is broken, so i cant run my mameo virtual machine.
New features: Performance Improvements! Under the hood refactoring. Q key will instantly end the running game P key will pause/resume The play pauses when a life is lost or level ends http://bit.ly/f7CqMg |
Re: [ANNOUNCE] Space Invaders in QML
I just tried the last version, it's much more fluid indeed. Arrows key work perfectly. Really good!
What about add keys for game gripper? |
Re: [ANNOUNCE] Space Invaders in QML
Just uploaded 0.2.0 to extras-devel (its the same as 0.1.9, just packaged properly)
I'll look into the game gripper... Im also open to any other ideas...todo is currently Global Highscores Double fire on level 5 Bonus ship About window Another possible addition is, when using the accelerometer, tapping the ship would lock it in place, then tapping again would free it. Thoughts? More ideas? |
Re: [ANNOUNCE] Space Invaders in QML
How about the aliens speeding up in each level as they become fewer in number, just like the original space invaders. It would make the end of levels more interesting.
It is also a bit cumbersome to use the arrows key for movement and the spacebar to fire. Probably better to use the a or z key to fire, or even better to choose your own key controls. Nice game by the way. |
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I'll look at configurable keys for sure. Thanks for the feedback! |
Re: [ANNOUNCE] Space Invaders in QML
In the original by the time you got to the last space invader it would be zooming across the screen at a tremendous pace which would make it difficult to hit. This gave the end of level more urgency and excitement.
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Re: [ANNOUNCE] Space Invaders in QML
When you don't kill the aliens, they go through the turrets, and they just go down down down, until you don't see them anymore.
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Re: [ANNOUNCE] Space Invaders in QML
And in original there is an UFO that sometimes flies over the aliens.
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Re: [ANNOUNCE] Space Invaders in QML
@piggz
Thanks for this game. It keeps me back 30 ore more years, when I played the first videogames in pubs. |
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Re: [ANNOUNCE] Space Invaders in QML
Just uploaded version 0.2.1 with the following changes
* Internal changes to allow for different screen sizes (aka symbian version) * Added bonus ship (300 points, appears at random when there is enough space) * Changed way point are awarded (row 1 = 30, 2 and 3 = 20, 5 and 5 - 10) * New menu layout with links to homepage/donate Still todo, when aliens reach the bunkers, the bunkers get demolished, when aliens reach the bottom line, the game ends. Let me know if the menu is a bit fiddly to activate, enjoy! |
Re: [ANNOUNCE] Space Invaders in QML
@piggz
Thanks for the working of this game. Space Invaders is one of my favorite Videogame since I was a kid (>30 years ago). ha~ :) |
Re: [ANNOUNCE] Space Invaders in QML
@piggz
Thanks for the update. But I noticed a bug: when you hit the UFO, the sound continues throughout the game and did not stop even if you start a new game. it stops only after you have missed the next UFO. |
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Re: [ANNOUNCE] Space Invaders in QML
Version 0.2.2 uploaded with the following changelog
* Fixed mysteryship sound bug * Aliens now destroy bunkers as they move past them * The game ends when the aliens reach the 'invasion' line at the bottom * Aliens drop down at either end of the screen now Enjoy! |
Re: [ANNOUNCE] Space Invaders in QML
Hi
Nice game. Brings back memories :) I think in the original game (well actually the vic 20 Avenger) the aliens came down faster. Also I think the speed got up faster Found a good video on youtube. http://www.youtube.com/watch?v=Qcv9j7r435k |
Re: [ANNOUNCE] Space Invaders in QML
I forgot to comment since the update...
Well, now it's getting really difficult, because the aliens drop down at each side, which is much better. Everything works well, except that when I make a change from the menu, it doesn't work until I restart the game. Alors the ship can cross the alien when they're down the screen without getting hurt, which makes me think they're some kind of immaterial aliens which can sometimes be materiel because they can destroy the turret. If you want some idea you can make some kind of 'upgrade complete' (it's a flash game), but with space invaders. But only if you're bored. :-) Otherwise nice work! |
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Re: [ANNOUNCE] Space Invaders in QML
I think so
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Re: [ANNOUNCE] Space Invaders in QML
in the original game, IIRC the invasion was more subtle. When invaders reached last screen line (i.e. touched the bottom line) it was an instant GAME OVER, not depending on how many turrets you had left.
BUT there were two lines where the game was still playable if you had turrets left: - the one before the last; this was tricky. You were with your turrets under the alien, with the turrets cannon inside the alien body. The game did not detect collisions and you were able to kill aliens shooting them. In advanced levels it was hard because aliens thrown lot of missiles, and therefore you had to play a continuos risk, shoot and escape strategy in order to avoid to be bombed. - last line; here the aliens were committing suicide on your turret. In advanced level a strategy when an alien crossed the line was to kill as many higher aliens as possible and not to leave two aliens on last line but only one. That way, if you had some turrets left, after a suicide you could still continue playing hoping for the best. Yes, lot of coins spent when I was young :D |
Re: [ANNOUNCE] Space Invaders in QML
While lying in bed last night, it suddenly hit me on how to add different types of power ups...stay tuned!
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Re: [ANNOUNCE] Space Invaders in QML
Just uploaded version 0.3
This has the Global Hi Score feature. From the settings panel, just set a gamer-name and password and hit 'create account'. Then, from the hi score panel, click the world icon next to the top score to upload that score to the database (atm, it only uploads the top score, which i think is ok). Im not running the play station network, but hopefully it is relatively secure to faking scores...atleast to those who dont dig around the source too much! All the data sent to the server is appended with a sha-1 hash, and the server will reject it if it doesnt match. I hope you enjoy competing! Because the scoring of aliens changed, i have also made it use a fresh settings database, so all settings will need to be re-entered. There is a link on the bottom of the global top 20 page which you can visit to view the top 100 and, when i finish the php, the top 100 this month. If you enjoy it, do feel free to use the 'Donate' link on the bottom of the settings page ;) |
Re: [ANNOUNCE] Space Invaders in QML
Awesome.... that's a great feature (I just pushed a low highscore to check it but will be posting better ones ;)) !!l I have been really enjoying the game.
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Re: [ANNOUNCE] Space Invaders in QML
It looks like its a bit buggy as its only showing 1 result, and doesnt clear the list. I'll fix that tonight.
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Re: [ANNOUNCE] Space Invaders in QML
I really like the highscore thing. Great Job!
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Re: [ANNOUNCE] Space Invaders in QML
the game sound works even in silent mode, is this correct?
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Re: [ANNOUNCE] Space Invaders in QML
Just uploaded version 0.3.1. This is a version im really quite happy with.
* Fixed parsing of global hi scores * Fixed ordering of global scores (website bug) * Fixed duplicate global hi scores on multip open of the pane * Rewrote settings handling * Settings apply instantly now * Quicker startup * Quicker level start * Quicker end game * Slightly slower exit The slower exit speed is not even noticable, but the improvements with how the settings are implemented definitely are. Get comparing those online scores :) |
Re: [ANNOUNCE] Space Invaders in QML
Hi! I didn't try 0.3 but I have 0.3.1 and when the game is over the game just hang, so I can't start a new game and most of all I can't upload the hi-score!
(shame as I went to level 20 fisrt time and tried let me lose at level 2 to check but it's still hanging). Anyway thanks for your efforts |
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updated invaders when i start the game screen goes blank and stays that way?
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Re: [ANNOUNCE] Space Invaders in QML
@piggz
Thanks I've installed the 0.3.1 and any problem, but not gone over level 5 with this version because actually have no time to spend with it. |
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I get the following when running from terrninal - file:///opt/usr/share/pgz-spaceinvaders/qml/pgz-spaceinvaders/main.qml:2:1: module "QtMobility.sensors" version 1.2 is not installed import QtMobility.sensors 1.2 |
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