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-   -   [ANNOUNCE] Space Invaders in QML (https://talk.maemo.org/showthread.php?t=71888)

piggz 2011-04-13 22:02

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by piggz (Post 987678)
Thanks for the feedback, hopefully i can count on your vote in the competition!

I'll certainly look at implementing some of your ideas, along with a cleanup/refactor of the code..i feel its getting a bit messy. Definitely the options, website and double fire.

Any suggestions for an icon? Im also looking for some not-too-annoying background music,

The keyboard one might be more tricky, it looks like its to do with the key repeat...i'll see if i can find out anything about it.

Ok, seems it wasnt that difficult afterall, ive implemented better keyboard handling now, expect an update tomorrow evening!

phap 2011-04-14 13:57

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!

piggz 2011-04-14 17:47

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!

piggz 2011-04-18 18:44

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!

piggz 2011-04-18 22:04

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

phap 2011-04-19 07:43

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?

piggz 2011-04-19 20:34

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?

mdb666 2011-04-19 21:34

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.

piggz 2011-04-19 21:37

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by mdb666 (Post 992058)
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.

They do speed up (by 5ms for every killed alien) tho maybe mot enough to be noticable.

I'll look at configurable keys for sure.

Thanks for the feedback!

mdb666 2011-04-20 06:09

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.

phap 2011-04-20 06:29

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.

milos621 2011-04-20 07:18

Re: [ANNOUNCE] Space Invaders in QML
 
And in original there is an UFO that sometimes flies over the aliens.

piggz 2011-04-20 07:20

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by phap (Post 992288)
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.

yeah i know that, just been lazy so far ..... In the original, at what point does the level end? When they hit the bunker?

delmar 2011-04-20 12:08

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.

phap 2011-04-20 16:05

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by piggz (Post 992309)
yeah i know that, just been lazy so far ..... In the original, at what point does the level end? When they hit the bunker?

i don't remember I didn't play the original for ages!

piggz 2011-04-27 13:26

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!

shawwawa 2011-04-27 13:48

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~ :)

delmar 2011-04-28 11:39

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.

piggz 2011-04-28 11:58

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by delmar (Post 996733)
@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.

ah, ok, easily fixed....its hard to test that on the desktop as there is no sound for some reason, and i havnt hit the ufo yet on the n900!

piggz 2011-04-28 13:28

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!

oiv 2011-04-28 18:50

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

phap 2011-05-02 06:46

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!

piggz 2011-05-02 07:47

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by phap (Post 998689)
I forgot to comment since the uopdate...
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!

Thx, i will fix the settings, i knew about this already. yes, the ship stays alive until the invaders pass the line...this was the only way i could think of doing it....but, after looking at some online playable versions of the game, the 'invade line' is actually just below the bunkers, not below the ship, so maybe it makes sense to do it that way?

phap 2011-05-02 09:46

Re: [ANNOUNCE] Space Invaders in QML
 
I think so

jurop88 2011-05-02 12:24

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

piggz 2011-05-14 07:18

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!

piggz 2011-05-17 20:46

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 ;)

tpd 2011-05-18 00:19

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.

piggz 2011-05-18 05:59

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.

Zekahz 2011-05-18 07:01

Re: [ANNOUNCE] Space Invaders in QML
 
I really like the highscore thing. Great Job!

amadeukaos 2011-05-18 07:10

Re: [ANNOUNCE] Space Invaders in QML
 
the game sound works even in silent mode, is this correct?

piggz 2011-05-18 17:12

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by amadeukaos (Post 1008839)
the game sound works even in silent mode, is this correct?

It works after a restart...its on my todo :)

piggz 2011-05-18 21:45

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 :)

phap 2011-05-20 08:41

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

piggz 2011-05-20 10:56

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by phap (Post 1010780)
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

you are correct, fix tonight!

corduroysack 2011-05-20 14:05

Re: [ANNOUNCE] Space Invaders in QML
 
updated invaders when i start the game screen goes blank and stays that way?

delmar 2011-05-20 14:32

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.

mdb666 2011-05-20 14:48

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by corduroysack (Post 1011124)
updated invaders when i start the game screen goes blank and stays that way?

Same thing happens to me.

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

piggz 2011-05-20 14:51

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by corduroysack (Post 1011124)
updated invaders when i start the game screen goes blank and stays that way?

ah, this is likely a packaging bug, i did not specify a version for libqtm-12, so if you have the tech preview, it will need to be updated, i will put the right version in the next package.

piggz 2011-05-20 15:07

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by mdb666 (Post 1011164)
Same thing happens to me.

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

yeah, thats becuase of the wrong version of libqtm-12-sensors, try updating it, and i'll do a proper fix


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