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

JamesBond@ge 2011-06-05 12:01

Re: [ANNOUNCE] Space Invaders in QML
 
Good game. Find me at number 23 on the scoreboards. Cos' you iz all noobs innit http://i.imgur.com/JuN5b.gif http://i.imgur.com/JuN5b.gif

retsaw 2011-06-07 11:42

Re: [ANNOUNCE] Space Invaders in QML
 
After much trying I've managed to reach level 42 and reclaim the top spot. :D
Is there an upper limit to the speed of the space invaders since they don't seem to be getting any faster on the higher levels?

Also I've noticed that when the game is paused or waiting to start a new game it uses 10% CPU, this could really eat into battery life if you leave a game paused while you do something else.

piggz 2011-06-07 12:02

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by retsaw (Post 1024003)
After much trying I've managed to reach level 42 and reclaim the top spot. :D
Is there an upper limit to the speed of the space invaders since they don't seem to be getting any faster on the higher levels?

Also I've noticed that when the game is paused or waiting to start a new game it uses 10% CPU, this could really eat into battery life if you leave a game paused while you do something else.

correct, it stops getting harder, but i forget when atm. I could make it continue getting harder, but that would make the dcurrent scores unfair, unless i compensate for it with power ups of some sort.

Thoughts?

phap 2011-06-07 14:41

Re: [ANNOUNCE] Space Invaders in QML
 
So I have to reach 43!

I'm in if you want to get harder and harder.
(Edit: I mean the game...)
But what about some extra-lives every xxx points or levels?

retsaw 2011-06-07 15:13

Re: [ANNOUNCE] Space Invaders in QML
 
Yeah, I think it should carry on getting harder, I think the fairest way to handle the scores is to wipe them and only accept scores from the new version.

phap 2011-06-07 16:26

Re: [ANNOUNCE] Space Invaders in QML
 
Done! :-)

I agree we with retsaw for erasing the scores for a new harder version. It really has to get harder, because I think from level 15 or something it's always the same speed, so once you have a good method you never lose except when you lose your attention.

piggz 2011-06-07 18:52

Re: [ANNOUNCE] Space Invaders in QML
 
geez, you gues like to make things difficult for me!

How does this sound?
I wipe the local settings database again
I wipe the global hiscore table
I send the version number to the server, and it rejects submissions without a version (this would also make it possible to have different score tables per version in the future i guess)

I change the difficulty logic from:
Increase speed up to a maximum on level 9
to
Increase speed by 10%, up to a maximum speed at level 24. The old maximum would be ~level 13, and level 24 is ~2x faster! You also get an extra life ever 5 levels starting at level 10.

Thoughts?

piggz 2011-06-07 19:02

Re: [ANNOUNCE] Space Invaders in QML
 
btw, dont let me stop you using this link ;)

Donate

retsaw 2011-06-07 23:26

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by piggz (Post 1024486)
btw, dont let me stop you using this link ;)

Donate

Done. ;) I just donated £5.

As the game currently is I find the first 5 levels rather tedious because the aliens are too slow, but I'm not sure if you should change that. How about you just make the changes you are proposing and we'll see how it feels when we play it?

phap 2011-06-08 06:38

Re: [ANNOUNCE] Space Invaders in QML
 
I agree, we have to test this but this sounds good! Twice faster will be impossible (maybe) so if we can reach 24 it would already be a real challenge, and a game will not be too long. And please don't change the initial speed, which is perfect, my son 4 years old played first time yesterday and managed to win the 1st level!

piggz 2011-06-08 18:01

Re: [ANNOUNCE] Space Invaders in QML
 
Just uploaded 0.3.5 to the autobuilder so you should get it soon. Made the following changes:

* Changed difficulty logic (10% faster up to a max at level 19, previous max was equivalent to level 11)
* Get a new life every 5 levels >= 10
* Added simple intro animations
* Wiped settings again for new scoring system
* Updated server to require application version
* Server will reject impossible scores

retsaw 2011-06-08 21:26

Re: [ANNOUNCE] Space Invaders in QML
 
I can't seem to upload my high score, I get the error "Invalid Key".

I ran into a bug where when I lost a life it wouldn't remove the ship representing it (it would just have two ships in the bottom corner) so I didn't know how many lives I had left, I think it is related to the bonus extra lives, I'm not sure when it happened, but it worked when I lost my first life on level 6, it was somewhere over level 20 when I noticed it, and I ended up killing myself on level 29 because I wasn't sure if it was actually counting my lives, I did get game over after a couple of lives so I think it was counting properly, just not displaying correctly.

Having got to level 29 I do think that I could stand the aliens going faster, I can't say it felt like it was twice as fast as the previous version although it did seem a bit faster, maybe you could try increasing the speed indefinitely. I also feel an extra life every 5 levels is too frequent, perhaps every 10.

Do you intend to fix the issue with the CPU usage while paused? Its not a big deal, but it would be nice not to worry about my battery draining if I leave it paused while doing something else.

Another thing that has been bugging me is the volume of the sound effects, they are rather loud, I have to turn my volume right down when I play.

piggz 2011-06-08 22:15

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by retsaw (Post 1025357)
I can't seem to upload my high score, I get the error "Invalid Key".

I ran into a bug where when I lost a life it wouldn't remove the ship representing it (it would just have two ships in the bottom corner) so I didn't know how many lives I had left, I think it is related to the bonus extra lives, I'm not sure when it happened, but it worked when I lost my first life on level 6, it was somewhere over level 20 when I noticed it, and I ended up killing myself on level 29 because I wasn't sure if it was actually counting my lives, I did get game over after a couple of lives so I think it was counting properly, just not displaying correctly.

Having got to level 29 I do think that I could stand the aliens going faster, I can't say it felt like it was twice as fast as the previous version although it did seem a bit faster, maybe you could try increasing the speed indefinitely. I also feel an extra life every 5 levels is too frequent, perhaps every 10.

Do you intend to fix the issue with the CPU usage while paused? Its not a big deal, but it would be nice not to worry about my battery draining if I leave it paused while doing something else.

Another thing that has been bugging me is the volume of the sound effects, they are rather loud, I have to turn my volume right down when I play.

Ok, fixed the lives by clearing the existing ones before drawing

Fixed the upload score..a typo on the server

Changed lives to every 10

The sfx is a todo....the battery life..could you see if it uses as much when not using the accelerometer? that is the only thing i can think of as i dont stop it when paused, but i do stop all the game timers.

piggz 2011-06-08 22:21

Re: [ANNOUNCE] Space Invaders in QML
 
0.3.6 uploaded :)

retsaw 2011-06-08 22:34

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by piggz (Post 1025394)
Ok, fixed the lives by clearing the existing ones before drawing

Fixed the upload score..a typo on the server

Changed lives to every 10

The sfx is a todo....the battery life..could you see if it uses as much when not using the accelerometer? that is the only thing i can think of as i dont stop it when paused, but i do stop all the game timers.

Thanks.

Just testing the turning the accelerometer off, and yes, that is the culprit, it uses zero CPU when paused with it off.

phap 2011-06-09 06:12

Re: [ANNOUNCE] Space Invaders in QML
 
I still didn't test last version but I have a suggestion with the battery issue: you could when you pause the game disable the accelerator if it's on and put it back on if you chose to play with it.

phap 2011-06-09 09:16

Re: [ANNOUNCE] Space Invaders in QML
 
Wow it's fast now!

Some bugs: it happended just one time when I died after I could't see the ship anymore but it was still firing.

When you click to put your name there should be a _ or a - or something like this so you know you're in the field because I clicked on it and it was still blank so I thought I wasn't in the name field unless when I began to type my name.
After that I create account and after that I went for changing the key directions and so it asked for 'left' but when I typed the letter it went to the gamer name. So I restarted the game and it was fine.

Last thing: the global 20 has no name...

Personnaly I don't think one life every 5 levels is too much seeing how fast I lose my lifes up to level 16 or so.
And the intro animation is great!

5spdvl 2011-06-09 09:24

Re: [ANNOUNCE] Space Invaders in QML
 
I really like it. Does it have an icon yet?

retsaw 2011-06-09 09:47

Re: [ANNOUNCE] Space Invaders in QML
 
I'm still getting the bug with lives not being displayed correctly. It is okay at first, but after it happens I have to quit the game and reload it to get it working normally, I seem to have found a consistent trigger for this, if I end the game (by pressing "q") when I have two lives left it won't update the lives after that in subsequent games.

It does seem faster now than when I played the previous version, I'm not sure if I experienced a glitch in the previous version limiting the speed or if it is down to the peculiarities of human perception because I was doing well.

piggz 2011-06-09 17:40

Re: [ANNOUNCE] Space Invaders in QML
 
0.3.7 on the autobuilder with the following changelog
* Give lives every 5 to allow getting past level 18
* Fix bug where ship dissapears
* Fix bug when focus is on gemername and then select a key button
* Fix bug downloading hiscores
* Stop the accelerometer when paused to save battery

Making this, in theory a perfect release ;)

Enjoy

phap 2011-06-09 20:31

Re: [ANNOUNCE] Space Invaders in QML
 
It's really difficult now! I wonder who will get through level 20...

No bug found in your last version. A couple of thoughts:1) the extra-ship could go left or right randomly and not always to the right. (well anyway I don't care too much about him now I have to stay alive)
2) a power-up could be 'superfire' I mean you can shot anytime you want and not wait for the last shot to be done.

Very good release!

piggz 2011-06-09 20:36

Re: [ANNOUNCE] Space Invaders in QML
 
Thanks...glad there are no major problems as ive just uploaded it to ovi store for symbian without testing it on my 5800...that may come back and bite me, but qt/qml is doing good portability wise:)

Now ive got a stable enough base to work on, yes, i'll think of some improvements like powerups....i like the idea of a super bullet too, and maybe something from my next game may make an appearance.....tho, maybe i should do these under a different name, so this one stays true to the original.....im not sure, we'll see.

Thanks, glad you like it, remember to vote at the end of the month!

mikecomputing 2011-06-09 20:53

Re: [ANNOUNCE] Space Invaders in QML
 
Would be nice see space-invaders in meegoN900DE too :-D

http://wiki.meego.com/ARM/N900/CoolStuff

casper27 2011-06-09 20:56

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by mikecomputing (Post 1026037)
Would be nice see space-invaders in meegoN900DE too :-D

http://wiki.meego.com/ARM/N900/CoolStuff

Its in the MeeGo coding competition already.
http://wiki.maemo.org/MeeGo_Coding_Competition_2011

piggz 2011-06-09 20:57

Re: [ANNOUNCE] Space Invaders in QML
 
Nothing would make me happier than to get it in meego-de...all that is stopping me developing on meego is getting the sdk installed...for me, it freezes at 34%, ive filed a bug but not heard anything yet :(

mikecomputing 2011-06-09 21:19

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by piggz (Post 1026045)
Nothing would make me happier than to get it in meego-de...all that is stopping me developing on meego is getting the sdk installed...for me, it freezes at 34%, ive filed a bug but not heard anything yet :(

hmm seems like I had sam problem can you pointe me too the bug soo I can "confirm" problem too?

(There more that reports if same issue the better I guess....

piggz 2011-06-09 21:28

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by mikecomputing (Post 1026058)
hmm seems like I had sam problem can you pointe me too the bug soo I can "confirm" problem too?

(There more that reports if same issue the better I guess....

https://bugs.meego.com/show_bug.cgi?id=18608

mohi2k7 2011-06-12 19:55

Re: [ANNOUNCE] Space Invaders in QML
 
thanks for the user selectable controls just awesome dude

piggz 2011-06-12 20:02

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by mohi2k7 (Post 1027751)
thanks for the user selectable controls just awesome dude

no prob, glad you like it, so vote appropriately in the meego coding comp ;)

retsaw 2011-06-16 12:40

Re: [ANNOUNCE] Space Invaders in QML
 
Quote:

Originally Posted by phap (Post 1026019)
It's really difficult now! I wonder who will get through level 20...

That would be me. :D

Now can anyone beat level 21?

phap 2011-06-16 14:19

Re: [ANNOUNCE] Space Invaders in QML
 
woowww! I should play more. Anyway congratulations!

phap 2011-06-16 16:59

Re: [ANNOUNCE] Space Invaders in QML
 
I played again two times, I can't go through 17 now! I guess I'll never reach level 20...

piggz 2011-08-07 21:11

Re: [ANNOUNCE] Space Invaders in QML
 
Posted 0.3.9 with the following changes
* Added exit dialog
* Made sfx quieter

The exit dialog is for those who accidentally tap the exit button while firing.

delmar 2011-08-08 12:55

Re: [ANNOUNCE] Space Invaders in QML
 
@piggz

Hi,
there must be something wrong in version 0.3.9. After the update, when I clic on the app.icon it has no reaction and it doesn't open the game. The same if launched from the app-menu. A reboot doesn't help. Clear and reinstall "space invaders" give the same resultat.

Argh... it's my favorite game.

corduroysack 2011-08-08 13:00

Re: [ANNOUNCE] Space Invaders in QML
 
same here updated and now it doesn't run just get icon highlighted and thats it

JamesBond@ge 2011-08-08 15:47

Re: [ANNOUNCE] Space Invaders in QML
 
same problem here too, click the icon and it just highlights and doesnt start. it was ok before the update

piggz 2011-08-08 16:57

Re: [ANNOUNCE] Space Invaders in QML
 
My bad..must have the n950/Harmatten .desktop file...i'll get the fix out soon

piggz 2011-08-08 17:10

Re: [ANNOUNCE] Space Invaders in QML
 
Ive uploaded 0.3.9-3 see if it helps

corduroysack 2011-08-08 17:38

Re: [ANNOUNCE] Space Invaders in QML
 
working spot on cheers piggz :)

delmar 2011-08-09 06:36

Re: [ANNOUNCE] Space Invaders in QML
 
Where you got the new version? In repository I find only the wrong 0.3.9-2 version.

Edit:
Solved because the new version now was in repository, installed it an works fine.
:)
Thanks


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