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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.


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