Homebrew NewoAsteroids quick bugfixes 2019

Alexander1970

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haha, There is a easy difficulty but the trick is to avoid the flying saucers until you learn how to destroy them quickly. eitherway thanx for playing!

The Blue "shooting in all directions" Things ... yesss,they are very mean.:P
I do not have any Chance to destroy them "quickly" ...at the Moment.:D

Ahh,a way better with Wi Motion Controller and Nunchuk.:yaywii:
 
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Alexander1970

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Beta has been updated and downloadable. Things to look out for;

  1. Fixed the wobbly camera. Still not perfect but much better
  2. Weapons are now more power when the difficulty is set to easy

New Paged! @alexander1970 set the difficulty to easy, the Blue things are now easier to kill in this update mode.

Thank you !!! :D
Now seeeeek and destrooooooooooooooooooyyyyy :evil:
 

newo

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@banjo2 which controller were you using? If you are using the wiimote and the nunchuck the pointer will move with the ship because IR pointing is the default setup shown in the intro. If you are using a classic/gamecube/wiimote then go into the options and switch the controller setting to "dual stick", "eight way" or "tank".

I am working on the screen edge and wobbly camera bug.
 
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banjo2

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@banjo2 which controller were you using? If you are using the wiimote and the nunchuck the pointer will move with the ship because IR pointing is the default setup shown in the intro. If you are using a classic/gamecube/wiimote then go into the options and switch the controller setting to "dual stick", "eight way" or "tank".

I am working on the screen edge and wobbly camera bug.
I am using IR pointing, yes. I'll try those out.
 
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newo

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I played it (on easy mode), it's fun! Until I went to the edge of the map, that is...

Is the pointer moving with the fighter intentional? It's rather disorienting, to me.

I figured out why this is disorienting. Its because the ship is no longer locked at the center of the screen and the pointer is trying to follow and rotate around the player. I will fix it so that the ship stays in the center of the screen when using pointer controls. Thanx for the tip because I havent used pointer controls in a long time! PROGRESS!
 

newo

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Really productive day today after I got over that tackling the new camera system problems. beta download has been updated. fixed a bunch of things;

  1. "Camera Locked" option in camera menu - allows you to lock the camera to the center of the screen. It is on by default if you are playing with the controller set to pointer.
  2. If you press a direction on the classic controller or gamecube WHILE the game is set to POINTER controls then the game will automagically switch to the EIGHTWAY controller setting with center_locked turned off.
  3. background colour correctly fades out.
  4. asteroids show a red flash when shot by player (unless they are destroyed)
  5. Fixed the wobble in the drift camera mode


screenshot_20191026144356.png
 

newo

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Very little time during the week to do development but I fixed a few things and broke some.

1. I changed the default control scheme from pointer to wiimote sideways. The intro slide show is updated with the change. Good move or nay? Pointer is still in the controller options.

2. I changed the settings file formate so achievements and settings will be reset to default. This formate is more future proof.

3. Bouncing asteroids often get hung up or stuck on each other. I think I fixed this but it might make the asteroids more bounce happy. Still tweaking the bounce radius.

4. I added the achievement for 200 kills with the wave beam.

5. Debug menu updated for those interested in that stuff.

6. Anyone interested in redoing the asteroid models, enemy or the player ship? Let me know. However poly budget is strictly low poly. The sounds files are in a weird formate but if anyone is skilled with goldwave, let me know. You can also @NewoGame on twitter.





screenshot_20191023022224.png
 
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Multiplayer Mode?

newo

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Over the weekend I have been toying with the idea of adding a separate 8 player multiplayer mode (4 wiimotes, 4 gc). The simplest design would have 2 options;
  • versus deathmatch. every man for themselves. first player that gets 20 points wins. infinite lives. shooting another player counts as 1/2 a point.
  • first player to destroy 100 asteroids wins. players only die if they crash into an asteroid. shooting other players only slows them down.

In both modes there will be a small playing field with infinitely spawning asteroids. no powerups. infinite lives. everyone gets the same default weapon and the same physics. Is this fun enough for a simple party game? Or do I need to think of more modes?
nb. everyone will share the same screen but it will zoom out like brawl.

What do you say yall? Should I have both options or just have 1 and keep it simple? or skip the multiplayer thing all together? or make it into a separate homebrew?
 

Maeson

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I kinda like how the second option sounds more, but that's just me. This could also have some variations, like point based instead of just asteroids, or having a sub-mode with a bigger goal but things get gradually crazier.

Just to throw ideas to the wall, I don't know how hard would it be to implement or code, but when I think of Asteroids, the most fun idea I get is a team match based on points.

Two groups of players compete to get the most points (by blowing up asteroids, enemies, maybe other players), but if a player is destroyed the team's score gets a hit. This way it could be a mix of a cat & mouse game while also having to blow up other things to improve the score, you couldn't take your attention from the other team but those big juicy asteroids are flipping around for your attention.

To avoid a team ganging up on a specific member of the other team, maybe it could leave behind a power up for its friends so it can scare them and to try and get a desperate upper hand, or if a team gets much of a head, enemies would start aiming at them more.

It could go either as a deathmach, or as a time based thing. In case of the second, there should be some sort of delay between the death of a player and it respawning.

I always liked to imagine stuff like this, but it's probably too complicated to do lol.
 

newo

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@MaeseJesus I am not going to put cpu enemies in the multiplayer - just asteroids. I think the enemies will be too confusing especially when 8 players are on the playfield. There are lots of possibilities. There could be a single enemy that everyone has to shoot or a capture the flag kinda game where everyone has to kill the flag carrier in order to get the flag and only the player with the flag gets points - so everyone is encouraged to get the flag. Lots to think about it.

I tend to pick the best option that is also simple so that I can have a good feature rather that 10 options that no one wants to play because the rules are too confusing/complicated.

Once I get the multiplayer code working we will see how it plays and what is possible. Gamecube vs Wiimote team deathmatch?
screenshot_20191103230013.png
 
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newo

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Approaching a new weekend. Been tinkering with the multiplayer. I still need to fix the camera range to prevent players from flying off by themselves. The beta link has been updated again with the new multiplayer menu option. Right now it just drops you into the field with the 8 players active. the only way to escape the mode is by pressing the HOME BUTTON on wiimote 1. The lines are just for debugging - will remove them when I get everything working correctly.

This is the boring part of programming where you spend weeks checking every little thing to make sure it works.

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Last edited by newo,

newo

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I did not get a chance to work on the multiplayer this week because of a bug with the auto-update that has been giving me a headache for the past 5 days so nothing to post. I did update the beta. I fixed a few smaller bugs messed around with the colour. I like the white asteroids but the game is still set to random so you will have to go into the options and flip around until you find one you like then disable the randomness in the difficulty menu.
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