ZX Buster (Work in progress) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: ZX Buster (Work in progress) (/thread-22559.html) |
ZX Buster (Work in progress) - Chirp - 02-16-2013 What is ZX Buster? ZX Buster is a Sidescrolling Action Platformer Game that I am working on by myself. It is made in C++ using the SDL library. The game is inspired mostly by a japanese SNES game I played called 'BS Kaizou Choujin Shubibinman Zero.' (I think that's the name) It is currently still a bit of a work in progress but I do have a playable version of the game. I intend to have up to 27 or 30 levels when/if I ever finish it. Right now, Version 0.1.4 has like 17 levels kinda roughed out, although I intend to redo some of them. On Version 0.1.5 now. The Game The objective of the game is to get through the levels and reach the Advance Arrow to progress to the next level. You start off with some basic moves at first, but you learn more moves later on as you progress through the game. Here's some controls. Controls Z = Attack/Confirm Selection X = Jump ArrowKeys = Movement/Duck ENTER = Pause/Unpause Combat Controls (The basic moves you can do at the beginning of the game) X = Jump Z = Punch (Fast) Z while crouching = Sweep Kick (Knockback) Z in air = Kick (Fast) Z rapidly against target = Z Buster (Knockback, Powerful) *Z Buster can break stronger blocks! (To use Z Buster, press Z repeatedly against a target) Detailed Description Debug Mode Actual Screenshots Other Notes I started learning C++ on December 17, 2012 and started coding this game on December 22, 2012. This is essentially my first attempt at making a game with C++, probably a little too early as I still don't understand too much about programming but I wanted to try anyway. My actual coding skills are still a little sketchy. A lot of the code I learned to make this game is from Lazyfoo's tutorials. The sprites are a bit sketchy right now but I'll work on that later. Like way later. Anyways you can give the game a try down below if you want. Download (bolded link is the newest release) ZX Buster Version Alpha 0.1.5 (Visuals update) Version Alpha 0.1.4 (17 levels roughed out) Setup Instructions You just have to download the .zip and from there, you can extract it to anywhere or whatever you want. (It will be put in it's own folder) Then just double click on the ZX_Buster.exe application inside the folder. *I think I accidentally left in some unnecessary files in there but I was kinda in a rush, sorry about that. SDL is cross-platform, but I have no idea if the game itself will work on all OS/Platforms. Notice Coding has kinda halted though due to all my time having to sink into job search since I have been trying to find some way to afford internet for about... I don't even know how long, 8 months at least? That and my laptop is bad. But I'm still trying whenever I can. RE: ZX Buster (Work in progress) - Phaze - 02-17-2013 Alright, finally gave this a try. Everything seems to perform well, though the fact that you stop completely when you attack and the way you jump makes it feel very awkward. Another note though when it comes to C++ and compiled executables in general... in this case, being cross-platform will mean you can compile it on any of the compatible platforms (in this case, Windows/Linux/OSX for SDL iirc) without any sort of modification in your build process. However, it does not mean it'll run cross platform. C++ is compiled to a native executable, target architecture and OS depending on the compiler you use. Without a compatibility layer like WINE, you will need to compile executables/libraries for each platform individually. However the SOURCE CODE should be acceptable to any major compiler. If you are looking for "write once, run anywhere" type programming, you'd want a scripting language like Python or a language that is bytecode interpreted in a runtime environment like .NET or Java, but they have their own inherent disadvantages, too. RE: ZX Buster (Work in progress) - Chirp - 02-23-2013 (02-17-2013, 01:58 AM)Phaze Wrote: Everything seems to perform well, though the fact that you stop completely when you attack and the way you jump makes it feel very awkward. Yeah I wasn't really sure how to do jumping at the time and I'm too lazy/busy to change it now but I'm at least trying to work with it. By the way Phaze (and anyone else that played this game) did you encounter the game closing at level 7-8? (The beginning of the green block levels) because I've been having problems loading those levels on a library computer and I'm not sure if its been happening to anyone else. It doesn't happen on my laptop and it bothers me because that will be really hard to debug. I'm still just a novice with programming so this is one of the extremely hard things for me to debug kind of thing for me. Anyway, I have a new version of the game which doesn't really add any new content, just some minor boss changes, a boss in progress, and visual/particle effects, I'll edit it into my main post later. TLDR; I added some visuals ZX Buster Version Alpha 0.1.5 *also not listed in changelog because I forgot but you you can now toggle crazy particles with 'c' in debug mode EDIT: As a side note, I have checked this on my brother's computer and it seems to work just fine and I think he has Windows 8 or something, so it could just be the library computer causing problems. |