From dto1138 at gmail.com Fri Dec 4 22:13:51 2009 From: dto1138 at gmail.com (David O'Toole) Date: Fri, 4 Dec 2009 17:13:51 -0500 Subject: [lisp-game-dev] Compo update Message-ID: <64bfe3d50912041413j10f2992dv8202f0883f3992e2@mail.gmail.com> I've almost finished my 7-day compo entry XIOBREAK, a simple breakout clone with a few twists of my own. Anyone else working on something? You may not think you have time, but you can copy and tweak the RLX example game if you want to experiment with something quickly... see http://dto.github.com/notebook/xe2-reference.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Sat Dec 5 00:32:09 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Fri, 4 Dec 2009 16:32:09 -0800 Subject: [lisp-game-dev] Compo update In-Reply-To: <64bfe3d50912041413j10f2992dv8202f0883f3992e2@mail.gmail.com> References: <64bfe3d50912041413j10f2992dv8202f0883f3992e2@mail.gmail.com> Message-ID: <42c0ab790912041632j17322f38lf12d25fa4463a9dd@mail.gmail.com> I plan on starting around 12/14. I'll talk more about what I'm doing closer to the start date. On Fri, Dec 4, 2009 at 2:13 PM, David O'Toole wrote: > I've almost finished my 7-day compo entry XIOBREAK, a simple breakout clone > with a few twists of my own. > > Anyone else working on something? > > You may not think you have time, but you can copy and tweak the RLX example > game if you want to experiment with something quickly... see > http://dto.github.com/notebook/xe2-reference.html > > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Sat Dec 5 03:00:16 2009 From: dto1138 at gmail.com (David O'Toole) Date: Fri, 4 Dec 2009 22:00:16 -0500 Subject: [lisp-game-dev] Compo update In-Reply-To: <42c0ab790912041632j17322f38lf12d25fa4463a9dd@mail.gmail.com> References: <64bfe3d50912041413j10f2992dv8202f0883f3992e2@mail.gmail.com> <42c0ab790912041632j17322f38lf12d25fa4463a9dd@mail.gmail.com> Message-ID: <64bfe3d50912041900u4b492830m26f6c0c2c03bda27@mail.gmail.com> Sounds great Elliott. keep us posted! On Fri, Dec 4, 2009 at 7:32 PM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > I plan on starting around 12/14. I'll talk more about what I'm doing closer > to the start date. > > On Fri, Dec 4, 2009 at 2:13 PM, David O'Toole wrote: > >> I've almost finished my 7-day compo entry XIOBREAK, a simple breakout >> clone with a few twists of my own. >> >> Anyone else working on something? >> >> You may not think you have time, but you can copy and tweak the RLX >> example game if you want to experiment with something quickly... see >> http://dto.github.com/notebook/xe2-reference.html >> >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> >> > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Sat Dec 5 06:11:53 2009 From: dto1138 at gmail.com (David O'Toole) Date: Sat, 5 Dec 2009 01:11:53 -0500 Subject: [lisp-game-dev] [FLGC09] My compo entry: XIOBREAK Message-ID: <64bfe3d50912042211u23ee3304j302b8ce9882a4c3c@mail.gmail.com> I didn't achieve as much as I'd like within the 7-day time limit, but here is my entry. It's called XIOBREAK, and like some of the other entries I've heard about, it's a Breakout clone. My spin on the genre involves changing colors and sounds. When blocks break, small particles of light and sound are randomly triggered to create changing "synaesthesia bursts" sort of like in the Sega game Rez. The animations and music also change depending on one of three distinct visual themes: "plasma", "psi", and "chi". The chi theme features a vocal sample of my friend Ari Charbonneau, processed and re-triggered to create a chorus of distant voices. A decent PC is recommended. There is a bug that prevents you from winning, so if you break all the blocks (or get bored with the theme) press escape and the colors/theme will be changed. Keyboard and joystick control are provided. If you use a joystick, just mash around till you figure it out, otherwise follow the onscreen keyboard instructions. After the compo is over I'd like to add things to XIOBREAK and fix its many bugs, but I'll leave it untouched in its 7-day state for now, so that others can complete their entries. Libraries used: LISPBUILDER-SDL XE2 Game Engine http://dto.github.com/notebook/xe2-reference.html Applications used: GNU Emacs Audacity Milkytracker Hexter Binaries for Linux are at http://github.com/dto/xe2/downloads Building from scratch instructions: http://github.com/dto/xe2/blob/master/INSTALL Windows and Mac binaries coming soon. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Sat Dec 5 06:47:14 2009 From: dto1138 at gmail.com (David O'Toole) Date: Sat, 5 Dec 2009 01:47:14 -0500 Subject: [lisp-game-dev] XIOBREAK bugs Message-ID: <64bfe3d50912042247q59c2ed13sf17fb7ded95b7581@mail.gmail.com> There are timing related bugs that make this game too fast or too slow on some peoples setups. Please let me know if this happens to you. -------------- next part -------------- An HTML attachment was scrubbed... URL: From aerique at xs4all.nl Thu Dec 10 10:03:07 2009 From: aerique at xs4all.nl (Erik Winkels) Date: Thu, 10 Dec 2009 11:03:07 +0100 Subject: [lisp-game-dev] Hi all Message-ID: <20091210100307.GA33355@xs4all.nl> I just noticed this mailinglist in #lispgames' topic, so I ran to the sign-up form. So a minor introduction: I'm a 35-year old guy from a nice little town called Delft in The Netherlands. It's in-between Rotterdam and The Hague. I've got a girlfriend, a 3-year old kid and a second one scheduled for the 30th of December. I've also got a full-time job maintaining some legacy software (rather that than Java) in The Hague. All that combined leaves little time for Lisp hacking so if you're wondering why my projects progress so slowly (or why I take a long time to reply to an e-mail): here's why :-) CL and games have always seemed a good combination to me and I started with cl-sdl in 2001[1]. Although after Matthew Danish took over I think they switched to some Finnish guy's code. AFAIK it is not maintained anymore and you're better off with Lispbuilder-SDL. (This is in reply to an earlier message I saw in this list's archives.) Currently my main project is Okra[2] which are CL bindings to the Ogre[3] 3D engine (which is just a rendering engine, not a game engine!). Ogre has been getting popular lately and there are several commercial games released using it, off the top of my head: Torchlight, Zombie Driver and Sacraboar. While you'll often see me ask questions about Windows on #lisp or complaining about it on my blog, I actually hate the OS with a passion and my main development environment is and always has been Unix. That's about it. [1] http://groups.google.com/group/comp.lang.lisp/browse_thread/thread/23202754c9ce78dd/2d7d775010c4a5c8 [2] http://common-lisp.net/project/okra/ [3] http://www.ogre3d.org/ From dto1138 at gmail.com Thu Dec 10 11:08:22 2009 From: dto1138 at gmail.com (David O'Toole) Date: Thu, 10 Dec 2009 06:08:22 -0500 Subject: [lisp-game-dev] Hi all In-Reply-To: <20091210100307.GA33355@xs4all.nl> References: <20091210100307.GA33355@xs4all.nl> Message-ID: <64bfe3d50912100308s2fdc9abag83dbb80b31b9adca@mail.gmail.com> Hi Erik and welcome to the list! On Thu, Dec 10, 2009 at 5:03 AM, Erik Winkels wrote: > I just noticed this mailinglist in #lispgames' topic, so I ran to the > sign-up form. > > So a minor introduction: I'm a 35-year old guy from a nice little town > called Delft in The Netherlands. It's in-between Rotterdam and The > Hague. I've got a girlfriend, a 3-year old kid and a second one > scheduled for the 30th of December. I've also got a full-time job > maintaining some legacy software (rather that than Java) in The Hague. > All that combined leaves little time for Lisp hacking so if you're > wondering why my projects progress so slowly (or why I take a long time > to reply to an e-mail): here's why :-) > > CL and games have always seemed a good combination to me and I started > with cl-sdl in 2001[1]. Although after Matthew Danish took over I think > they switched to some Finnish guy's code. AFAIK it is not maintained > anymore and you're better off with Lispbuilder-SDL. (This is in reply > to an earlier message I saw in this list's archives.) > > Currently my main project is Okra[2] which are CL bindings to the > Ogre[3] 3D engine (which is just a rendering engine, not a game > engine!). Ogre has been getting popular lately and there are several > commercial games released using it, off the top of my head: Torchlight, > Zombie Driver and Sacraboar. > > While you'll often see me ask questions about Windows on #lisp or > complaining about it on my blog, I actually hate the OS with a passion > and my main development environment is and always has been Unix. > > That's about it. > > [1] > http://groups.google.com/group/comp.lang.lisp/browse_thread/thread/23202754c9ce78dd/2d7d775010c4a5c8 > [2] http://common-lisp.net/project/okra/ > [3] http://www.ogre3d.org/ > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Sun Dec 13 12:28:14 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 13 Dec 2009 04:28:14 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry Message-ID: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> Hi everyone, I intend to start my competition entry on Monday. The game idea is a scrolling shooter game reminiscent of Raptor [1], an old DOS game. The game is be implemented in Common Lisp, based on my Blackthorn game engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics. The engine is currently pre-alpha quality, but should be sufficient for a basic game. At any rate, if I spend some time fixing engine rather than game related issues, I believe the time will be well spent. The game is intended to run on Windows, Mac OS X, and Linux. (Basically, any PC platform that supports SDL.) I am also interested in getting the game to run on some sort of a mobile platform, but suspect I won't have time to look into that in only a week. Currently my best lead is ECL on the iPhone, but I haven't gotten the last known working build to compile on my system yet. I look forward to sending out further updates as development progresses. [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows [2] http://code.google.com/p/blackthorn-engine/ -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Wed Dec 16 05:57:09 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Tue, 15 Dec 2009 21:57:09 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> Message-ID: <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> I worked for a couple hours today and got the basics set up. The enemy doesn't move, and the bullets can't actually hit it, but hey, if you aren't embarrassed by your version 1, then you released to late, right? ;-) Anyway, here's a 10-second screencast of the game so far: http://screencast.com/t/NzRlMTBkYjU On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > Hi everyone, > > I intend to start my competition entry on Monday. The game idea is a > scrolling shooter game reminiscent of Raptor [1], an old DOS game. > > The game is be implemented in Common Lisp, based on my Blackthorn game > engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics. > The engine is currently pre-alpha quality, but should be sufficient for a > basic game. At any rate, if I spend some time fixing engine rather than game > related issues, I believe the time will be well spent. > > The game is intended to run on Windows, Mac OS X, and Linux. (Basically, > any PC platform that supports SDL.) I am also interested in getting the game > to run on some sort of a mobile platform, but suspect I won't have time to > look into that in only a week. Currently my best lead is ECL on the iPhone, > but I haven't gotten the last known working build to compile on my system > yet. > > I look forward to sending out further updates as development progresses. > > [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows > [2] http://code.google.com/p/blackthorn-engine/ > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Thu Dec 17 02:46:33 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Wed, 16 Dec 2009 18:46:33 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> Message-ID: <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> Here's the day 3 video. I've added collision detection (so the enemies can actually be shot down), and some basic AI behavior (the enemies dodge bullets). Enjoy :-) http://screencast.com/t/YjkzNzA1ZjYt On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > I worked for a couple hours today and got the basics set up. The enemy > doesn't move, and the bullets can't actually hit it, but hey, if you > aren't embarrassed by your version 1, then you released to late, right? ;-) > > Anyway, here's a 10-second screencast of the game so far: > > http://screencast.com/t/NzRlMTBkYjU > > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > >> Hi everyone, >> >> I intend to start my competition entry on Monday. The game idea is a >> scrolling shooter game reminiscent of Raptor [1], an old DOS game. >> >> The game is be implemented in Common Lisp, based on my Blackthorn game >> engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics. >> The engine is currently pre-alpha quality, but should be sufficient for a >> basic game. At any rate, if I spend some time fixing engine rather than game >> related issues, I believe the time will be well spent. >> >> The game is intended to run on Windows, Mac OS X, and Linux. (Basically, >> any PC platform that supports SDL.) I am also interested in getting the game >> to run on some sort of a mobile platform, but suspect I won't have time to >> look into that in only a week. Currently my best lead is ECL on the iPhone, >> but I haven't gotten the last known working build to compile on my system >> yet. >> >> I look forward to sending out further updates as development progresses. >> >> [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >> [2] http://code.google.com/p/blackthorn-engine/ >> >> >> -- >> Elliott Slaughter >> >> "Don't worry about what anybody else is going to do. The best way to >> predict the future is to invent it." - Alan Kay >> > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Thu Dec 17 02:51:16 2009 From: dto1138 at gmail.com (David O'Toole) Date: Wed, 16 Dec 2009 21:51:16 -0500 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> Message-ID: <64bfe3d50912161851t61986f4cke8ea37e92fcadbb7@mail.gmail.com> Hey Eliott! I'm sorry I didn't see your posts before, i don't know why the earlier thread didn't come up in Gmail for me? Your project looks cool, I was only able to get the 1st frame of both videos though... the player didn't work for me with Firefox on Ubuntu Karmic. So, is anyone else participating? On Wed, Dec 16, 2009 at 9:46 PM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > Here's the day 3 video. I've added collision detection (so the enemies can > actually be shot down), and some basic AI behavior (the enemies dodge > bullets). > > Enjoy :-) > > http://screencast.com/t/YjkzNzA1ZjYt > > > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > >> I worked for a couple hours today and got the basics set up. The enemy >> doesn't move, and the bullets can't actually hit it, but hey, if you >> aren't embarrassed by your version 1, then you released to late, right? ;-) >> >> Anyway, here's a 10-second screencast of the game so far: >> >> http://screencast.com/t/NzRlMTBkYjU >> >> On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter < >> elliottslaughter at gmail.com> wrote: >> >>> Hi everyone, >>> >>> I intend to start my competition entry on Monday. The game idea is a >>> scrolling shooter game reminiscent of Raptor [1], an old DOS game. >>> >>> The game is be implemented in Common Lisp, based on my Blackthorn game >>> engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics. >>> The engine is currently pre-alpha quality, but should be sufficient for a >>> basic game. At any rate, if I spend some time fixing engine rather than game >>> related issues, I believe the time will be well spent. >>> >>> The game is intended to run on Windows, Mac OS X, and Linux. (Basically, >>> any PC platform that supports SDL.) I am also interested in getting the game >>> to run on some sort of a mobile platform, but suspect I won't have time to >>> look into that in only a week. Currently my best lead is ECL on the iPhone, >>> but I haven't gotten the last known working build to compile on my system >>> yet. >>> >>> I look forward to sending out further updates as development progresses. >>> >>> [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >>> [2] http://code.google.com/p/blackthorn-engine/ >>> >>> >>> -- >>> Elliott Slaughter >>> >>> "Don't worry about what anybody else is going to do. The best way to >>> predict the future is to invent it." - Alan Kay >>> >> >> >> >> -- >> Elliott Slaughter >> >> "Don't worry about what anybody else is going to do. The best way to >> predict the future is to invent it." - Alan Kay >> > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From madnificent at gmail.com Thu Dec 17 11:33:45 2009 From: madnificent at gmail.com (Aad Versteden) Date: Thu, 17 Dec 2009 12:33:45 +0100 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> Message-ID: <1261049625.11812.10.camel@skidbladnir> Hello, The URL for this screencast gives me a 404. Care to upload it again? Cheers, mad On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: > Here's the day 3 video. I've added collision detection (so the enemies > can actually be shot down), and some basic AI behavior (the enemies > dodge bullets). > > > Enjoy :-) > > > http://screencast.com/t/YjkzNzA1ZjYt > > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter > wrote: > I worked for a couple hours today and got the basics set up. > The enemy doesn't move, and the bullets can't actually hit it, > but hey, if you aren't embarrassed by your version 1, then you > released to late, right? ;-) > > > Anyway, here's a 10-second screencast of the game so far: > > > http://screencast.com/t/NzRlMTBkYjU > > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter > wrote: > > > Hi everyone, > > > I intend to start my competition entry on Monday. The > game idea is a scrolling shooter game reminiscent > of Raptor [1], an old DOS game. > > > The game is be implemented in Common Lisp, based on my > Blackthorn game engine [2]. Blackthorn itself uses > Lispbuilder and CL-OpenGL for graphics. The engine is > currently pre-alpha quality, but should be sufficient > for a basic game. At any rate, if I spend some time > fixing engine rather than game related issues, I > believe the time will be well spent. > > > The game is intended to run on Windows, Mac OS X, and > Linux. (Basically, any PC platform that supports SDL.) > I am also interested in getting the game to run on > some sort of a mobile platform, but suspect I won't > have time to look into that in only a week. Currently > my best lead is ECL on the iPhone, but I haven't > gotten the last known working build to compile on my > system yet. > > > I look forward to sending out further updates as > development progresses. > > > [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows > [2] http://code.google.com/p/blackthorn-engine/ > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. > The best way to predict the future is to invent it." - > Alan Kay > > > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best > way to predict the future is to invent it." - Alan Kay > > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 197 bytes Desc: This is a digitally signed message part URL: From elliottslaughter at gmail.com Thu Dec 17 18:26:32 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Thu, 17 Dec 2009 10:26:32 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <1261049625.11812.10.camel@skidbladnir> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> <1261049625.11812.10.camel@skidbladnir> Message-ID: <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> Sorry, I accidentally deleted the video. After some frustration with encodings, I switched to a different video capture method, so hopefully the following link works for you: http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3 If not then I can try uploading to YouTube... On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden wrote: > Hello, > > > The URL for this screencast gives me a 404. Care to upload it again? > > > Cheers, > > mad > > On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: > > Here's the day 3 video. I've added collision detection (so the enemies > > can actually be shot down), and some basic AI behavior (the enemies > > dodge bullets). > > > > > > Enjoy :-) > > > > > > http://screencast.com/t/YjkzNzA1ZjYt > > > > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter > > wrote: > > I worked for a couple hours today and got the basics set up. > > The enemy doesn't move, and the bullets can't actually hit it, > > but hey, if you aren't embarrassed by your version 1, then you > > released to late, right? ;-) > > > > > > Anyway, here's a 10-second screencast of the game so far: > > > > > > http://screencast.com/t/NzRlMTBkYjU > > > > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter > > wrote: > > > > > > Hi everyone, > > > > > > I intend to start my competition entry on Monday. The > > game idea is a scrolling shooter game reminiscent > > of Raptor [1], an old DOS game. > > > > > > The game is be implemented in Common Lisp, based on my > > Blackthorn game engine [2]. Blackthorn itself uses > > Lispbuilder and CL-OpenGL for graphics. The engine is > > currently pre-alpha quality, but should be sufficient > > for a basic game. At any rate, if I spend some time > > fixing engine rather than game related issues, I > > believe the time will be well spent. > > > > > > The game is intended to run on Windows, Mac OS X, and > > Linux. (Basically, any PC platform that supports SDL.) > > I am also interested in getting the game to run on > > some sort of a mobile platform, but suspect I won't > > have time to look into that in only a week. Currently > > my best lead is ECL on the iPhone, but I haven't > > gotten the last known working build to compile on my > > system yet. > > > > > > I look forward to sending out further updates as > > development progresses. > > > > > > [1] > http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows > > [2] http://code.google.com/p/blackthorn-engine/ > > > > > > -- > > Elliott Slaughter > > > > "Don't worry about what anybody else is going to do. > > The best way to predict the future is to invent it." - > > Alan Kay > > > > > > > > > > > > -- > > Elliott Slaughter > > > > "Don't worry about what anybody else is going to do. The best > > way to predict the future is to invent it." - Alan Kay > > > > > > > > > > -- > > Elliott Slaughter > > > > "Don't worry about what anybody else is going to do. The best way to > > predict the future is to invent it." - Alan Kay > > > > _______________________________________________ > > lisp-game-dev mailing list > > lisp-game-dev at common-lisp.net > > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Fri Dec 18 08:34:06 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Fri, 18 Dec 2009 00:34:06 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> <1261049625.11812.10.camel@skidbladnir> <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> Message-ID: <42c0ab790912180034v37ef71davd479278fc07113f0@mail.gmail.com> Today I added animation support and did some significant tweaks to the AI. The AI is now aware that direct collisions with the player are lethal, so it will attempt to make a kamikaze strike if the player gets too close. The AI also shoots bullets, each of which deal 1 damage against the player's 4 health. Upon killing an enemy, a health pack is dropped which heals 2 health. (The AI can also pick up health packs, but can only do so by accident right now if it happens to fly through the pack.) A friend of mine added support for firing three shots in an arc per press of the trigger. Theoretically this should be an upgrade in the game, but for now we just have it enabled by default. Here is today's video: http://www.youtube.com/watch?v=DnnHKvBHcww Hopefully this link works for everyone :-) On Thu, Dec 17, 2009 at 10:26 AM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > Sorry, I accidentally deleted the video. After some frustration with > encodings, I switched to a different video capture method, so hopefully the > following link works for you: > > http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3 > > If not then I can try uploading to YouTube... > > > On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden wrote: > >> Hello, >> >> >> The URL for this screencast gives me a 404. Care to upload it again? >> >> >> Cheers, >> >> mad >> >> On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: >> > Here's the day 3 video. I've added collision detection (so the enemies >> > can actually be shot down), and some basic AI behavior (the enemies >> > dodge bullets). >> > >> > >> > Enjoy :-) >> > >> > >> > http://screencast.com/t/YjkzNzA1ZjYt >> > >> > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter >> > wrote: >> > I worked for a couple hours today and got the basics set up. >> > The enemy doesn't move, and the bullets can't actually hit it, >> > but hey, if you aren't embarrassed by your version 1, then you >> > released to late, right? ;-) >> > >> > >> > Anyway, here's a 10-second screencast of the game so far: >> > >> > >> > http://screencast.com/t/NzRlMTBkYjU >> > >> > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter >> > wrote: >> > >> > >> > Hi everyone, >> > >> > >> > I intend to start my competition entry on Monday. The >> > game idea is a scrolling shooter game reminiscent >> > of Raptor [1], an old DOS game. >> > >> > >> > The game is be implemented in Common Lisp, based on my >> > Blackthorn game engine [2]. Blackthorn itself uses >> > Lispbuilder and CL-OpenGL for graphics. The engine is >> > currently pre-alpha quality, but should be sufficient >> > for a basic game. At any rate, if I spend some time >> > fixing engine rather than game related issues, I >> > believe the time will be well spent. >> > >> > >> > The game is intended to run on Windows, Mac OS X, and >> > Linux. (Basically, any PC platform that supports SDL.) >> > I am also interested in getting the game to run on >> > some sort of a mobile platform, but suspect I won't >> > have time to look into that in only a week. Currently >> > my best lead is ECL on the iPhone, but I haven't >> > gotten the last known working build to compile on my >> > system yet. >> > >> > >> > I look forward to sending out further updates as >> > development progresses. >> > >> > >> > [1] >> http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >> > [2] http://code.google.com/p/blackthorn-engine/ >> > >> > >> > -- >> > Elliott Slaughter >> > >> > "Don't worry about what anybody else is going to do. >> > The best way to predict the future is to invent it." - >> > Alan Kay >> > >> > >> > >> > >> > >> > -- >> > Elliott Slaughter >> > >> > "Don't worry about what anybody else is going to do. The best >> > way to predict the future is to invent it." - Alan Kay >> > >> > >> > >> > >> > -- >> > Elliott Slaughter >> > >> > "Don't worry about what anybody else is going to do. The best way to >> > predict the future is to invent it." - Alan Kay >> > >> > _______________________________________________ >> > lisp-game-dev mailing list >> > lisp-game-dev at common-lisp.net >> > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> >> > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Sat Dec 19 08:38:50 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sat, 19 Dec 2009 00:38:50 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912180034v37ef71davd479278fc07113f0@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> <1261049625.11812.10.camel@skidbladnir> <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> <42c0ab790912180034v37ef71davd479278fc07113f0@mail.gmail.com> Message-ID: <42c0ab790912190038r29f43b59t39f761c10a36300c@mail.gmail.com> I worked on gameplay today. The enemies now spawn in waves, which get increasingly larger. Enemies have a chance of dropping upgrades which increase the number of bullets fired with every press of the trigger. Again, enemies are also capable of picking up upgrades, which can make the fight more difficult. Here's the day 5 video: http://www.youtube.com/watch?v=YUsLTzJ9CE0 I also worked on networking and multiplayer support for a bit, although it's too early to demo. I'll probably spend most of the day tomorrow working on that. On Fri, Dec 18, 2009 at 12:34 AM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > Today I added animation support and did some significant tweaks to the AI. > The AI is now aware that direct collisions with the player are lethal, so it > will attempt to make a kamikaze strike if the player gets too close. The AI > also shoots bullets, each of which deal 1 damage against the player's 4 > health. Upon killing an enemy, a health pack is dropped which heals 2 > health. (The AI can also pick up health packs, but can only do so by > accident right now if it happens to fly through the pack.) > > A friend of mine added support for firing three shots in an arc per press > of the trigger. Theoretically this should be an upgrade in the game, but for > now we just have it enabled by default. > > Here is today's video: > > http://www.youtube.com/watch?v=DnnHKvBHcww > > Hopefully this link works for everyone :-) > > > On Thu, Dec 17, 2009 at 10:26 AM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > >> Sorry, I accidentally deleted the video. After some frustration with >> encodings, I switched to a different video capture method, so hopefully the >> following link works for you: >> >> http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3 >> >> If not then I can try uploading to YouTube... >> >> >> On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden wrote: >> >>> Hello, >>> >>> >>> The URL for this screencast gives me a 404. Care to upload it again? >>> >>> >>> Cheers, >>> >>> mad >>> >>> On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: >>> > Here's the day 3 video. I've added collision detection (so the enemies >>> > can actually be shot down), and some basic AI behavior (the enemies >>> > dodge bullets). >>> > >>> > >>> > Enjoy :-) >>> > >>> > >>> > http://screencast.com/t/YjkzNzA1ZjYt >>> > >>> > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter >>> > wrote: >>> > I worked for a couple hours today and got the basics set up. >>> > The enemy doesn't move, and the bullets can't actually hit it, >>> > but hey, if you aren't embarrassed by your version 1, then you >>> > released to late, right? ;-) >>> > >>> > >>> > Anyway, here's a 10-second screencast of the game so far: >>> > >>> > >>> > http://screencast.com/t/NzRlMTBkYjU >>> > >>> > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter >>> > wrote: >>> > >>> > >>> > Hi everyone, >>> > >>> > >>> > I intend to start my competition entry on Monday. The >>> > game idea is a scrolling shooter game reminiscent >>> > of Raptor [1], an old DOS game. >>> > >>> > >>> > The game is be implemented in Common Lisp, based on my >>> > Blackthorn game engine [2]. Blackthorn itself uses >>> > Lispbuilder and CL-OpenGL for graphics. The engine is >>> > currently pre-alpha quality, but should be sufficient >>> > for a basic game. At any rate, if I spend some time >>> > fixing engine rather than game related issues, I >>> > believe the time will be well spent. >>> > >>> > >>> > The game is intended to run on Windows, Mac OS X, and >>> > Linux. (Basically, any PC platform that supports SDL.) >>> > I am also interested in getting the game to run on >>> > some sort of a mobile platform, but suspect I won't >>> > have time to look into that in only a week. Currently >>> > my best lead is ECL on the iPhone, but I haven't >>> > gotten the last known working build to compile on my >>> > system yet. >>> > >>> > >>> > I look forward to sending out further updates as >>> > development progresses. >>> > >>> > >>> > [1] >>> http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >>> > [2] http://code.google.com/p/blackthorn-engine/ >>> > >>> > >>> > -- >>> > Elliott Slaughter >>> > >>> > "Don't worry about what anybody else is going to do. >>> > The best way to predict the future is to invent it." - >>> > Alan Kay >>> > >>> > >>> > >>> > >>> > >>> > -- >>> > Elliott Slaughter >>> > >>> > "Don't worry about what anybody else is going to do. The best >>> > way to predict the future is to invent it." - Alan Kay >>> > >>> > >>> > >>> > >>> > -- >>> > Elliott Slaughter >>> > >>> > "Don't worry about what anybody else is going to do. The best way to >>> > predict the future is to invent it." - Alan Kay >>> > >>> > _______________________________________________ >>> > lisp-game-dev mailing list >>> > lisp-game-dev at common-lisp.net >>> > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>> >>> >>> _______________________________________________ >>> lisp-game-dev mailing list >>> lisp-game-dev at common-lisp.net >>> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>> >>> >> >> >> -- >> Elliott Slaughter >> >> "Don't worry about what anybody else is going to do. The best way to >> predict the future is to invent it." - Alan Kay >> > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Sat Dec 19 08:59:25 2009 From: dto1138 at gmail.com (David O'Toole) Date: Sat, 19 Dec 2009 03:59:25 -0500 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <42c0ab790912190038r29f43b59t39f761c10a36300c@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> <1261049625.11812.10.camel@skidbladnir> <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> <42c0ab790912180034v37ef71davd479278fc07113f0@mail.gmail.com> <42c0ab790912190038r29f43b59t39f761c10a36300c@mail.gmail.com> Message-ID: <64bfe3d50912190059s13446641h2391b50b5ae725ba@mail.gmail.com> Hey Elliott, Looks great! I especially like how the enemies avoid bullets and move around, it seems like this will add a level of challenge that the typical scrolling shootemup didn't have (typically enemies follow fixed patterns.) On Sat, Dec 19, 2009 at 3:38 AM, Elliott Slaughter < elliottslaughter at gmail.com> wrote: > I worked on gameplay today. The enemies now spawn in waves, which get > increasingly larger. Enemies have a chance of dropping upgrades which > increase the number of bullets fired with every press of the trigger. Again, > enemies are also capable of picking up upgrades, which can make the fight > more difficult. > > Here's the day 5 video: > > http://www.youtube.com/watch?v=YUsLTzJ9CE0 > > I also worked on networking and multiplayer support for a bit, although > it's too early to demo. I'll probably spend most of the day tomorrow working > on that. > > > On Fri, Dec 18, 2009 at 12:34 AM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > >> Today I added animation support and did some significant tweaks to the AI. >> The AI is now aware that direct collisions with the player are lethal, so it >> will attempt to make a kamikaze strike if the player gets too close. The AI >> also shoots bullets, each of which deal 1 damage against the player's 4 >> health. Upon killing an enemy, a health pack is dropped which heals 2 >> health. (The AI can also pick up health packs, but can only do so by >> accident right now if it happens to fly through the pack.) >> >> A friend of mine added support for firing three shots in an arc per press >> of the trigger. Theoretically this should be an upgrade in the game, but for >> now we just have it enabled by default. >> >> Here is today's video: >> >> http://www.youtube.com/watch?v=DnnHKvBHcww >> >> Hopefully this link works for everyone :-) >> >> >> On Thu, Dec 17, 2009 at 10:26 AM, Elliott Slaughter < >> elliottslaughter at gmail.com> wrote: >> >>> Sorry, I accidentally deleted the video. After some frustration with >>> encodings, I switched to a different video capture method, so hopefully the >>> following link works for you: >>> >>> http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3 >>> >>> If not then I can try uploading to YouTube... >>> >>> >>> On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden wrote: >>> >>>> Hello, >>>> >>>> >>>> The URL for this screencast gives me a 404. Care to upload it again? >>>> >>>> >>>> Cheers, >>>> >>>> mad >>>> >>>> On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: >>>> > Here's the day 3 video. I've added collision detection (so the enemies >>>> > can actually be shot down), and some basic AI behavior (the enemies >>>> > dodge bullets). >>>> > >>>> > >>>> > Enjoy :-) >>>> > >>>> > >>>> > http://screencast.com/t/YjkzNzA1ZjYt >>>> > >>>> > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter >>>> > wrote: >>>> > I worked for a couple hours today and got the basics set up. >>>> > The enemy doesn't move, and the bullets can't actually hit it, >>>> > but hey, if you aren't embarrassed by your version 1, then you >>>> > released to late, right? ;-) >>>> > >>>> > >>>> > Anyway, here's a 10-second screencast of the game so far: >>>> > >>>> > >>>> > http://screencast.com/t/NzRlMTBkYjU >>>> > >>>> > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter >>>> > wrote: >>>> > >>>> > >>>> > Hi everyone, >>>> > >>>> > >>>> > I intend to start my competition entry on Monday. The >>>> > game idea is a scrolling shooter game reminiscent >>>> > of Raptor [1], an old DOS game. >>>> > >>>> > >>>> > The game is be implemented in Common Lisp, based on my >>>> > Blackthorn game engine [2]. Blackthorn itself uses >>>> > Lispbuilder and CL-OpenGL for graphics. The engine is >>>> > currently pre-alpha quality, but should be sufficient >>>> > for a basic game. At any rate, if I spend some time >>>> > fixing engine rather than game related issues, I >>>> > believe the time will be well spent. >>>> > >>>> > >>>> > The game is intended to run on Windows, Mac OS X, and >>>> > Linux. (Basically, any PC platform that supports SDL.) >>>> > I am also interested in getting the game to run on >>>> > some sort of a mobile platform, but suspect I won't >>>> > have time to look into that in only a week. Currently >>>> > my best lead is ECL on the iPhone, but I haven't >>>> > gotten the last known working build to compile on my >>>> > system yet. >>>> > >>>> > >>>> > I look forward to sending out further updates as >>>> > development progresses. >>>> > >>>> > >>>> > [1] >>>> http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >>>> > [2] http://code.google.com/p/blackthorn-engine/ >>>> > >>>> > >>>> > -- >>>> > Elliott Slaughter >>>> > >>>> > "Don't worry about what anybody else is going to do. >>>> > The best way to predict the future is to invent it." - >>>> > Alan Kay >>>> > >>>> > >>>> > >>>> > >>>> > >>>> > -- >>>> > Elliott Slaughter >>>> > >>>> > "Don't worry about what anybody else is going to do. The best >>>> > way to predict the future is to invent it." - Alan Kay >>>> > >>>> > >>>> > >>>> > >>>> > -- >>>> > Elliott Slaughter >>>> > >>>> > "Don't worry about what anybody else is going to do. The best way to >>>> > predict the future is to invent it." - Alan Kay >>>> > >>>> > _______________________________________________ >>>> > lisp-game-dev mailing list >>>> > lisp-game-dev at common-lisp.net >>>> > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>>> >>>> >>>> _______________________________________________ >>>> lisp-game-dev mailing list >>>> lisp-game-dev at common-lisp.net >>>> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>>> >>>> >>> >>> >>> -- >>> Elliott Slaughter >>> >>> "Don't worry about what anybody else is going to do. The best way to >>> predict the future is to invent it." - Alan Kay >>> >> >> >> >> -- >> Elliott Slaughter >> >> "Don't worry about what anybody else is going to do. The best way to >> predict the future is to invent it." - Alan Kay >> > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Sun Dec 20 06:09:31 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sat, 19 Dec 2009 22:09:31 -0800 Subject: [lisp-game-dev] [FLGC09] Starting entry In-Reply-To: <64bfe3d50912190059s13446641h2391b50b5ae725ba@mail.gmail.com> References: <42c0ab790912130428l6cb042f9x36b0e496d207a08b@mail.gmail.com> <42c0ab790912152157u4cf1dc24rc520e43c0099057@mail.gmail.com> <42c0ab790912161846j37bd5048lfed4953d20cbdff@mail.gmail.com> <1261049625.11812.10.camel@skidbladnir> <42c0ab790912171026x18c67c87pc80bd42f4929b0c3@mail.gmail.com> <42c0ab790912180034v37ef71davd479278fc07113f0@mail.gmail.com> <42c0ab790912190038r29f43b59t39f761c10a36300c@mail.gmail.com> <64bfe3d50912190059s13446641h2391b50b5ae725ba@mail.gmail.com> Message-ID: <42c0ab790912192209v2181988bm7625940ae3f6bf5b@mail.gmail.com> Today I added a two-player-coop mode. I used usocket for portable TCP sockets, and cl-store for serializing messages sent over the wire. The protocol is based on sending keyboard events between the client and server and running the entire game simulation on both the client and server. So far I've tested it on my wireless LAN between a Windows and a Mac machine and it seems to work reasonably well. I haven't tried playing across the internet but I suspect my current scheme would require tweaking to avoid lag. Here's the daily video: http://www.youtube.com/watch?v=RVvjhCvaWwU Tomorrow's probably going to be mainly gameplay tweaks and bug fixes. I'm also hoping to incorporate better graphics :-) On Sat, Dec 19, 2009 at 12:59 AM, David O'Toole wrote: > Hey Elliott, > > Looks great! I especially like how the enemies avoid bullets and move > around, it seems like this will add a level of challenge that the typical > scrolling shootemup didn't have (typically enemies follow fixed patterns.) > > > > > On Sat, Dec 19, 2009 at 3:38 AM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > >> I worked on gameplay today. The enemies now spawn in waves, which get >> increasingly larger. Enemies have a chance of dropping upgrades which >> increase the number of bullets fired with every press of the trigger. Again, >> enemies are also capable of picking up upgrades, which can make the fight >> more difficult. >> >> Here's the day 5 video: >> >> http://www.youtube.com/watch?v=YUsLTzJ9CE0 >> >> I also worked on networking and multiplayer support for a bit, although >> it's too early to demo. I'll probably spend most of the day tomorrow working >> on that. >> >> >> On Fri, Dec 18, 2009 at 12:34 AM, Elliott Slaughter < >> elliottslaughter at gmail.com> wrote: >> >>> Today I added animation support and did some significant tweaks to the >>> AI. The AI is now aware that direct collisions with the player are lethal, >>> so it will attempt to make a kamikaze strike if the player gets too close. >>> The AI also shoots bullets, each of which deal 1 damage against the player's >>> 4 health. Upon killing an enemy, a health pack is dropped which heals 2 >>> health. (The AI can also pick up health packs, but can only do so by >>> accident right now if it happens to fly through the pack.) >>> >>> A friend of mine added support for firing three shots in an arc per press >>> of the trigger. Theoretically this should be an upgrade in the game, but for >>> now we just have it enabled by default. >>> >>> Here is today's video: >>> >>> http://www.youtube.com/watch?v=DnnHKvBHcww >>> >>> Hopefully this link works for everyone :-) >>> >>> >>> On Thu, Dec 17, 2009 at 10:26 AM, Elliott Slaughter < >>> elliottslaughter at gmail.com> wrote: >>> >>>> Sorry, I accidentally deleted the video. After some frustration with >>>> encodings, I switched to a different video capture method, so hopefully the >>>> following link works for you: >>>> >>>> http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3 >>>> >>>> If not then I can try uploading to YouTube... >>>> >>>> >>>> On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden wrote: >>>> >>>>> Hello, >>>>> >>>>> >>>>> The URL for this screencast gives me a 404. Care to upload it again? >>>>> >>>>> >>>>> Cheers, >>>>> >>>>> mad >>>>> >>>>> On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote: >>>>> > Here's the day 3 video. I've added collision detection (so the >>>>> enemies >>>>> > can actually be shot down), and some basic AI behavior (the enemies >>>>> > dodge bullets). >>>>> > >>>>> > >>>>> > Enjoy :-) >>>>> > >>>>> > >>>>> > http://screencast.com/t/YjkzNzA1ZjYt >>>>> > >>>>> > On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter >>>>> > wrote: >>>>> > I worked for a couple hours today and got the basics set up. >>>>> > The enemy doesn't move, and the bullets can't actually hit >>>>> it, >>>>> > but hey, if you aren't embarrassed by your version 1, then >>>>> you >>>>> > released to late, right? ;-) >>>>> > >>>>> > >>>>> > Anyway, here's a 10-second screencast of the game so far: >>>>> > >>>>> > >>>>> > http://screencast.com/t/NzRlMTBkYjU >>>>> > >>>>> > On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter >>>>> > wrote: >>>>> > >>>>> > >>>>> > Hi everyone, >>>>> > >>>>> > >>>>> > I intend to start my competition entry on Monday. The >>>>> > game idea is a scrolling shooter game reminiscent >>>>> > of Raptor [1], an old DOS game. >>>>> > >>>>> > >>>>> > The game is be implemented in Common Lisp, based on >>>>> my >>>>> > Blackthorn game engine [2]. Blackthorn itself uses >>>>> > Lispbuilder and CL-OpenGL for graphics. The engine is >>>>> > currently pre-alpha quality, but should be sufficient >>>>> > for a basic game. At any rate, if I spend some time >>>>> > fixing engine rather than game related issues, I >>>>> > believe the time will be well spent. >>>>> > >>>>> > >>>>> > The game is intended to run on Windows, Mac OS X, and >>>>> > Linux. (Basically, any PC platform that supports >>>>> SDL.) >>>>> > I am also interested in getting the game to run on >>>>> > some sort of a mobile platform, but suspect I won't >>>>> > have time to look into that in only a week. Currently >>>>> > my best lead is ECL on the iPhone, but I haven't >>>>> > gotten the last known working build to compile on my >>>>> > system yet. >>>>> > >>>>> > >>>>> > I look forward to sending out further updates as >>>>> > development progresses. >>>>> > >>>>> > >>>>> > [1] >>>>> http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows >>>>> > [2] http://code.google.com/p/blackthorn-engine/ >>>>> > >>>>> > >>>>> > -- >>>>> > Elliott Slaughter >>>>> > >>>>> > "Don't worry about what anybody else is going to do. >>>>> > The best way to predict the future is to invent it." >>>>> - >>>>> > Alan Kay >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > -- >>>>> > Elliott Slaughter >>>>> > >>>>> > "Don't worry about what anybody else is going to do. The best >>>>> > way to predict the future is to invent it." - Alan Kay >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > -- >>>>> > Elliott Slaughter >>>>> > >>>>> > "Don't worry about what anybody else is going to do. The best way to >>>>> > predict the future is to invent it." - Alan Kay >>>>> > >>>>> > _______________________________________________ >>>>> > lisp-game-dev mailing list >>>>> > lisp-game-dev at common-lisp.net >>>>> > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>>>> >>>>> >>>>> _______________________________________________ >>>>> lisp-game-dev mailing list >>>>> lisp-game-dev at common-lisp.net >>>>> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>>>> >>>>> >>>> >>>> >>>> -- >>>> Elliott Slaughter >>>> >>>> "Don't worry about what anybody else is going to do. The best way to >>>> predict the future is to invent it." - Alan Kay >>>> >>> >>> >>> >>> -- >>> Elliott Slaughter >>> >>> "Don't worry about what anybody else is going to do. The best way to >>> predict the future is to invent it." - Alan Kay >>> >> >> >> >> -- >> Elliott Slaughter >> >> "Don't worry about what anybody else is going to do. The best way to >> predict the future is to invent it." - Alan Kay >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> >> > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Mon Dec 21 09:04:21 2009 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 21 Dec 2009 01:04:21 -0800 Subject: [lisp-game-dev] [FLGC09] Thopter Message-ID: <42c0ab790912210104n29455061rccc51e1316ec12f0@mail.gmail.com> Here's my final submission for FLGC09. The game, Thopter, is a scrolling shooter inspired by the likes of Raptor: Call of the Shadows and other old games. Thopter is implemented in Common Lisp, using lispbuilder and cl-opengl for graphics, usocket and cl-store for sockets and serialization, and a handful of other CL utilties. The game engine used to build Thopter is freely available under the MIT license (see project page below). The controls are arrow keys to move, spacebar to shoot, and either left-ctrl or left-alt to fire a seeking missile. Three upgrades in the game restore health, increase the firepower of the gun, and provide missile ammo. Currently the game supports single player and two-player coop over LAN. To start a network game, open a terminal and run ./main --server=W.X.Y.Z --port=12345 and on the other machine ./main --connect=W.X.Y.Z --port=12345 where W.X.Y.Z is the IP address of the host machine and 12345 is some port of your choice. Here is the final video of the game: http://www.youtube.com/watch?v=5MDqC6XG-Ag Source and downloads (currently only Mac, but Windows and Linux coming soon) are available from the project page: http://code.google.com/p/blackthorn-engine/ Enjoy :-) -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: