Weekly High Score Challenge #39
-
This week we will play another entry from the Wireframe competition:
3D Target Practice
by @DevieusDownload code:
NX6G2KKDNZ
The challenge will be to get the best possible score.
The time frame for posting high scores starts now and ends Sunday, June 6, at 9pm CET.
The rules for the challenge can be found in the first challenge here. Good luck, everyone!
-
Very cool game idea, @Devieus ! I like your custom sprites as well. My current high score is 390.
-
690 a very tidy game ! The controls feel very nice
-
Logging 450, but planning to try again. Good job with your game! It is a neat perspective and scheme.
Achieved 660 today! -
480 first attempt. 560 best so far
-
My best so far is 420.
-
Thanks for playing my game guys, nice to see my efforts get noticed where I put them.
I actually came up with this concept many years ago and in its current form is very much incomplete (hence why it's target practice), but only on the competition did I try to actually make some form of it, a skeleton of the concept with a game beating inside its chest. I took the Space Invaders built-in example (and the star field one) and replaced almost every line of it.
It's not the first time this concept has been tried. To my knowledge there has been one other game that has done something similar way back when PC and console were still the same thing. I forgot the name of it, but it did have the same 3D aspect going for it and it wasn't even the main focus in it. I independently came up with the concept myself, but even knowing that, it's worth expanding on the concept.
It's pretty tricky business, whole thing told. The target has to have the same distance from the ship on both axis, but was good seeing it all come together. Another fun thing you probably didn't notice is that the bullet draws over/under the target if the other dimension misses it in that direction. Just a little detail to add to the immersion.
I guess there's a ways to go on this, like giving the player 25 sprites on both dimensions so the angle of one axis will also show on the other, and resizing the player sprite depending on the position on the other dimension, but maybe I'll take that to a different engine; I have made a 3D model of the ship, it's what the sprites are based off of in fact, unless F4NS supports custom models at some point or I'll make one out of other bits, though would probably be easier in Unity still by using multiple cameras. It's just a neat proof of concept.
By the way, I managed 740 in handheld mode, I don't know if that matters much yet.
As for hints, there isn't much to it I guess, other than maybe try aligning both axis at once and fire if you feel you're close enough, then align while the bullet flies. -
Thanks for giving us some background! It’s a nice game.
This is what it reminded me of: Sanxion for the C64:
By the way, if you do a 3D version in Fuze, surely you could use multiple cameras there as well?
-
Sanxion! I bought it for the amazing Rob Hubbard music but never really did enjoy the game tbh.
-
@vinicity It's definitely not Sanxion, the overhead portion doesn't seem to do much of anything. I'll investigate the multiple cameras though.
-
@devieus said in Weekly High Score Challenge #39:
@vinicity It's definitely not Sanxion, the overhead portion doesn't seem to do much of anything. I'll investigate the multiple cameras though.
I've investigated multiple cameras and have found that it's possible, but there's some unwanted behavior/bug in it. The camera doesn't center on the draw target, but on the screen offset from the upper-left corner. So if you stack two images vertically, they both show the same upper half of what it is you expect to see.
-
Best: 350, this is really cool.
-
My best score today is 670!
-
@devieus said in Weekly High Score Challenge #39:
@devieus said in Weekly High Score Challenge #39:
@vinicity It's definitely not Sanxion, the overhead portion doesn't seem to do much of anything. I'll investigate the multiple cameras though.
I've investigated multiple cameras and have found that it's possible, but there's some unwanted behavior/bug in it. The camera doesn't center on the draw target, but on the screen offset from the upper-left corner. So if you stack two images vertically, they both show the same upper half of what it is you expect to see.
If I'm understanding correctly, you could try using the extra drawImage() parameters to specify a source and a destination when drawing the two screens. That way you could take the middle section of each screen and draw it to the top or bottom half of the framebuffer.
-
My new high score is 470.
-
610! A cool idea and nice presentation - I like the background and how the ship moves in the third dimension to begin with, moving on both screens and showing you the concept (although it still took me a little while to get it!). Nice work!
-
380
@Devieus It was interesting to read your background information. The audio is very harmonic and the game play is fascinating.
I ended up with the strategy: spend some time to aim,because it reloads when your last shot left the screen. And i focused more often on the top right side view of the ship to aim.
-
The results are in for High Score Challenge #39.
This is the hall of fame for 3D Target Practice:- Devieus - 740
- waldron - 690
- Gothon - 670
- DaddyJDM - 660
- AndyG1985 - 610
- pianofire - 560
- vinicity - 550
- Dinocoder - 470
- PB____ - 420
- spikey - 380
- Ben 2.0 - 350
Congratulations, Devieus. Practice makes perfect!
A big thank you to everyone who participated. Stay tuned for challenge #40.