Temple of The Roguelike Forums

Game Discussion => 7DRLs => Topic started by: Paul Jeffries on March 17, 2015, 08:52:12 PM

Title: Hellion 7DRL
Post by: Paul Jeffries on March 17, 2015, 08:52:12 PM
My 7DRL entry this year is Hellion - a rail-shooter Roguelike, which plays a bit like a turn-based, grid-based version of Starfox.  In it, you must pilot a new experimental fighter-craft through waves of genocidal robots and destroy the avatar of the machine god.

For more information, see here:
www.vitruality.com/2015/03/hellion-7drl/ (http://www.vitruality.com/2015/03/hellion-7drl/)

Download link:
http://pnjeffries.itch.io/hellion (http://pnjeffries.itch.io/hellion)

(http://www.vitruality.com/wp-content/uploads/2015/03/SS1.png)

(http://www.vitruality.com/wp-content/uploads/2015/03/SS3.png)

(http://www.vitruality.com/wp-content/uploads/2015/03/SS2.png)
Title: Re: Hellion 7DRL
Post by: thesleeve on March 17, 2015, 10:19:54 PM
I have been following your posts with great interest throughout the week of the challenge. Looking forward to playing it!
Title: Re: Hellion 7DRL
Post by: Paul Jeffries on March 22, 2015, 10:54:36 PM
Thanks!

I've just released a post-challenge update:

Hellion v1.0.1 (http://pnjeffries.itch.io/hellion)

This keeps the same basic content as before but improves the level generation, adds formations and generally tunes everything a bit more than I was able to do during the challenge itself.

Full changelog:

- Amount of fuel per Elyrium pickup increased slightly
- Recycling items now gives you fuel as well as credits
- Enemy and item generation tweaked to smooth out 'clumps'
- Enemies can now appear flying in various formations
- Amount of energy required for active weapons now shown on energy bar
- Field of view adjusted - should now be easier to tell which 'lane' an object is in
- Enemy spawn rates in each zone adjusted
- Out-of-zone enemy types now slightly more common
- Bugfix: Enemies no longer hurt by collision with pickups
- Bugfix: Items you cannot carry are now automatically trashed for cash and fuel when collected


Also; Hellion got a place in PC Gamer's Top Free Games Of The Week (http://www.pcgamer.com/the-best-free-games-of-the-week-70/), which I'm pretty pleased with!
Title: Re: Hellion 7DRL
Post by: Xecutor on March 30, 2015, 08:23:27 AM
I'm getting this:
Code: [Select]
AL lib: (WW) FreeDevice: (0x7fc52113b400) Deleting 1 Buffer(s)
Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'u_projTrans' in shader
at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:287)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:277)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(ShaderProgram.java:507)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(ShaderProgram.java:498)
at com.vitruality.GRUMP.rendering.RenderingParameters.beginShader(RenderingParameters.java:90)
at com.vitruality.GRUMP.rendering.Renderer.drawMesh(Renderer.java:588)
at com.vitruality.GRUMP.meshing.SpriteGroupMesh.flush(SpriteGroupMesh.java:47)
at com.vitruality.GRUMP.meshing.SpriteGroupMesh.addSprite(SpriteGroupMesh.java:30)
at com.vitruality.GRUMP.artists.SpriteBillboardArtist.draw(SpriteBillboardArtist.java:112)
at com.vitruality.GRUMP.entities.RenderableEntity.drawArtist(RenderableEntity.java:133)
at com.vitruality.GRUMP.entities.RenderableEntity.draw(RenderableEntity.java:120)
at com.vitruality.GRUMP.layers.ZOrderLayer.draw(ZOrderLayer.java:191)
at com.vitruality.GRUMP.rendering.Renderer.renderState(Renderer.java:226)
at com.vitruality.GRUMP.GRUMPEngine.render(GRUMPEngine.java:210)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:214)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
a few seconds after start. It displays logo, then 'press any key to start' and then kaboom.

I'm on mac mini with 'Intel HD Graphics 4000 1024 MB'.
Title: Re: Hellion 7DRL
Post by: Paul Jeffries on April 06, 2015, 12:59:55 PM
Hmmm... interesting.  I suspect that the problem is that your graphics card doesn't support OpenGL 2.0 and/or shaders, although if that is the case I'm a little surprised that it showed you the title screen OK, so maybe there's something else going on.  I'll look into it.
Title: Re: Hellion 7DRL
Post by: Xecutor on April 06, 2015, 02:58:34 PM
Hmmm... interesting.  I suspect that the problem is that your graphics card doesn't support OpenGL 2.0 and/or shaders, although if that is the case I'm a little surprised that it showed you the title screen OK, so maybe there's something else going on.  I'll look into it.
I'm sure it supports both. But there is a chance that it doesn't support some extensions.
Title: Re: Hellion 7DRL
Post by: Paul Jeffries on April 29, 2015, 09:50:05 PM
I've just released a new version of Hellion - v1.1:

http://pnjeffries.itch.io/hellion (http://pnjeffries.itch.io/hellion)

This should (hopefully) fix the shader problem that Xecutor was having.

It also adds a bit more content and polish:

- New zone: Water world
- New boss
- Skybox scale adjusted
- Cooldown time now indicated on weapon icons
- Enemy spawn rates further adjusted
- Shields now restored at the start of each zone
- Can now hold down the mouse button for continuous movement
- Energy bar changes are now animated
- New item: OmniCell
- New item: Pulse Bomb
- New item: Super-Shield
- Bugfix: Messagelog text resizes to window correctly
- Bugfix: Shader parsing error with some graphics cards

(http://www.vitruality.com/wp-content/uploads/2015/04/Version-1.1.png)
Title: Re: Hellion 7DRL
Post by: Xecutor on April 30, 2015, 04:04:30 AM
I can confirm - now it works on my mac mini just fine :)

I don't know if it's bug or not but when I finished first level I've got two upgrade choices with same text, but different icons.
Here. (https://yadi.sk/i/plDlYT2MgLkAP)
Title: Re: Hellion 7DRL
Post by: Paul Jeffries on April 30, 2015, 10:00:22 PM
That's intentional (even if it's not entirely logical!) - there are three categories of upgrade each with a 'deck' of six upgrades from which one option is selected randomly.  The four extra inventory slot upgrades are split evenly between the shield and the fuel upgrade groups.  It seemed like a good idea at the time.