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Battle for Planet Vector

Battle for Planet Vector - 6.0.0

Ian Mallett (geometrian)



For many aeons, the Rigel star system had harbored four planets within its brilliant blue glow. Rigel has just exploded. The inhabitants of Rigel's neighboring system have attacked the weakened planet. You are one ship, and the odds are stacked against you. Your self-assigned mission is to demolish the invasion force to the best of your ability.

This began as a response to a request to make more games. This took a while as far as I go with making things. This is still a work in progress (keep that in mind), but most of the work so far is, I think, pretty well done.

As you can see, I went overload with the particle systems, while still keeping it pretty fast, especially if you have psyco. There are nice collision detections, nice effects, and fully customizable options along with an in-depth back-story.

This game is almost playable, but it lacks a few plot elements and needs to be tweaked. Whatever. Have fun.


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Battle for Planet Vector - 6.0.0 - May 19, 2008 account Comments

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July 1, 2010 3:53pm - Resheet - nickname: (mint) - 5/5
Nice game. I liked all the particle effects.
May 19, 2008 11:01am - Ian Mallett - nickname: (geometrian)
The main program doesn't have psyco, but padlib tests for it. psyco makes the game's particles feasible. Psyco might make games stuttery, but as far as I know, Clock.tick(framerate) eliminates it. Anyway, if you really have serious problems about using psyco, you can down the particle system fx in the options. I believe the default was density: 4. 1/4 density on all particle systems could fix any speed issues.

I already determined that 60 fps was out. You can't really tell the difference, but it means that many effects and collisions can work realistically. The game is already pretty optimized, with the exception of the secondary and tertiary stars, of which there are very few. For every enemy, the only thing that happens is AI, unless it is onscreen, thus, the enemies move. If they are onscreen, then collision detection happens--each bullet is tested against a bounding circle on every enemy. On passing this, polygonal collision detection is adopted. If onscreen, AI steps up a bit, guns rotating, firing, etc.
May 19, 2008 9:09am - pymike - nickname: (pymike) - 3/5
Has potential for a good game, but I ran into serious speed issues. In battles with about five or more ships, it was running at 14 FPS. You really need to fix that.

Reasons this may occur:
1. All the ships are targeting you even when offscreen.
2. You're using too many for loops?
3. Too many stars?
4. The enemies are drawing or doing AI or collisions when offscreen.

This game could easily run at 60fps if you worked on some optimization ;) I had fun playing it when it wasn't slow though.

NOTE: I do not have psyco. I used to have it installed but when games used it they would run stuttery, so I ditched it.
May 19, 2008 1:24am - Ian Mallett - nickname: (geometrian)
Version 6.0.0 released! (Versions 1.0.0-5.0.0 were pre-release work).

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