Cloudburst: GG private release
by Fenrir Wolf · in Torque Game Builder · 03/11/2005 (1:32 am) · 55 replies
Whoo! I am finally done with this suckah! There's more I could add, but I've already spent nearly two weeks on it, I need to move on. :)
In case you haven't seen my .plan, Cloudburst is a side-scrolling shooter that follows the traditions of fine games such as Gradius, ThunderForce, and R-Type. The gameplay mechanics are a mixture of old-school (slow, big sprites) and new-school (lots of bullets). It also features what is commonly called a "scratch" system, where performing death-defying stunts near bullets nets you more score.
By default, easy mode is playable. If you beat the stage, it unlocks hard mode.
UPDATE2: The OSX version has been released! See further in this message for the download link.
UPDATE: v1.02 has been released. This is a very minor fix over v1.01, which enables gamepad support. For those who already have version 1.01, you can just download the patch and unzip it into the same directory as Cloudburst. (Make sure recreate directory structure is turned on for your uncompressing program!)
Here's a download link: Cloudburst (v1.02 private release, 6.8 megs)
The patch: Version 1.01 to 1.02 patch (14 k)
And the OSX port: Cloudburst v1.02 for OSX
Please let me know if it works or not! I've tried to make this distribution as platform neutral as I can, but, well, this is my first released T2D game. You'll need a somewhat beefy system to get the best out of the game; Id' say a minimum of a 1.4 GHz PIII and a GeForce 2/Radeon 9200 video card. However, if you have something else and it works, be sure to give a shout.
Depending on how people feel about CB on here, I will do a full public release. Feel free to pass the URL on to friends you know who might be interested, though.
And here is a screenshot!

A slightly older screenshot, I might add. I've improved the look of the player's bullets and changed that ugly debris.
In case you haven't seen my .plan, Cloudburst is a side-scrolling shooter that follows the traditions of fine games such as Gradius, ThunderForce, and R-Type. The gameplay mechanics are a mixture of old-school (slow, big sprites) and new-school (lots of bullets). It also features what is commonly called a "scratch" system, where performing death-defying stunts near bullets nets you more score.
By default, easy mode is playable. If you beat the stage, it unlocks hard mode.
UPDATE2: The OSX version has been released! See further in this message for the download link.
UPDATE: v1.02 has been released. This is a very minor fix over v1.01, which enables gamepad support. For those who already have version 1.01, you can just download the patch and unzip it into the same directory as Cloudburst. (Make sure recreate directory structure is turned on for your uncompressing program!)
Here's a download link: Cloudburst (v1.02 private release, 6.8 megs)
The patch: Version 1.01 to 1.02 patch (14 k)
And the OSX port: Cloudburst v1.02 for OSX
Please let me know if it works or not! I've tried to make this distribution as platform neutral as I can, but, well, this is my first released T2D game. You'll need a somewhat beefy system to get the best out of the game; Id' say a minimum of a 1.4 GHz PIII and a GeForce 2/Radeon 9200 video card. However, if you have something else and it works, be sure to give a shout.
Depending on how people feel about CB on here, I will do a full public release. Feel free to pass the URL on to friends you know who might be interested, though.
And here is a screenshot!

A slightly older screenshot, I might add. I've improved the look of the player's bullets and changed that ugly debris.
#22
Love the hydraulic-arm moving you around the 'holodeck' concept.
The background and the cloud layers are just breathtaking, nice job.
The ship isn't too slow, it fits with the gameplay. As long as you can dodge he enemy ships and their bullets...no prob!
Of course joystick support would make it sooooooooooooo much more enjoyable...But I don't think that is not relevant at this point.
Being a sound guy at heart, I'd have to say the singleship's lasers are a bit on the soft side :)
This 'demo' delivers that old-school feel, so... Congrats!
03/11/2005 (4:08 pm)
This ride is pretty sweet!Love the hydraulic-arm moving you around the 'holodeck' concept.
The background and the cloud layers are just breathtaking, nice job.
The ship isn't too slow, it fits with the gameplay. As long as you can dodge he enemy ships and their bullets...no prob!
Of course joystick support would make it sooooooooooooo much more enjoyable...But I don't think that is not relevant at this point.
Being a sound guy at heart, I'd have to say the singleship's lasers are a bit on the soft side :)
This 'demo' delivers that old-school feel, so... Congrats!
#23
What does the joystick stuff do then if there isn't any gamepad support? I thought the backend was stock TGE 1.3
03/11/2005 (5:28 pm)
@Charlie What does the joystick stuff do then if there isn't any gamepad support? I thought the backend was stock TGE 1.3
#24
03/11/2005 (6:20 pm)
I have an alienware pc also. No problems here in the least. At 1600 x 1200 x 32 I am getting a steady 85 fps with no jerking at all, but mine is only a 2.8 GHz with a radeon 9800 pro 256.. Anyhow, just wanted to commend you on a job well done and also suggest that everyone should try it with a gamepad--almost all new gamepads allow you to assign keystrokes to buttons, and it made it immensely more enjoyable for me.
#25
03/11/2005 (6:28 pm)
Wow ... absolutely sweet! Definitely need to make a whole game of this!
#26
03/11/2005 (6:28 pm)
Ok... downloaded it, but how do you run it on a MAC?
#27
03/11/2005 (6:35 pm)
@Brian: That requires a Mac OS X build of T2D, I believe, probably at least one with the modifications David has made to his version.
#28
So there is now way of playing it as it is now? Is there a way that *I* can build it?
03/11/2005 (6:46 pm)
@MatSo there is now way of playing it as it is now? Is there a way that *I* can build it?
#29
03/11/2005 (6:49 pm)
Requesting Mac build, pretty pleeeeze? :)
#30
03/11/2005 (7:56 pm)
Wow great game! Love the hard level cant wait to see what else you do.
#31
03/11/2005 (8:00 pm)
Peter, I am just going by what is in one of the other t2d threads
#32
I've uploaded version 1.01. (Check the original post for the link!) Here's what I've fixed (straight from changelog):
Whew, now I am completely tired, so it's time for some much needed rest!
PS: Melv, might want to check this version out to make sure it's okay. If so, then go nuts. :) I still haven't got a website up yet for the game, though.
03/12/2005 (1:27 am)
Fear not, a OSX version is on the way. :)I've uploaded version 1.01. (Check the original post for the link!) Here's what I've fixed (straight from changelog):
* Added Clark Fagot's fix for taskbar-over-fullscreen problem. (Untested, let's hope it works!) * Add gamepad/joystick support. (Deferred until T2D supports new ZAP! interface.) * Added shift/alt/ctrl fire key suport. * Changed enemy laser bitmaps so they are more visually appealing. * Fixed white border when camera shakes. * Added scrolling cloud background. * Removed drab gray default GUI buttons, replaced them with GuiBitmapButtonCtls. * Fixed resolution-resize issues with some GUIs (opening, endgame and begger in particular) * Upped image quality for begger and help static screens. * Refactored GUI talkbox to be more in line with rest of GUI visuals. * Added version number on main menu. * Changed gun sound for player. * Added ability to disable blended sprites. (Not that big of a gain, but every bit helps for low-end systems.)Okay, I reaaaaally wanted to add gamepad support, but after spending about an hour trying to get the various gamepad resources on GG to work, I eventually just gave up and decided to stick to keyboard only for now. Yeah, I know it plays better with a gamepad, but I wanted to get v1.01 done tonight. :)
Whew, now I am completely tired, so it's time for some much needed rest!
PS: Melv, might want to check this version out to make sure it's okay. If so, then go nuts. :) I still haven't got a website up yet for the game, though.
#33
I'll download this now and play later. Going to spend some quality time this weekend with my wife and daughter. :)
Really looking forward to playing it.
- Melv.
03/12/2005 (2:28 am)
Woot! Awesome Dave!I'll download this now and play later. Going to spend some quality time this weekend with my wife and daughter. :)
Really looking forward to playing it.
- Melv.
#34
Don't worry about it, CB and T2D will be here when you get back.
BTW, you will be happy to know that it took me exactly an hour to get Cloudburst ported to the Mac! The PB project file had some extra cruft from the full TGE version, but after deleting the references, it compiled without a problem. And even ran Cloudburst, without ANY modifications whatsoever.
My God, I love multi-platform done right. :)
Update: Oops, it's crashing if I click on the options button. So not entirely in the clear. Besides, I suspect there are some hidden gotchas, like it's using a local zlib library instead of the one inside the T2D package. Well, will investigate later.
03/12/2005 (3:26 am)
Dude, if there is anyone on here that deserves some rest, it's you, Melv. (Well, okay, I'll cut the guys at GDC some slack too. ;)Don't worry about it, CB and T2D will be here when you get back.
BTW, you will be happy to know that it took me exactly an hour to get Cloudburst ported to the Mac! The PB project file had some extra cruft from the full TGE version, but after deleting the references, it compiled without a problem. And even ran Cloudburst, without ANY modifications whatsoever.
My God, I love multi-platform done right. :)
Update: Oops, it's crashing if I click on the options button. So not entirely in the clear. Besides, I suspect there are some hidden gotchas, like it's using a local zlib library instead of the one inside the T2D package. Well, will investigate later.
#35
Where's my mac version?! :D
I've been messing around with T2D on my mac and this looks just awesome.
03/13/2005 (5:56 pm)
@DavidWhere's my mac version?! :D
I've been messing around with T2D on my mac and this looks just awesome.
#36
03/13/2005 (6:11 pm)
Weston: The Mac port is done, I just need to package it up. No promises, but expect it RSN. :)
#37
Thanks for trying!
03/13/2005 (6:43 pm)
On the gamepad support, you would only have to support joystick use, correct? Then my 3rd party xbox controller driver would allow me to use two buttons and either of the thumbsticks.Thanks for trying!
#38
Downloaded the zip file, extracted it. Ran cloudburst.exe. Got an error about a missing data\initial.gws file. Added a Data directory and put initial.gws in it. The program now starts fine; the intro screen loads and the dialog window scrolls. All the buttons work. The game starts, the ship flies and shoots, all is well.
But, it's a tad dull with no enemies to shoot at! Where did they go?
Robert V Frazier
03/13/2005 (8:45 pm)
I must be doing something wrong . . .Downloaded the zip file, extracted it. Ran cloudburst.exe. Got an error about a missing data\initial.gws file. Added a Data directory and put initial.gws in it. The program now starts fine; the intro screen loads and the dialog window scrolls. All the buttons work. The game starts, the ship flies and shoots, all is well.
But, it's a tad dull with no enemies to shoot at! Where did they go?
Robert V Frazier
#39
Perhaps it's the app you're extracting it with? Not sure really.
- Melv.
03/14/2005 (12:40 am)
@Rob: That file is in the .ZIP, I just checked. It runs perfectly over here.Perhaps it's the app you're extracting it with? Not sure really.
- Melv.
#40
I'm using winrar now and everything worked fine by me.
PS be careful if your using windows zip program. I hear it does the same thing
03/14/2005 (12:56 am)
Sounds like a problem I had before with winace(i believe) extracting all zip formats instead of just plain zip.I'm using winrar now and everything worked fine by me.
PS be careful if your using windows zip program. I hear it does the same thing
Torque Owner Peter Dwyer
What does the joystick stuff do then if there isn't any gamepad support? I thought the backend was stock TGE 1.3
Edit: Just to keep this thread on track
@David
When is 1.01 :o)