For further updates on the now ALPHA version of OTHD!
From OpenTyrian Gcode site:
OpenTyrian is a port of the DOS shoot-em-up Tyrian. Jason Emery generously gave the OpenTyrian developers a copy of the Tyrian 2.1 source code, which has since been ported from Turbo Pascal to C. The port uses SDL, making it easily cross-platform.
Tyrian is an arcade-style vertical scrolling shooter. The story is set in 20,031 where you play as Trent Hawkins, a skilled fighter-pilot employed to fight Microsol and save the galaxy.
UPDATE 1-29-11
Alright, guys, it's getting close. I'm pleased to announce that the track pad is fully functional now, and has been implemented in everything except in-level. The game menu even has it working (and it responds better than the title screen menus do).
I am changing the name of the thread to [Alpha] because there's ample testing for everyone to do, I just don't have in-level controls activated yet.
Therefore, anyone who's interested can download the new deploykit archive I will be upping here in a few minutes (make sure when you downoad, it's the 1-29-2011 build deploykit. The file name will be somewhere close to that) and have fun scrolling around the menus, the jukebox, and the game menu, and report back any bugs you find.
Also, any feedback on the feel of the trackpad is appreciated.
P.S. I haven't gotten the layout background up yet, but here's a rundown of where each button and the trackpad are:
Trackpad: left side of screen, 120x120 pixels. Select: right side, next to the Zune menu button, 30 pixels wide (will be changing size in the new layout to be rolled out soon). Cancel: just to the left of Select, again 30 pixels wide (will be changed as well). Change mode: just below Cancel.
I realize, without a picture to direct you, the controls testing will be somewhat difficult. Just give yourselves a little time to get used to them as they are (and give me a little time to make a layout image and get the layout squared away), and try not to report sluggishness/unresponsiveness for the controls, unless there's a function that should be there that isn't.
Already known issues: can't scroll left/right in High Scores menu.
So, here it is. For a look at what gameplay is like, have a look here:
The easiest to implement now would be tilt, at least for ship movement and menu navigation, as I'm not too familiar with the overlay button mapping system, like what is used for VBZ. However, there will be certain places to push on the screen to do certain things (Select, Back, etc, plus a couple in-game specific ones, like sidekicks). Eventually I probably will make the overlay images for those sections and implement a similar system.
Because I love this game so much, though, and because I'm pretty picky when it comes to my controls, you can rest assured the tilt system will be very smooth and responsive.
thats cool, but maybe you could have it set so that it could be both, tilt and touch. im not too fond of tilt...
I may still implement a touch d-pad at some point, but after I get basic controls, it will be mainly about getting the thing working smoothly. Then I can worry about aesthetics.
1-22 UPDATE: OK, somehow things are starting to work. The demo now works, as well as the buy/sell menu before entering a level. Also, I now have a bit of a speedup on video with a few minor code corrections.
The problems behind why the demo and level menu weren't working are still there, and that's why in-level won't work. But, I have hope that won't take too much longer. Once that's in place, I'll be able to release an alpha (since none of the platform-specific updates, like utilizing the keyboard, are in place).
1-22 UPDATE: OK, somehow things are starting to work. The demo now works, as well as the buy/sell menu before entering a level. Also, I now have a bit of a speedup on video with a few minor code corrections.
The problems behind why the demo and level menu weren't working are still there, and that's why in-level won't work. But, I have hope that won't take too much longer. Once that's in place, I'll be able to release an alpha (since none of the platform-specific updates, like utilizing the keyboard, are in place).
1-23 UPDATE: I am happy to announce that in-game is now working! All of the bugs seem to have been worked out, for now, and I can now focus on control schemes. I'm hoping there won't be any more bugs in-game, because I won't be able to debug them in VS like I have thus far (a debugging artifact from using truck's Client for Debugging, where it works just fine when run through the XNA exploit).
By the way, I'm officially looking at removing tilt controls, at least in the menus (keeping it in-game still shouldn't be a problem, but it will be an option for either way), as they are just too unruly, and am therefore going to be looking into various button layouts, like what VBZ has, so if anyone is interested in making some layouts for it, I will be able to give some dimensions of the shrunken screen for you to go by sometime later today.
1-23 UPDATE: I am happy to announce that in-game is now working! All of the bugs seem to have been worked out, for now, and I can now focus on control schemes. I'm hoping there won't be any more bugs in-game, because I won't be able to debug them in VS like I have thus far (a debugging artifact from using truck's Client for Debugging, where it works just fine when run through the XNA exploit).
By the way, I'm officially looking at removing tilt controls, at least in the menus (keeping it in-game still shouldn't be a problem, but it will be an option for either way), as they are just too unruly, and am therefore going to be looking into various button layouts, like what VBZ has, so if anyone is interested in making some layouts for it, I will be able to give some dimensions of the shrunken screen for you to go by sometime later today.