Update - 08/02/2001 ------------------- This is the final release.. or at least the final release I shall be making other that to fix bugs which may make an appearance. Just a few finishing touches added. The rolling texts now includes a credits page. A high score table now exists. If you find yourself on the table when your games ends you will be shown the table and you position will have blanks for initials. Use let/right to select letter and fire to move onto the next one. The top info line now includes a lives remaining ( the number does not include your current life ). Also colored the text to make it stand out more. The bottom left displays a flag for each wave you have reached. If you get past 5 levels the flags are replaced with a numeric value. Its been fun... Hope you like it... and remember.. The source is fully available so if you want to make the game better be my guest. Update - 14/01/2001 ------------------- Mior Update again. Getting very close to my final release now. Things have been made a little more 'manic'. Base moves faster, can fire up to 4 shots at a time, shots move faster. Aliens attacks start off slow but within a few waves things hot up to the point where you just have no chance. In keeping with making this feel like an arcade game I dont want you to be able to play for hours. The idea is to get as many swooping aliens as possible if you want to improve on your high score. The star fields are now less 'busy' so you can see the explosions a lot better. Also your lives left is displayed along the top of the screen. Update - 04/01/2001 ------------------- Minor update here. I've roughly implemented a method where the attacking waves get progresivly faster. The best update would be the inclusion of sounds. The sounds are rather badly created and then further garbled by making the sample rate too slow but the game actually feels a lot better I think. I had never tried to make any sounds before on the Yaroze so this is a first attempt.. the code was really just hacked together last night but it worked and Im chuffed so here it is. Update - 29/12/2000 ------------------- Had a bit of spare time over the holiday season so I have managed to make quite some changes. Attacking logic improved again. Basically each attacker has a min/max xposition where it will change direction when reached... unless of course it is > 45 degrees away from the base in which case it will keep going if it is going towards it. Reverse direction if base changes direction AND within 45 degrees of the base. Make sense !? Aliens drop bombs at regular intervals. The interval depends on the alien type. Notice anything ?.. Yeap.. absolutely ZERO Random numbers.. this game is totally predictable as long as you can concentrate on staying alive and watching each alien you should never die . Base ship has 3 lives only. Bombs and aliens will kill the base. Game over when all lives lost. Score and hi-score displayed. Scoring is based on the alien type and whether it is attacking. Added pauses. A pause occurs before a new wave appears. A pause occurs if the base is hit during which new alien attacks are stopped. Hopefully this means a clear battlefield when the new base appears. Title/Instructions are overlayed on the game. Pressing start begins a game, start & select will quit. Ermm.. thats it so far. Its looking a lot more like a finished game now.. albeit a silent one. Update - 17/12/2000 ------------------- Minor changes yet again. The aliens are now smaller.. and I have 4 rows of them The attacking logic improved yet again. Each row has a timer. When timer reaches zero an alien is picked for attacking. If no alien found in that row then we go up a row till we do find one. Plus. Each alien attacks inwards ( ie.. from the left side will attack to right and from the right to the left ). Also each row has defined for it a fized angle of attack and speed. This may be the winning formulae.. but I wouldnt bet on it Update - 15/12/2000 ------------------- Sorry chaps.. the last implementation of attacks looked ghastly so I fixed it sharpish. I have now added order to the chaos. The formulae is simple. Every attack alternates between the left and right side. We pick which row to attack from by the following: The bottom row attacks by default. After every two attacks from a row the row above gets a single attack. Also.. I set a big pause between each attack. make sense ?.. it looks better I think.. it may just about be getting there Update - 14/12/2000 ------------------- I've implemented alien attacks. What do they do I hear you ask.. well.. they go through several stages 1. rotate round to desired angle. 2. drop down. If at this stage the player changes direction then the aliens chaneg direction too ( rotating round to new angle ) 3. Once off screen they drop down from the top of the screen back into thier original positions 4. rotate round back to initial angle. Currently I radmonly ( and often ) select an alien to swoop. maximum of 5 swoopers si the currently setting. A simple one liner can change this to anything. I tried 20 and boy did it get busy ! Also added a logo screen at startup for YarozeScene... nice bit of advertising. usual applies. This is freeware at its best. If you feel you can improve on it feel free to jig the code all you like. All I ask for is my name mentioned somewhere on the screen. Hope you like Yarozians -------- Yet another example using my 2d Framework. What do we have soo far. 1. A base ship able to fire multiple shots 2. 3 layers of 10 aliens floating in pulses from side to side 3. You can shot the aliens. Once all aliens killed a new wave appears. 4. Particle Explosions. Yeap.. Due to be implemented into the framework as an optional extra. Current settings allow for up to 6 explosions onscreen each made up of 60 particles with no impact on screen refresh rate. 5. Two layers of scrolling star fields to make the screen look more busy. 6. And thats it. Included in this package is the full source code, graphics and gcc makefile. plus the all important executable and 2 siocons batch files. auto is the full batch, autoq loads just the executable. Controls: Very complicated : left and right buttons control the base. X fires a shot Start - Ends the game Still To come : 1. Scoring.. obvoiusly 2. Aliens to swoop down 3. Aliens to drop bombs while swooping 4. Everything else needed to make this a polished game. Im just writing this for some practice. If you wanna take this code and finish it yourselves then feel free. just do please give me a mention though. Cheers John ( QuietBloke )