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-BulletLabRemix II, Extras
-2014-06-06
-
-Content
-------------------------------------------------------------------------------------
-About the source code
-About resources used in the game
-The development
-
-About the source code
-------------------------------------------------------------------------------------
-I'm not a rigorous coder. All sources are written casually.
-You can even find two code chunks in one file with different styles...
-But generally, I:
- Use tabs (width=4) and indent in Allman style;
- Don't like extra spaces;
- Prefer commas if possible;
- Don't like very long names.
-
-And, the source code is bloated. global.h defined ~200 lines of global variables.
-Imagine that.
-
-Well, the reason is that BLRI start as a huge monolithic source file - main.cpp.
-It's once a ~100KiB file, and have more than 10k lines of code. One day I found it
-impossible to maintain such code and split it into several .h file. BLRII took the
-code base of BLRI. That's why. BLRIII will be a complete rewrite and I hope this
-would fix the problem.
-
-Well, let's observe each source file.
-
-background.h Defines and implies background animation.
-effects.h implement several simple in-game effects.
-global.h Defines global variables and routines.
-hgeft.h Free type interface for HGE. It's considered buggy and
- incomplete now...
-levels.h implement the levels.
-libcgh.h Chris' Game Helper interfaces.
-loading.h Resources for the loading screen.
-menus.h implement the menus.
-music.h Music playback and looping.
-scorec.h Record highscores.
-scoresystem.h The BLR Multiplier scoring system.
-towernbullet.h implement towers and bullets.
-hgeft.cpp Free type interface for HGE. This is the implementation.
-libcghEx.cpp Extra routines for the CGH.
-main.cpp Contains main(int,char**), and player controls.
-
-About resources used in the game
-------------------------------------------------------------------------------------
-Most resources are self-made...
-
-b_diff.png A café wall illusion background
-b_inter.png A swirl illusion background
-b_leaves.png Taken from a Windows 3.1 desktop background, unused
-b_null.png Simple white background
-blnsns.png Font file. Font name "Berlin sans"
-credits.png Resources used in the credits screen.
-e_leaf.png Texture for leaves background effect. Taken from a Windows 3.1
- dekstop background.
-e_sflake.png A snow texture for background effect. Taken from public domain.
-e_skyitem.png Sky background resources. Taken from HGE tutorial. Cloud is
- from public domain.
-help.png Built-in help.
-menus.png Menu textures.
-ss.png Sprite Sheet. Taken from BLRI. Made with inkscape.
-title.png Title sprite. Pre-processed with inkscape.
-All resources are processed or made with GIMP.
-
-menuin.ogg Menu effect. Made with OpenMPT.
-menuout.ogg Ditto.
-tap.ogg Widely used. Taken frome HGE.
-
-BLR2_TR01.ogg Background music for level1. Original by Noby.
-BLR2_TR07.ogg Background music for level7. Original by Chris Jarvis.
-BLR2_TR09.ogg Background music for credits scene. Taken frome BLR2_TR07.
-CanonTechno.ogg Bonus? Made by Chris Xiong.
-Softwares used: OpenMPT, Rosegarden, Cakewalk Sonar 6.
-Syntheis: QSynth+Fluid R3 sf, Roland Groove Synth, Cakewalk TTS-1, Roland
-Super Quartet.
-Proprietary softwares are all cracked. I can't afford them now.
-
-The development
-------------------------------------------------------------------------------------
-As a student, developing such a game will never be supported...
-So, the development is "well hidden".
-The post-0.2.2 development are mostly done under Windows(8/8.1). After that, I
-migrated the main platform to Debian GNU/Linux. I'm using the unstable distribution.
-I'm not a true developer but I'm really one of those who like to like on the edge.
-Recently I installed Archlinux, which has taken me to the "bleeding edge". "Edges"
-are different from "borders", they are more sharp!
-
-Well, I first played BulletLAB when I was 13. It's easy enough and I passed the easy
-levels without any trouble. Then I tried normal and hard, all done without much
-difficulty. Then comes the "Extreme" mode, in which you have to pass the whole game
-without misses. That took me a long time...
-
-In March 2013, I was pretty bored (in fact, preparing a contest). And I found the
-small flash game again. I decompiled it, and started modifing it. Soon I found this
-interesting, and made the game VERY difficult. I even "released" that.
-
-However, flash is really inefficient. As the bullet number grows, FPS falls
-violently. So a rewrite is planned.
-
-First things first, how to draw so many objects on a screen? An STG game that has a
-file "hge.dll" in its directory came to my mind. I could still see the fancy effects
-it has. I googled for hge and found that it's a hardware accelerated game engine.
-
-Well, that's it! I wrote several simple scenes as practices, then BLRI started. I
-found HGE really powerful and can draw 2000 objects in 1000FPS. F***in' awesome!
-
-BLRI's source code growed rapidly. Soon it's almost 100KiB. It's almost impossible
-for me to maintain so big a file. That's why the source code is presented in many
-headers.
-
-When BLRI reached 0.8.6, BLRII was forked from it. BLRII started as a level testbed
-for BLRI. However, BLRI was frozen (this term is borrowed from the debian project, and
-is not at all releated to Cirno) before these levels can be added to it. If they
-*were* added, the source code of BLRI would no longer be human-readable.
-
-As BLRI was released (as 1.0.3SR), I can relax myself a bit. During that I found
-hge-unix, which can port almost any hge-based game to UNIX. I tried it and it works!
-
-Then I started modifing hge: migrating the Windows version to DirectX 9, implement
-stubbed functions in hge-unix, deprecating libbass and migrating to OpenAL...
-
-Soon I completed them all. Then I picked up BLRII (around Oct. 2013), which already
-has free-shaped lasers implemented.
-
-To declare my ambition to change BLR, the whole level.h was removed (with a backup
-of course).
-
-However this didn't change too much. Almost all levels were ported back to the
-current version later. \ No newline at end of file