From e2623a2ba1b5789ae299c29804697d004a8cd886 Mon Sep 17 00:00:00 2001 From: "chirs241097@gmail.com" Date: Sat, 28 Jun 2014 13:52:21 +0000 Subject: Mod, mod, mod...! Assessment mode is mostly frozen now. I'll make a pre-release at r99 and that revision will be set to 0.9.9-0. Write the document... That's really tiring. ~~0.9.1-4 (r94)~~ Ooooooooops... I've forgotten to commit this one! So this is merged to the revision above, actually. ================================================================================= Modify a couple of levels. (Making them easier...) Fix about scene text rendering out of the window. (Probably) fixed Level3Part3 by making them temporarily invulnerable... Are we bug-free now? --- Extras | 133 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 133 insertions(+) create mode 100644 Extras (limited to 'Extras') diff --git a/Extras b/Extras new file mode 100644 index 0000000..7796883 --- /dev/null +++ b/Extras @@ -0,0 +1,133 @@ +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't even find two files in the same style... +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 single source file - main.cpp. It's +once a ~100KiB file, and have more than 10k lines of code. One day I found it hard +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(7/8/8.1). 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 -- cgit v1.2.3