Not logged inGosu Forums
Forum back to libgosu.org Help Search Register Login
Up Forum
Search
Topic Untitled Short Film By cyberarm Date 2019-07-05 22:44
Released the source code for this project: https://github.com/cyberarm/untitled_short_film
Topic Playing a song with Gosu By cyberarm Date 2019-01-18 18:56

require "gosu"

tone = Gosu::Sample.new("alert2.mp3").play

# Prevent program from exiting instantly
while(tone.playing?)
  sleep 0.1
end


This will play your tone every 2.5 seconds without needing a window. (Note the replacement of Song with Sample, Song would cut out after a few hundred milliseconds and not reliably play again.)
A playing Song/Sample does not appear to block, resulting in the program exiting before it even starts playing, hence the while loop here.
Topic Planet Wars By cyberarm Date 2018-02-05 17:11
Planet Wars Update
Released 0.4.0

[https://i.imgur.com/MunO6hg.png]
Screenshots

Please report any issues you experience here or on Github.
Feel free to make suggestions about how it can be better.
Have fun playing.

List of changes in 0.4.0:

* Updated dependencies
* Dropped Chingu as a dependency
* Added a debug mode that shows collision borders, object headings, and enemy targeting
* Redid PlanetView and ShipUpgrades menu to use GameUI
* Updated Credits to not use yellow and show Gosu::LICENSES
* Removed background images from menus and in-game
* Added star field background for Game
* Refreshed controller controls, now somewhat intuitive
* Many internal changes
Topic Planet Wars By cyberarm Date 2016-04-10 18:40
Released 0.2.0

The most notable change is that the game is no longer frame locked, meaning it should be fully playable at around 24fps.
Skipped releasing 0.1.5 which added sfx to the menus and mouse hover cancelling; Can now use arrow keys to navigate menus with the mouse over top a button.

Please report any issues you experience here or on Github.
Feel free to make suggestions about how it can be better.
Have fun playing.

List of changes in 0.2.0:
Bump version to 0.2.0
Updated Gosu
Game is no longer frame locked
Menus now have sfx
Topic Untitled Short Film By cyberarm Date 2015-09-25 16:59
Thanks, and thanks.
Topic Untitled Short Film By cyberarm Date 2015-09-09 22:33
I recently completed a short film project I've been working on for a few months.
See it on YouTube.
Topic Planet Wars By cyberarm Date 2015-08-15 20:11
Greetings, ml.
Sorry to hear you have computer issues :(

Thanks for the kind words, I'm hoping to add multiplayer sometime between 1.1.0 - 2.0.0. (fingers crossed)
I am presently working on releasing 0.1.4, a largely minor update with mainly theme related changes.
Topic Chingu Animations -- Error: Undefined Method "to_blob" By cyberarm Date 2015-08-15 15:13
What version of Gosu are you using?
0.9.0+ might break things in Chingu, does using an older version, such as 0.8.7 fix it?
Topic Planet Wars By cyberarm Date 2015-01-12 19:12
I have just released Planet Wars version 0.1.3

Please report any issues you experience here.
Feel free to make suggestions about how it can be better.
Have fun playing.

List of changes:
Bump version to 0.1.3
Removed outdated net folder
Hopefully fixed #44, removed duplication in NetGame, fixed credits crashing
Update Gosu
Updated menus, removed colors from credits, made base set its x and y position in prep for #36.
Update README.md
AssetManager now actually preloads assets
Topic Planet Wars By cyberarm Date 2015-01-10 17:52
Hey, ml.
Glad to see someone's still interested in my project :D
I hope you enjoy the updates.
Topic Planet Wars By cyberarm Date 2014-12-03 03:24
I have just released Planet Wars version 0.1.2

Please report any issues you experience here.
Feel free to make suggestions about how it can be better.
Have fun playing.

EDIT:
List of changes:
Bumped version to 0.1.2
Made Particles first class, injected rb_set_image and rb_get_image into Ashton::ParticleEmitter inorder to use images with emitters.
Excluding Scal asset pack while its in development, made asteroids able to have more then one image.
Moved planets images around, removed hard coding of planet names.
Moved enemies sprites to its own directory, fixed error in asset manager.
make default asset pack a variable, did some DRYing up of asset preloading.
Made help text more consistent.
added gimp menu-background.xcf file.
Texplay 0.4.3 works in both Windows and Linux
Fix font crashes on Linux
Added Background to Menus
Topic designing a multiplayer matchmaking hub By cyberarm Date 2014-08-13 19:04
Sounds interesting, and much more doable then mine.
What I'm currently planning on doing with RubyGameHub, is going to cause me to burn out-
Think vaguely of EA Battlelog, with only the "core" systems of: Friends, Player profiles, Leaderboards, Server list, Matchmaking, and API.
Should only take 5 years, right? ;-)
Topic Planet Wars By cyberarm Date 2014-06-26 15:24
The bullets appear to be moving only with minimal lag.
The pacing of the game seems to be normal, at least what the video shows.
Topic Planet Wars By cyberarm Date 2014-06-24 00:09
It might feel laggy because the planets would be jittering. I lazily built the game to play at 60 fps, so anything below about 45 fps will unfortunately feel off.

How are you running it, via the Windows build, or from source?
Topic Planet Wars By cyberarm Date 2014-06-21 20:49
I've released Planet Wars, 0.1.0.
If you're on Windows there is a pre-built archive available here.

Please report any issues you experience.
Feel free to make suggestions about how it can be better.
Have fun playing.

List of changes:
Hopefully fixed waves getting stuck.
Updated Portal image, added fail safe for AssetManager, removed colored text from menus, made Asteroid destroyable, added Rocket (does nothing currently.)
Added Waves, fixes #20, many small changes.
Moved menus to subdirectory 'menus', moved GameInfo::Config out of version.rb, fixed music not playing when starting a second game, added menus for #20, started clearing out game_info.rb, code cleanup.
Show cursor for menus.
Fixed #32 via lazy hack, changed game over time text.
Changed enemy ship fixes #28, broke music manager #32, many small changes.
Added AssetPack GUI, fixes #22.
Added Configuration manager, sfx can now be disabled, bumped version to BETA.
Added start of asset packs. #22
Added Asteroid, closes #21, Changed the way Ship moves, closes #25, Added HazardManager.
Removed Enemy use of real time, made enemies share target.
Made uninhabitable planets habitable, closes #23.
Destroy unused object, hopefully fix slow down.
Made Ship upgrades cost resources. closes #13
Remove Bullets use of time, prevents bullet from dying to soon.
Added Achievements
Planets regenerate resources, closes #14
Added notification for current song, closes #5
Added proper notifications, reenabled Hobby of night font for menus.
Added overlay, fixes #9.
Cleaned up Game game state a little, added Confirm to prevent accidentally quitting game, moved Background to its own file.
Added CC0 sound effects, changed ESC to Enter to leave planet view, moved all files into lib/planet-wars.
Topic designing a multiplayer matchmaking hub By cyberarm Date 2014-03-01 14:09
I am in the process of designing a matchmaking game hub for Planet Wars, however I want to make it able to work with other games.

As such, I was hoping for some input in regards to its design.

See the project here: https://github.com/cyberarm/ruby-game-hub
Topic How many sounds can be played in parallel? By cyberarm Date 2014-01-26 23:34
In that case, my issue must arise from elsewhere (only playing 40 or so samples), and I don't have to implement a sample limiter for my game, which is good.
Now just to get ruby-prof to not crash. Or find something else.
Topic How many sounds can be played in parallel? By cyberarm Date 2014-01-26 14:43
How many sounds can be played in parallel without reduction of performance?
Topic Planet Wars By cyberarm Date 2013-12-09 19:09
Firstly, I apologize for not getting back to you sooner.

I'm glad the source is helpful for you.
Unfortunately, I have not been able to find the source of any slow downs.

Thanks for the suggestion of changing the ESC to Enter to exit planet view.

Thank you very much.
Topic Planet Wars By cyberarm Date 2013-11-18 17:18
I've have had issues with Chingu::Text with the Credits GameState (took over a second to load https://github.com/cyberarm/planet-wars/blob/master/lib/game/state/credits.rb), that is why I replaced it with this https://github.com/cyberarm/planet-wars/blob/master/lib/objects/text.rb.

So, unless Chingu uses its own Text class when you use Gosu::Font[@font, @size], it should not be using Chingu::Text.

I'm inclined to believe that it's an issue with the health bar image generation, when I was play testing on the household computers, the FPS was really bad unless your health was red, though, that was over a month ago.
Topic Planet Wars By cyberarm Date 2013-11-17 01:38
Thanks for the compliments ml, glad it's working for you.

Does the lag happen when the enemy ships are firing at you, when using boost, or haphazardly?

If it's while their firing at you it could be some logic related to deciding if they should be firing.
if it's while using boost, it could be the ship is running out of, and gaining fuel at so same time making the ship seem to stutter due to speed constantly changing.
if it's haphazardly and the music momentary cuts out it could just be Ruby's garbage collector.

What is your average FPS? (Show in the upper left hand corner)

I did add a (quickly done) readme.
Topic Planet Wars By cyberarm Date 2013-11-14 22:23
I've disabled the network code for the time being (as it isn't used currently).
Should work now.

Thanks for the suggestion of using bundler to install GameOverseer, Spooner.
I haven't pushed GameOverseer to RubyGems because it's not yet functional.
Topic Planet Wars By cyberarm Date 2013-11-13 01:01
I've been working on a game I'm calling Planet Wars, a space shooter-like game, still very much a work in progress.
Check it out on Github https://github.com/cyberarm/planet-wars
Attachment: screenshot.5.png - Gameplay (335k)

Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill