Hi!
I hope you like my game, an alpha version is available from the Download
page.
Feel free to leave your comments on the Forum,
after spending many months working on SB, it will be nice to get some
feedback. :)
cheers,
Mike
(author of Space Birdz)
"the
game everyone is already calling Space Birdz"
What's
New?
29th
February 2004
SPACE
BIRDZ v.014a
here's what's new:
Fixed the collision detection on the Wormhole sub-game and
added a score screen to it. Added
some Option menus to allow you to redefine the keyboard
and joystick controls.
Made a new background for the alpha centuri levels. Added
a bonus score for destroying the flying saucer mothership.
(the quicker you destroy it, the higher the bonus) Added
a delay to the shop menu so you shouldn't exit by accident.
When you loop the levels the enemies will now be only slightly
faster, but their shields will increase. Fixed
the bonus scoring on the last rotten egg swoop level. Updated
the setup menu so really high refresh rates should not be
selected by default. Fixed
a bug whre scoring too many bonuses would crash the game.
23rd
December 2003
SPACE
BIRDZ v.013a XMAS 2003 EDITION
Christmas, it comes around quick doesn't it? especially on this
website!
here's what's new:
Animated enemy models! ... Flap-tastic!
(i'd been procrastinating over this forever, so it is great
to have finally done it, well 90% at least)
Psycho Birdz hatch from inside Psycho Eggz! On
the rotten egg swoop level, the eggs are now 3d models which
wiggle rather than crack. Improved
the bonus system so when you score a bonus, there is an
audio clue and a speed blur effect.
I think it makes bonus kills a lot more satisfying, aswell
as alerting the player they have done something special. Made
the alpha centuri wasp enemies burst out of a volcano at
the start of the level. Added
some speech for when you collect a power-up. (can be turned
off in options) Aswell
as improvements to the 'egg swoop' levels, it's the 'attack
of the dronez' levels which have changed the most.
The enemies now fly into the level in a much more visually
appealing and challenging fashion, and when they attack
they have more than 1 set move. Made
a lightning/electricity effect, but for the moment it can
only be seen if you get enough cash to buy an option.
(it's like a stretchy elastic band that connects between
the options, which have also changed slightly) Fixed
a bug where sometimes the incorrect weapon would be displayed
in the side status bars. Fixed
a very occasional crash bug i was experiencing on my system,
which i think was something to do with my virus checker
stopping my level data file being opened if i didn't specify
shared access.
So
what's so christmasy about this release? ... well if i was
to be honest then ... absolutely nothing! ...
but my New year's resolution is to finish Space Birdz in
2004! (*parp*)
N-JOY!
29th
April 2003
Spacebirdz
v.012a
Oooops, another big gap between releases,
here's
what's new:
Finally
got around to adding some new weapons!!! unfortunately you
will have to collect lots of money to get to see them! "Plazma
Bolts" and "Spinning Blades" - both of which
can be purchased from the shop.
"Options" - umm, blobs that follow your ship and
provide additional firepower. "Homing
Missiles" - Lock onto the nearest enemy.
Removed the silly flashing pipe things from the shop and
added a bit of descriptive text for each item.
Made the enemy bullets flash in an attempt to make them
more visible when the screen gets 'busy'. Added
some dodgey new tunes and some previous efforts you may
have heard before. (I apologize, music is not my strong
point.)
Added
an external playlist feature so if anyone is kind enough
to donate me some real music then they can test it out in
the game first.
The game currently supports .xm and .mp3. Put your tunes
inside the 'music' folder and edit playlist.txt
1st
February 2003
Spacebirdz
v.011a
More a gloss update than anything else,
here's
what's new:
Psychedelic pattern generator added to front-end.
Bonus scores now explode into little dots. Animated
cuboid game over message. Fireworks
on name entry / hi-scores.
Added a screen outlining what will feature in the finished
version of Space Birdz. Fixed
a bug that was causing a crash if you managed to get too
many extra lives. Added
a VSYNC option, may make the game smoother when switched
off. (off by default)
28th
December 2002
Space
Birdz v.010a Merry
Christmas and a Happy New Year!
(and all that Bollocks!)
this is what i did:
ALT-TAB is working!!! And what a pain in the bum it turned
out to be at this late stage, i had to give 'the Dead Good
Engine' a right going over!
but hopefully i managed to optimize a few bits and pieces
and make it more portable just incase i ever do get around
to doing a Linux port.
Fixed a perspective calculation that was causing bullets
and power-ups to appear to the side or above the enemies
that spawned them. Changed
the option menu so a game can be started by joystick, and
added options to turn off the music and/or the animated
backgrounds. (gives it a more retro look with just stars
on a black background)
Finally got around to putting the wormhole sub-game in,
it's just the basics so far, (there's not even any scoring),
but i'll try make it more interesting for future versions.
Meanwhile enjoy the more intense eye candy!
1st
December 2002
Space
Birdz v.009a
Not a massive update but here's what's new anyway:
I forgot to enable the load screen in the last version,
but i wasn't happy using ddraw and d3d in the same exe so
i've re-done it all.
I decided i needed a better picture that would fit on a
square texture, and combined that with the oldskool de-packing
bars which on their own had caused alarm to un-suspecting
n00bs.
(It's the same picture that i've put on the Main
page.)
I took a look at implementing Alt-Tab, but it's an awkward
change right now, hopefully for version .01a!
Website changes: Updated
the Screenshots which were
ancient.
Learn't some PHP and added a Leech counter so i can see
how many people are downloading my game.
23rd
November 2002
Space
Birdz v.008a
here's what's new:
Updated the particle system so particles can vary in size
and change size over time ... slower but looks nicer :)
Created a new particle system that renders sparks.
Changed many of the effects to incorporate the new particle
stuff, and used some nicer looking textures.
(the early enemies are supposed to scatter feathers, but
they probably look more like autumn leaves) :\
Started to implement a new bonus system where the player
is awarded points for destroying enemies in a special way
or during a specific attack pattern. The bonus points appear
temporarily on-screen, if you have collected a score multiplier
(x2, x4) then you will recieve even greater bonus points.
(i think scoring will probably be a bit higher in future
versions) The enemies
on certain levels increase in speed as their numbers become
fewer. Put a
fix in to stop the egg swoop enemies going off the sides
of screen so much. Made the
silly spinning space birdz logo change colour.
19th
October 2002
Space
Birdz v.007a Late
as usual, but better late than never. here's what's new:
I re-wrote some of the enemy movement code as it had been
bugging me for a long time and holding back progress. You
should notice some subtle differences from previous versions,
and a not so subtle difference if you reach the last few
levels. ;-)
Created 2 new animated backdrops.
Added some code to let me re-cycle enemies in lots of different
colours.
Fixed a crash bug that effected 2 player mode. Fixed
a debugger crash bug caused by not free-ing the music thread
properly. Added
some music to the starwars scroller. (I made it if you hadn't
guessed.) Fixed
the loading screen for 16/15bit and improved the fake copper
effect. Created
additional levels to pad things out a bit. If you
wipe out the last level it doesn't just kill you anymore,
but loops back to level 1 as it did in earlier versions.
(I know people liked this feature and it also gives them
a chance to knock my name off the highscores) :-\ Shouted
"SPACE BIRDZ" into my microphone, yes that really
is me putting on a daft voice.
(the speech in the previous version was computer generated.) Lots of
much need fixes/additions to the space birdz editor.
6th
September 2002
Space
Birdz v.006a
Sorry
about the H-U-G-E delay! No
feeble excuses this time, all you need to know is i'm back,
and i have been punished severely for my negligent behavior.
This version was put together in a bit of a rush, but i needed to
upload 'something',
as people were starting to think i was dead. (see
forum)
There's a few things i've been working on that aren't exposed yet,
and a few tidy-ups and compatibility fixes needed.
So view this as a intermediate build for now with another following
quite soon. (he says) what's new:
Reduced the delay between losing a life and getting back
into the action, (this has always been a complaint), + a
quick temporary shield is activated as you re-appear. Added
gloss maps to the models. (for now you will need a gfx card
that can handle more than 1 texture stage, but i'll be providing
an alternative)
can someone let me know if a Voodoo 2 can handle this?
Added a new power-up called 'FIRE BOMB' (working title)
that shoots a spread of nine deadly fire bolts when collected.
The mothership now flies into the level leaving a kewl particle
trail. I spent
a bit of time out from spacebirdz making a font utility,
which i then used to make a proportional font for the starwars
scroller. Made a
few adjustments to the warp tunnel in preparation of a sub-game
i've been planning for a long time. Added
a robot proprietor to the shop. (needs a lot of work!) Added
some colourful de-packing bars. (hopefully this will be
appreciated by the ex-Amiga crowd) Added
a loading screen* (an original piece of artwork by the crummy
artist Feeblez)
* may crash if not in 32bit colour! (uses DirectDraw then
switches to D3D) Tweaked
a few sound effects.
21st
May 2002
Spacebirdz
v.005a, On-time!
what's new:
Music maestro! hacked away at mini fmod till i got it working
with direct sound.
(should fix problems anyone had with music in version .003) Composed
a retro acid track, it isn't very good, but has a kewl bit
that sounds like Knight Rider in slow-mo. :-D I've scrapped
the power up 'stack', it was a nice idea but didn't really
work in practice.
so
i totally redesigned the HUD, and added a 'bullet meter'
and E X T R A life bonus letters. Enemies
now have a shield strength, if your weapon isn't powerful
enough to destroy them outright they will flash white. Made each
weapon look and sound unique and added a muzzle flash effect.
(+more bullets for standard weapon.) Made the
Psycho Birdz wings 'grow back' after a short while. Improved
collision detection. Slowed
the rate that the power ups fall and tried to balance the
randomness of them. Composed
a new story for the starwars scroller. Fixed
several bugs but there are still a lot to do with 2 player
modes.
21st
April 2002
Well
here it is at last, Space Birdz v.004a. going
by previous versions i'm 1 month late!
(thanx for pointing that out Daxx909)
As promised:
two player mode is in, it took a lot longer than i thought
it would, and still has a lot of issues to fix, but at least
you can try it out. the shop
now works, but unfortunately the com link to the shop keeper
is on the blink. ;) the comets
are looking better than ever. :) levels
3, 4 and 7 (enemies that follow player) should now play
the same at 50fps frames or 500fps!
This was causing problems for people that insisted on playing
in crappy windowed mode. scrapped
the 'ray effect' that was used for the players shield. (and
for the lame looking stars on the green background)
Implemented a much nicer one, and also tinkered with other
effects like the mothership explosion. modeled
a new enemy type and created a brand new level! (level 8,
try it out :) taken
the music out temporarily as i want to get it working with
DirectSound not Windows Media.
coming soon:
I now know better than to promise stuff ... but things are
improving, and hopefully i will be able to concentrate on
gameplay soon.
20th
February 2002
This
is probably the biggest update ever:
(mostly internal stuff tho)
what's new:
changed the mod playback code to minifmod, and the music
volume is much better now.
It also means i don't have to rely on a dll anymore. :)
minifmod
uses windows multimedia waveout, so may have to change that.
(let me know of any audio problems) re-wrote
the sound engine, which should, in future versions, give
me better control over the sound effects,
and allow multiple channels for things like explosions.
(should hopefully be faster too) changed
the music to yet another one of my ear bleeding creations,
it's just temporary! stomped
the weird crash bug, seemed to be something to do with linking
to the mod dll.
but since i've spotted a few other silly mistakes. seperated
the setup dialog from the main exe reducing it's size slightly.
Settings are now saved! made an
Installer using the kewl Inno Setup 2. (beats the crap out
of install shield and it's free!)
replaced
the score powerups with credits than can be spent later
on in the Star Shop.
please Note: the Star Shop is not functional yet. totally
re-did the warp sequence in full 3D! 8-) remade
the main font so it's a lot clearer, and jazzed it up with
lots of bright colours. added
a couple of instruction screens to the front end. wrote
a plot for the game (subject to change) and coded a star
wars scroller for the intro. added
a new weapon: 'Side Shot', and very useful it can be too. added
a 'Shield Charge' powerup, and extra life powerup that does
nothing! >:)
coming soon:
2 player game + 2 player simultaneous play!!! a working
shop! + i really
must restore the comets which have become a shadow of their
former selves.
added a tick box to the config to create a log file. (by default
there is no log file anymore) added a
tick box to the config to disable the music. (i'm not sure
how much the music effects performance) changed
some of the enemy colours so they look a bit nicer. added a
weird crash bug that's really pea'ing me off. (but the Download
should still be ok) another
negative is that the comets don't look as good as they used
to. (but i know how to fix this :)
20th
January 2002
Welcome
to...
www.spacebirdz.com! I
guess now i've registered a domain name for my game,
that means i'm going to have to finish the bloody thing! (doh!)
Ah well, it keeps
me off the streets. what's new:
added a frames per second (fps) counter to the top left corner
of the screen.
(i don't know why i didn't do this before, but as a result,
i'm less worried about slow frame rates) changed
the config dialog so you can also choose monitor refresh rates
when selecting your mode.
(depends on monitor drivers, especially in Win95/98)
So ideally the fps counter should lock to your monitor refresh
rate (but not in windowed mode :) config dialog
is now visible on task bar. (but i should still do a check
to see if app is already running) mouse pointer
should get hidden in fullscreen. changed
the shield so it flashes just before it runs out, and you
also regain control of your ship.
(this can be exploited as a 'side ramming' tactic) added a
hack to re-skin enemy models, this has resulted in additional
levels! added a
new level and enemy type. (based on an old 8-bit computer
game) tweaked
the effects and enemy bullet speeds, so the game should be
slightly less 'unfair'.
6th
January 2002
Welcome
to...
The Space Birdz Website! (I
got bored over the Christmas break and decided to expand on the
page i had previously) the
Message Board and Guest Book don't work just yet, hopefully i will
have them in soon.
I've also been working away on the game, tweaking the levels,
tweaking the effects, tweaking the sound, and tweaking the playability,
which is hopefully getting better rather than worse. what's
new:
joystick support! new kind
of attack pattern (used in levels 2 and 5) new flare
effects (kewl explosions) changed
the red background to a new green one the enemies
on level 5 plant deadly eggs shield duration
shortened (+ i'll probably change it so you can move a second
before the shield runs out) tarted up
the shield meter the enemies
on level 4 now attack after they have joined the flock
17th
December 2001
what's
new:
fixed the lighting on the models (i don't know if anyone noticed
but it was totally screwed!) models are
now textured rather than being made up of coloured materials.
(which was lame) background
editor added to main space birdz editor. (now the game has
2 different animated backgrounds) mothership
level coded with scrolling defence shield. (level 3) enemy attack
patterns can be 3d(ish) now. (see level 2) also enemies
can now spin and tilt in the X or Y axis. (see level 1/4) new in-game
music composed by me! (ok, it sux) game intro
(heh, kind of) and finally
... lots of changes to the editor which should really benefit
the game over the coming months.
(+ it looks better now, so i'll have to update the screenies)
26th
September 2001
The
editor is now 'functional' and is being used to create the levels
for the game.
With it
i can define enemy formations and attack patterns, and also create
the particle effects.
I've leeched a dance mix of 'Fur Elise' (the original phoenix music),
and i'm using modplug dll rather
than my ropey old mod code to play it.
(the new tune is by someone called 'Rocky')
I've also started work on some new effects to complement my particle
engine,
you can see them in the explosions and when you activate the shield.
I plan to add even more eye candy over the coming weeks...
(unfortunately this won't add anything to the gameplay!) :\
27th
June 2001
I've
been working on Space Birdz for quite a few months now, so why isn't
it finished? (i hear you say)
Well lots of reasons, not just a lack of quality coding time, if
i'm to be honest the design in my head is probably a bit too optimistic.
But this is the game i've wanted to make all my life, so i'm taking
my time to get things right, as i probably won't get another chance
at it.
The last few months i've been working on the Space Birdz Editor!
The editor is starting to look a bit overkill, but my game should
turn out a lot better because of it.
The idea is to have loads of levels each with individual styles
and twists, but not have to code each one seperately.