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Orbital Sniper v1.20 for Windows

File Summary

File Orbital Sniper
Version 1.2
File size 1.05 MB
Release date July 15
Release year 2002
Type Video game
Platform Windows
License Freeware

Game Summary

Developer Jari Komppa
Publisher Jari Komppa
Original release date
Original release year [[:Finnish games:|]]
Genre Action
Subgenre Shooter
Series [[:Finnish games:|]]
Article Orbital Sniper
Website {{{Website}}}


Orbital Sniper Gameplay screen.jpg
Orbital Sniper Title screen.jpg

[[{{{More screenshots}}}|More screenshots]]



//  Snipe2d ludum dare 48h compo entry
//  Jari Komppa aka Sol 
// License
//     This software is provided 'as-is', without any express or implied
//     warranty.    In no event will the authors be held liable for any damages
//     arising from the use of this software.
//     Permission is granted to anyone to use this software for any purpose,
//     including commercial applications, and to alter it and redistribute it
//     freely, subject to the following restrictions:
//     1. The origin of this software must not be misrepresented; you must not
//        claim that you wrote the original software. If you use this software
//        in a product, an acknowledgment in the product documentation would be
//        appreciated but is not required.
//     2. Altered source versions must be plainly marked as such, and must not be
//        misrepresented as being the original software.
//     3. This notice may not be removed or altered from any source distribution.
// (eg. same as ZLIB license)
// Houses are taken from a satellite picture of glasgow.
// The sources are a mess, as I didn't even try to do anything
// really organized here.. and hey, it's a 48h compo =)

Orbital Sniper

Welcome to utopia.
The year is 2174, and you have been ordered to function as an
orbital sniper. In your world there's just three kinds of people:
VIPs, dissidents and normal citizens. VIPs run the world: they must
not come to harm. Dissidents must die. If a commoner or two gets
wasted in progress, it'll count against you when your post ends.

You were a normal citizen only moments ago. If you manage to prove
yourself and keep VIPs safe in your area, they might make you
a VIP. Or do poorly enough and they might decide that you're the

On screen, VIPs are designated blue, threats are designated red
and the normal folk are white.

You control the target with mouse; right-drag or use mouse wheel
to zoom. Different zoom modes are useful for different things.
Zoom full out to see the whole situation at a glance (with all
that useless clutter removed), or zoom full in for better aiming.
Several levels of zoom in between give different information.

Left click fires your gun (which is based on some new physics laws
that we haven't invented yet, as the target is destroyed instantly).
The gun reloads for three seconds, so make sure you hit.

A typical game round lasts for about 4 minutes. It starts out easy,
but gets rather nasty later on.

Comments etc can be tossed my way; my current email address
is jari.komppa@kolu****.fi, but you can find me at even if that changes.


-- 8< -- 8< --
Version 1.20
Top view now shows connections, and otherwise gameplay has been
tweaked a bit.

Version 1.12
Spawn point location finder had one wrong variable..

Version 1.11
Stupid mistake made it possible to spawn several VIPs at once.

Version 1.10
- Click to restart the game
- Made it less probable for more than 1 VIP to stroll around
- Made the game easier

-- 8< -- 8< --

Build log


contest begins

I manage to drag myself out of bed, with a great idea of a game if it has a 'gravity' theme, and
find that it's 'guardian'. Ponder upon several ideas, take a walk.

Start drawing a city map. Set up SDL. Find out that SDL doesn't have a stretch blit. Decide
to write my own. First version done, I'm hungry.

Start cooking pancakes.

Get the great idea to keep a log

Damn, cooking these pancakes takes a long time.

Armed with a batch of pancakes, strawberry jam and prototype zoomer, I start working on mouse control.

Mental note: buy dronningholm jam next time.

Mouse control implemented + clippings & unreal dither implemented in zoomer

fixed some bugs in unreal dither reading outside image, added crosshairs & wobble

Working on writer, found that SDL's SDL_MUSTLOCK macro doesn't work.

Blitting from one 8bit surface, changing palette, blitting again doesn't work. Have to make
several copies of font..

Split source base into several source files.

Made prototype sprite stuff

drew AI waypoint map

did tracing code for AI waypoints

posted first screenshot in ludum dare

designed AI data structure; time to cook something.. omelet, ham, potatoes.

Done eating finally, going to mix some drink and then I'll work on AI behaviors.

Pedestrian AI is somewhat finished

Did a simple shooting animation

Drew logo screen

Created the game end screen


Did preliminary VIP and bad guy spawns, fixed a bug in clipper with a kludge
(too tired to think, really). Only real thing left before calling this
a game are the VIP and bad guys' AI:s. I'm calling it a day.

About 18 hours to go, I manage to drag my self up the bed again. I was wrong
when I whined about the competition hours.. these are just about optimal for

Made different zoom levels more sensible & made it so that camera wobble 
doesn't affect HUD stuff -> now there's a point in zooming extremely
out (find VIPs and threats fast) and extremely in (actually hit someone)

Added mouse wheel support (for zoom)


VIP and bad guys AIs done. Tweaked the target and spawn times a bit.

Added different game over reasons, fixed couple bugs. The game is now
playable, about 23 hours after the first lines of code. Time to start
cooking again..

Made enough pasta sauce for a family of 4. Oh dear. Dug up my old and 
amazingly crappy microphone, downloaded goldwave and recorded some sounds.

Added sound. Next up is alpha blended, scaling sprite routines. Joy.

Avoiding the abovementioned task, added some stats to the game over screen.

Took a shower.

Sprites plugged in

Added screen border indicators. Time to try a release build for the first

Mixed some more drink, loaded the laundry machine and put it on, played
around a bit with the target display.

Added target information screens

Hunting a mystery bug.. only occurs in release mode.

Hm. Using release mode + fullscreen crashed the system so totally that I 
lost the contents of the main cpp file at least. I have no idea how
much had happened after my last backup. I at least lost sound and all the
tweaking I did to the game settings. ARGH!

Since the game didn't crash anymore, I just have to hope that the crash
was caused by the audio system. Oh dear. Which I'll now start to recode.

Audio re-implemented

Managed to get it to crash in fullscreen again, but not in windowed mode,
and SDL happily just kills off the application without letting me debug
if we're in fullscreen. Joy.

Made the fullscren mode also a software surface, doesn't seem to crash
anymore. Probably a rare overflow somewhere. =(

Changed sprite drawing so that it'll draw slightly outside the screen -
clipping is performed per pixel but who cares, we have CPU power..
The clipping was done earlier, so that's not the cause of the bug.

ARGH! crashed again.

Managed to crash in windowed mode: AIs were trying to use wrong waypoints
in some obscure case.

Ran physics loop at 10x speed for several minutes in fullscreen release mode
and nothing crashed, so I'd guess the AI stuff is fixed now. I'm fairly
confident (fingers crossed) that that was it. Next up: packaging &

Finished, now I'll just zip it up and toss it away..

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