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This is resource KIFK1K0, a Archived Thread.
Discovered:3/11 -2008 23:55:39

Ended:4/11 -2008 07:30:35

Checked:6/11 -2008 09:47:57

Original location: http://cgi.4chan.org/f/res/843870.html
Recognized format: Yes, thread post count is 9.
Discovered flash files: 1





 File :[SuperUltraCloudteroidBlaster.swf] - (139 KB)
[_] [G] SuperUltraCloudteroidBlaster Anonymous 11/03/08(Mon)17:33 No.843870

  prototype of my ver scroll shmup. doesn't have sound, yet.
  cloudteroids and your laser escalate as the game progresses.

  I want to add missiles, but I can't figure out how to get them to chase the cloudteroids. need
  chasing codes.
  I want to add super-cloudteroids that can shoot (bullets) at the player's current location. need
  targeting codes.

>> [_] Anonymous 11/03/08(Mon)18:56 No.843902

     boring after so many points you can just sit in the middle holding the space button down

>> [_] Anonymous 11/03/08(Mon)19:18 No.843916

     the fact that it takes multiple shots to take down regular blobs makes it irritating, add more
     enemies, alot of 1-shottables, and some of your cloudteroids or whatever. make more
     interesting terrain, powerups are a must for these types - unlss you plan to go galaga, but
     then you're gonna need some ultracool sound effects.

     work on AI, add a stage boss and some kind of ending to a wave that would bring the transition
     to the next. adding more harder enemies and all that good stuff. but never let it get 'too'
     hard.

     since we're in space, perhaps some debris and undestroyables.

     really, something to make it more interesting is all you need.

     more fluid movements and animation (such as banking left and right), for you, and the enemies
     as well. slap on your genericshooterstoryline and you got yourself a game

>> [_] Anonymous 11/03/08(Mon)20:18 No.843937

     This game is like the anti-Touhou. It's ugly, it has no soundtrack or SFX, and instead of
     making me weep with frustration in bores me to tears.

>> [_] Anonymous 11/03/08(Mon)21:16 No.843952

     Some tips from me:
     Some onscreen indicator of when the weaponry gets powered up, without reading this page i
     wouldnt have known it increases, as i got bored after after about 30 seconds and stopped. With
     some promise of greater power i would have carried on.

     The game wasnt able to handle itself once i was up to 7 bullets, lag like fuck when firing
     from the bottom of the screen

     as for chasing code, i havent written actionscript for ages, but the logic should be something
     like
     next frame pos = last frame pos + (current speed + a fraction of the distance to enemy)
     the size of the fraction determines how 'responsive' the missiles are

>> [_] Anonymous 11/03/08(Mon)21:35 No.843957

     >>843952
     that pseudo-code is exactly what I have in mind, but I'm having trouble wrapping my head
     around the array thing I'm using to run the Cloudteroid spawning. how do I make a missile pick
     a target from a variable number of them? (this might help me write code to clear the screen of
     enemies on restart)
     also how would I go about animating the missile pointing at the direction it is moving?

     no idea what is causing your lag, could it be the mass of PSD sprites? or how about the
     2400x300 PSD that's the scrolling background?

     >>843916
     this is a prototype, I'm doing the hard stuff first, coding and design. in addition to
     animation, I'm planning patterned waves of iron roids that you have to dodge, boss roids with
     nebulus tentacle attacks, and many choices on what kind of laser/missile upgrades you can
     obtain from the powerups that will spawn from destroying certain sets of roid

     >>843937
     print out a screen shot on some toilet paper and wipe those tears away!

>> [_] Anonymous 11/03/08(Mon)21:35 No.843958

     Download Tyrian if you need some inspiration. I loved that game.

>> [_] Anonymous 11/03/08(Mon)21:48 No.843964

     >>843957
     youll porbably have to calculate the position of all enemies on screen upon firing, then
     extrapolate closest target

     i was up to 7 bullets, at the bottom of the screen thats lots at once, at that stage inn the
     game thats also a lot of enemies, also i noticed the off-screen draw at the top, enemies spawn
     in a whole screen higher than the player can see usually (squash the window up to see), so a
     whole bunch of enemies that are being dealt with by the process, that arent even interactive
     yet; tho there is no doubt a reason for this
     it all adds up

     for a better background effect, how about a couple of layers of white/coloured dots over a
     black background, scrolling diffetne speed for a parallax effect

>> [_] Anonymous 11/03/08(Mon)23:59 No.844016

     >>843958

     >Download Touhou if you need some inspiration. I loved that game.

     Fixed



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Created: 3/11 -2008 23:55:39 Last modified: 16/11 -2008 17:35:22 Server time: 18/05 -2024 18:49:36