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