StarFire Game

xactoxacto Member Posts: 146
edited November -1 in Announce Your Game!
StarFire
http://gamesalad.com/game/play/1838

StarFire is a traditional arcade space shooter.
Please let me know if you have any comments, suggestions or requests.
I am new to coding, so any help here would be much appreciated. :)

Cheers,
Xacto
«1

Comments

  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Coolness.

    The player actor can be destroyed when it loads to position after respawn. It needs an invincible state while it loads.
    If you fire a stream of bullets in the line of your load path, they collide with your player and each other when you respawn. You can take off the Collidable property off the bullet. It will still do the explosions and enemy destroying when it collides. It just won't physically affect each other.

    Check the wiki how-tos for some more tips.
    http://gamesalad.com/wiki/how_tos

    Particularly:
    http://gamesalad.com/wiki/how_to_gsc_temp_invincible_spawn
  • xactoxacto Member Posts: 146
    Ok, perfect!

    I took the collide off of all weapons, so this works much better.

    I wanted to tackle the blinking Player as it descends down to its starting point. The only thing I do not get in the wiki example is where it says:

    Set the value to Color → Alpha plus 1 all mod 2. This will toggle the value to 0 or 1.

    I understand how select the alpha +1, however how do I add "all mod 2"? Is this a menu item?
    Do I just write the code manually? "(self.color.alpha)+1%2"
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    if you take a look at the image the function is there as (self.color.alpha+1)%2

    The wording may be incorrect,but not sure how to word it. Though of course the self.color.alpha needs to be selected as an attribute, but the rest can be typed in manually.

    Maybe to clear it up, I should explain that the value of Alpha should be 0 or 1, and a quick way to set that in an expression is to use %2 (mod 2) after incrementing the Alpha. This is because 0%2 = 0, 1%2 = 1, and 2%2 = 0.
  • xactoxacto Member Posts: 146
    OK, the blinking part is working. The invincible part is working somewhat... but when I upload the app, it acts differently. My player sometimes disappears for no reason at all. (whoohoo!) I am not sure if I set this up properly.

    Here is a quick overview on what I did.

    I created a global variable called invincible. I changed it to 1 when it blinks (timer) for 3 seconds.

    I then created a rule that resets the invincible back to 0 after 3.5 seconds. It seems a strange way of doing this but this was the only way I could make it work.

    I then took all my player collision code and placed it in a rule that checks to see if invincible=0
    (I did play around with changing the collision attribute in the PLAYER instead, but could not get this to work.)

    Again, I am sure there is an easier way of doing this. :(

    Thanks for your help!
  • butterbeanbutterbean Member Posts: 4,315
    Xacto

    Nice game! It's coming along nicely!
    I particularly liked the music in the background, where did you find it?

    :)
  • xactoxacto Member Posts: 146
    Ok, that was awesome... I just loaded starfire on the iPhone. How cool is this!!!!

    Anyhoo... I noticed that my load time was VERY long at the beginning on the iphone. Is there a way to have a LOADER so it can tell people that it is loading? I thought it crashed my phone, so I kept reseting the phone each time.
  • danreldanrel Member Posts: 28
    xacto,

    Just out of curiosity how did you manage to get starfire on your iPhone? If there is some way to do so that is openly known, I apologize in advance. It's been a while since I've been on the forums :)

    BTW - starfire is shaping up to be quite the quality shooter. Keep up the great work!
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Its a Sous Chef perk.
  • danreldanrel Member Posts: 28
    CodeMonkey,

    How does one go about becoming a Sous Chef?

    Just curious...

    Thanks,

    - danrel
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    We hand picked them for things they have done. But we are holding off on adding any more for now.
  • xactoxacto Member Posts: 146
    Just noticed that part of my game no longer works... it looks like the "move player into place" no longer works.
    Example: it use to BLINK and was set the player to be indestructible.

    Any ideas on code change that would effect this?

    Thanks!
  • xactoxacto Member Posts: 146
    Hmmm... looks like there are more issues. I noticed that my collisions on not always working like they are suppose to... once in a while my collisions do not register. Strange thing is it seems random.
  • xactoxacto Member Posts: 146
    Now works with new version. (re-spawn works like it is suppose to)

    NEW IN VERSION 0.18:
    Added a Space Man that ejects out of the spaceship when destroyed (with cool heart beat sound for drama).
    Try to rescue him for extra life - make it quick before he runs out of air.
  • xactoxacto Member Posts: 146
    NEW IN VERSION b.28:
    - New enemy added; space orb that shoots guided missiles at 1000/2000/3000 pts
    - Updated spawn times and formations. (this was a test, will make it progressive in future updates)
    - Now fired lasers have a small explosion when they hit enemy lasers.
    - Added animation to the ejected space man.
    - Cleaned up code
  • xactoxacto Member Posts: 146
    NEW IN VERSION b.39
    - New intro music; made it more moody. (will need to re-do level 1 music to match its cadence)
    - Created a start screen interface.
    - Completely redone starfield, now with 3 layers moving at different speeds.
    - Added space artifacts randomly throughout the game.
    - Enemy spawn formations tweaked.
    - Guided missile now faster and smarter.
    - New game ending with score

    http://gamesalad.com/game/play/8901
  • butterbeanbutterbean Member Posts: 4,315
    Very nice! I love what you've done with the background, it looks nice with the 3 layers, very cool!
  • SDMGSDMG Member Posts: 280
    Hi xacto,

    looks like your menu at the bottom is movable ;) it started moving when i collided with it...
    ... and when i move my player to the left outside the screen i wasn't able to move him back...
    the game went on but my player was gone...
  • SDMGSDMG Member Posts: 280
    ... when you die and your player is invincible you are no longer colliding with the screen border and you can move behind your bottom menu....

    Besides this I like your game a lot !
  • xactoxacto Member Posts: 146
    SDMG, ah, yes... will fix this in the next update - thanks for pointing this out!
  • SDMGSDMG Member Posts: 280
    (sorry) ;)...but when you die... as long as your player is blinking (invincible) you can still go off the screen... the left border of the screen doesn't collide with my player as long as i am invincible...
  • xactoxacto Member Posts: 146
    SMD, thanks for pointing these out... I believe it is now fixed. (crossing fingers) Let me know if you find anything else.

    http://gamesalad.com/game/play/8901
  • quantumsheepquantumsheep Member Posts: 8,188
    Hey Xacto - always liked your game - looks ace :)

    I couldn't play it though till recently, and having done so (quite a bit actually) here's my $0.02 worth ;)

    It's a bit hard isn't it? Even on a laptop with a solid keyboard, I keep dying and dying. Think of the poor souls with an ipod/iphone and non-tactile button presses! Are you thinking at all of making it start a bit easier, ease the player into the game a little maybe before those hard alien bastards start shooting horribly fast? ;)

    I love the spaceman that you have to pick up - awesome stuff and a very nice touch! Indeed, I did a similar thing on one of my games, except the spacemen get ejected out of the enemy spaceships and in my game, they're just for show. Great minds think alike though, eh? (and, er, so do ours!).

    The change in image for your spaceship looks a bit off to me - the ship tilts at an angle left or right and yet you're still shooting straight up. Nit-picking I know, but when the rest of the game is this good... :)

    Looking forward to how you tweak and improve the game - it's got a solid foundation though! Nice one mate :)

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • xactoxacto Member Posts: 146
    Quantumsheep,

    Thanks for the input - much appreciated!!!

    Yes, I have to make the levels now... and hopefully I can make it progressive. I wanted to make at least one more enemy before I jumped in. It is funny, I was always thinking this was much too easy (this is why testing is good)... what can I do to make this harder? I started an awesome BOSS level that should be out soon.

    As for the ship... my original intent was for the player to be able to shoot at angles (thus the hard turn)... not sure now how this would feel now that the game has a good feel. Maybe I will create a Crystal Powerup real quick and have people try it.

    Any more ideas you have, please let me know.
  • quantumsheepquantumsheep Member Posts: 8,188
    Yep, I like to use the first level as a 'test' area - all the game mechanics go into that one level till they all work, THEN the level building begins proper!

    Don't worry about me finding it hard - I'm getting on a bit, so EVERYTHING's harder to do ;)

    The movement of your ship is awesome btw - feels very good!

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • butterbeanbutterbean Member Posts: 4,315
    Xacto, I do agree with Quantum on the difficulty, that 1st level should be a higher level, reminds me of the good ol' days of the NES.... now there are more casual gamers, especially with the iphone, so making it a bit easier would probably satisfy the casual gamer userbase, especially with gaming on the go, you want instant gratification, not instant death :)

    But I love your game, and can't wait to see how it progresses....! Love the movement of your ship, and it feels like a great old school shooter but with nicer graphics gameplay! :)

    I'm doing that for my game too, working on all the game mechanics, then will start level building once all the player attributes and enemy attributes are in order, then the level building is the fun, creative, easy part! :)
  • xactoxacto Member Posts: 146
    NEW IN VERSION b.50

    - Reduced hitpoints on borgs
    - Slowed down Seekers a bit
    - Created new BOSS!!

    The Boss will spawn after two levels... made it easy so people can give it a test.
    Let me know if it is too easy (too hard?), if he shoots too much or if his hitpoints seem ok

    I am still working on his movement AI... need to make it a little more random in nature and trying to make it rotate towards actor.

    --------------------------------
    StarFire
    http://gamesalad.com/game/play/8901
  • quantumsheepquantumsheep Member Posts: 8,188
    "made it easy" he says... HA!

    I am getting OLD.

    To be honest mate, yours is one of my faves that I've played, even though I'm a bit rubbish at it! Fantastic stuff, definitely an app store purchase for me! :)

    Some things that personally I would like (but remember, I'm old, and you kids are SO much better at these here video games):

    1. Reduce the rate of fire on the enemies.

    2. Have the ejected spaceman bounce off the edges rather than drift off where you can't reach him.

    3. Give the boss a health bar so you can see how close you are to defeating him.

    Other than that, awesome stuff!

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • xactoxacto Member Posts: 146
    Quantum,
    Thank you... I am going to add this to the top of the list! :)
  • xactoxacto Member Posts: 146
    NEW IN VERSION: b51

    - Adjusted timing before enemy engages the player; now pause a bit before it attacks
    - New sound tract for BOSS
    - New movement routine for BOSS
    - Boss will now rotate and aim at player
    - New deadly weapon for boss (too easy?)
    - Spaceman now bounces off the edge of the screen
    - Spaceman now only has 10 seconds of air, grab-em before it is too late
    - added a cheat: press "1" for main weapon and "2" for doubl-shot. (this is for testing, but will be able to select different weapons once you collect the proper power-crystal.)

    ...more to come...

    --------------------------------
    StarFire
    http://gamesalad.com/game/play/8901
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