StarFire Game
xacto
Member Posts: 146
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
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
Comments
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
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"
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.
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!
Nice game! It's coming along nicely!
I particularly liked the music in the background, where did you find it?
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.
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!
How does one go about becoming a Sous Chef?
Just curious...
Thanks,
- danrel
Example: it use to BLINK and was set the player to be indestructible.
Any ideas on code change that would effect this?
Thanks!
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.
- 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
- 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
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...
Besides this I like your game a lot !
http://gamesalad.com/game/play/8901
http://gamesalad.com/game/play/8901
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
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.
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
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!
- 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.
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StarFire
http://gamesalad.com/game/play/8901
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
Thank you... I am going to add this to the top of the list!
- 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...
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StarFire
http://gamesalad.com/game/play/8901