R-Type style split screen deathmatch!
JamesZeppelin
Member Posts: 1,927
The game play is really straight forward. Each person uses a side of the Ipad to engage in 360º space combat. Photon fire is limited to three shots at a time. Each photon takes a second or so to recharge. This forces a little cat and mouse gameplay.
I love shooters like R-type and Super Turrican. I have always wanted to make a shooter but I think there are just so many already. (which isn't a bad thing i just cant compete)
The idea actually came across while playing air hockey. I love the fact you can just fire it up and play. I thought it would be fun to add that kind of two player quickplay to a space shooter.
Name is still tentative - Starship Vs.
ps.. the planet is just a place holder graphic - didn't create it but it will be replaced by release!
I love shooters like R-type and Super Turrican. I have always wanted to make a shooter but I think there are just so many already. (which isn't a bad thing i just cant compete)
The idea actually came across while playing air hockey. I love the fact you can just fire it up and play. I thought it would be fun to add that kind of two player quickplay to a space shooter.
Name is still tentative - Starship Vs.
ps.. the planet is just a place holder graphic - didn't create it but it will be replaced by release!
Comments
When I first saw the iPad, I was excited about the possibilities vis-a-vis multiple players. It takes advantage of the extra screen estate and marks it out as different from iPhone games!
Was planning Vs. versions of some upcoming games for iPad, but wasn't sure how or if they'd work!
Glad to see you thinking about iPad specific features though! Much better than just upscaling the graphics, eh?!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Cheers, Weswog
My son and i have played the heck out of glow hockey!
feels surprisingly natural and un confined.
@chaser
Glare doesn't seem to be a problem
I have tested it in different light scenarios and it seems fine.
Exception of course outside in the sun, but nothing plays great in direct sunlight.
Even though it doesn't seem to be a factor, i tried to make the game elements as contrasting as possible. Games where the background art is as busy as the content drive me crazy anyways.
I may add a few more maps too. Just gotta find motivation to paint a few thousand more stars lol
You mentioned that the planet is just placeholder art...
Here is a great tutorial to create your own planet in Photoshop:
http://9tutorials.com/2007/06/20/make-a-real-planet.html
Here is another tutorial for creating a nice looking starfield in Photoshop:
http://www.webdesign.org/photoshop/articles/make-a-realistic-star-field.3811.html
Also, I find these Flaming Pear Photoshop plug-ins invaluable when creating space-themed artwork:
LunarCell, which creates beautiful, instant, random, planets:
http://www.flamingpear.com/lunarcell.html
And:
Glitterato, which creates beautiful, instant, random, nebulae and galaxies.:
http://www.flamingpear.com/glitterato.html
And:
SolarCell, which creates suns, eclipses, and light flares. (not as good as the first two, but can be handy)
http://www.flamingpear.com/solarcell.html
You can buy all three as a "Space Bundle" for US$59...
Totally worth it, in my opinion.
Just in case your hand is cramping up from painting stars...
Yeah I'm pretty excited!
I've spent a lot time on all the graphics and mechanics.
Seems a little risky to put this much work into something that doesn't have a single player campaign but i hope people like it. I think its fairly original.
Is there any way to make a single player system? Could you have bad guys that use vectorToAngle with magnitude or something for AI. So you could have them accelerate towards you using vectorToAngle and use magnitude to control the rate of acceleration so that they accelerate more when farther away. Or you could use a timer with random that switches an attribute called game.Attack. When game.attack is true have the enemy accelerate towards you and fire at you and when game.attack is false have the bad guy accelerate away from you. This could even be triggered by a hit from your weapon. So he attacks until you hit him, then he "retreats" for a random amount of time and then attacks again until hit again.
Anyways, looks great!
Just too bad we don't have bluetooth capabilities. I could see that being a big factor even though people dont use the feature as much as they wanna think they do lol
At best i download something with 2 player bluetooth fire it up and say cool it works and never use it again. Could just be me.
4 player online matchup would be killer though!
Yeah i was thinking about something like that.
Before i kind of locked down the play area I was thinking about doing something in the options that let you drag the joystick and buttons wherever you wanted. Then have that those attributes save for total customization.
Unfortunately the placement effects level design on this game. I dont want a scenario where someone can hide behind their hand.
So I thought i'd share a couple new screens.
The UI has changed a little and the art is pretty much done.
Just gotta do the music.
I am working to give it that 80s rock vibe with a hint of top gun theme to fit the very much robotech / star blazers style.
And good on you for resurrecting an old thread rather than make a new one!
Good luck with it! Love the idea of a Top Gun 80s rock soundtrack!
You can be my wingman anytime,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Submitting tonight
the video is from a near complete version
Cheers and good luck, looks great!
Shhh... dont tell anyone but i actually used "another" engine to make the iphone version so i could use wi-fi. I had to pretty much code it from scratch but it is nearly done. two devices can locate each other and it seems to work so far.
I anticipate a couple weeks to really clean it up.
I really want to focus on the Ipad one first though. Apple seems to be pushing these splitscreen games so now is perfect timing.
DAMN YOU !!!!
Good luck with it mate - what did you use for the iPhone version?
I've been looking at Corona (as have most it seems) and it looks interesting. I'm not sure about the scripting, though it'd be good for me to learn it as it'd be another string to my bow in my profession...
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
;P
@qs the documentation alone says it all about Corona and they understand the concept of a beta.
I used unity for the iPhone.
It works quite well for 2d even in 3d.
You can set all the actors to ignore the z axis. That's basically how games like zombieville are made in unity.
It's so much work. Even though there is an editor it is all scripting. I have been doing pretty much everything in js but you can use other types. The editor is really just for organization.
This game was a fairly quick one though as it doesn't contain much and the art and music are already done.
I actually found a template with the wifi settings to pull apart.
I'm not that great with scripts but luckily there is enough open source stuff to dig through.
It is now submitted and waiting review
I think ive worn this thread down over the last three months lol
At least i didnt start a new thread every month though...
If you didnt catch it there is a video of the gameplay above (not the youtube of Top Gun)
Also thanks FMG for the great adobe links!!
I suggest just about anyone scroll up and check those out!!