Yeh i knew it was Star Wars but didn't know if it had a title to follow. i.e Star Wars - Revenge of the Sith. Im guessing you mean Star Wars, i.e. the first ever one? As stated though, i never liked the whole idea in youth and didn't 'like' the films, or should i really say, give them a chance until all the modern special effects were there! I have then never bothered to go back and watch the originals!
beefy_clyro said: Yeh i knew it was Star Wars but didn't know if it had a title to follow. i.e Star Wars - Revenge of the Sith. Im guessing you mean Star Wars, i.e. the first ever one? As stated though, i never liked the whole idea in youth and didn't 'like' the films, or should i really say, give them a chance until all the modern special effects were there! I have then never bothered to go back and watch the originals!
*Prepares for a bombardment of abuse*
I do find it amazing that such people exist! But exist they do!
I'll just say the original Star Wars films changed my life. Seriously. They opened up my imagination, introduced me to wonderful characters and situations and moral thoughts etc etc
And they had cool spaceships!
I'd watch them, seriously. It goes to show, in this thread no less, that something is so ingrained in our culture that a scene you've never personally seen has somehow wormed its way into your game!
All i remember is my dad watching them and being a young kid i watched glimpses, i just didn't get it, i remember Luke with his light saber and the storm troopers firing their lasers but it just didn't appeal.
I had once vowed to do a sesh with my mate and watch them all in a weekend but it never materialised, i do however feel i owe it to watch it now so i may just have to do so
quantumsheep said: I'd watch them, seriously. It goes to show, in this thread no less, that something is so ingrained in our culture that a scene you've never personally seen has somehow wormed its way into your game!
How cool is that?
QS
This i agree with. That is awesome, with the small glimpses i had seen in earlier films, a few games i played and some of the later movies i have watched, it has planted enough of a seed to allow my imagination to create this. Incredible really. Obviously i knew of lightsabers and the floating things/orbs and i had just thought it was a good place to start as it fitted my story, i genuinely never knew of this scene though.
QuinnZoneStudios said: Hmmmm... what is this Star Wars you speak of?.....
Yes Beefy, those old movies must have been pretty terrible indeed, lol!
Is that you? What you actually had some part to do with the Star Wars saga?
Let me make this clear, ha, with the 1st film being released in 77, me not being born to 85, probably not even really seeing any Star Wars until say 95, the film would of been 18 years old, to me as a kid into just strictly all thing sport, it seemed terrible, my imagination just didn't get it, thats why i never gave them the time of day. lol.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
haha beefy, No excuse man I was born in 83 and Watched them all numerous times through my childhood. and By god my son is gonna sit and watch them all when he's a little older and a little better prepared for all the killing and what not. LMAO.
I watched a new Hope, the Empire Strikes Back and Return of the Jedi again last month with my new girlfriend. We decided to live together but I told her she had to watch the movies first.
Star Wars has been one of my major inspirations in my childhood. Picture an 8 year old boy in a big cinema watching a huge black screen, looking at big yellow text in a language yet unknown to him. Than some starry sky... A nice a little spaceship... And then a huge Star destroyer almost knocking him of his folding cinema seat. Yup, that was me.
beefy_clyro said: Haha i knew i was in trouble saying that and unfortunately i couldn't dig my way out. I *will* watch them and re-evaluate my opinion.
I love this. The GameSalad community coming together for the common good and forcing someone to watch films!
For the common good ... The GREATER GOOD! I feel part of a cult. haha. Or at least i will once i watch them all
As for the game, good progress i would say. I am still working on the final mission at the moment, just working on the power ups. I got a batch of art last night so piecing them in and seeing where adjustments need to be made. I don't think this final mission is now far off from being complete really. After that, its going back to the last core element of the game, then all the menus and internal screens and its about done.
So i've been wrestling with power ups some more today. One of my proposed ideas has had to be modified as i could get the PU to do what i wanted but it then didn't detect collisions ... This was no good. I have modified it now and am happy with the outcome. I now have 5 of my 6 ready, so far,
Shield - Protects you against the enemy and damages them. Life - If you're life is under full, this will add one on. Helping Orbs - 2 Orbs that orbit the main ship and destroy enemies on contact. Bomb - Double tap anywhere on the screen to activate and this destroys all enemies in play. Back Firing - As well as firing forward , you will now have matching backwards fire.
I want one more PU and haven't fully decided what this will be yet, i have a couple of ideas so will need to test them out.
This part of the game is really starting to push the limits in GS with performance how it is. FPS are at the limit, i can't go any lower really but have a few more bits to implement so its going to be a tight finish. Everything is already recycled etc so we will have to see what performance is like once its complete. The game is for 3GS and above only. Im confident all will be OK.
Hopefully the updates based on performance will improve this game and allow more scope for more polish ... We all love some polish ... Yeehhhh
I don't seem to have achieved much since my art update, yet i seem to have spent many hours on it! Hmmm. Something doesn't seem right there!
Power Ups have continued to be a bit of a pain. Getting them to show when i wanted and to be varied enough wasn't too much of a problem but 1 stupid power up was a nightmare! I tried lots troubleshooting it and just couldn't figure it out .... I started to blame GameSalad as this came after the latest update, 'Oh it must be a bug' ... Lo and Behold, it was my stupid mistake! I was recycling an actor in and out and didn't reset its attributes correctly, instead of changing its self.positionY to self.startY i was merely changing to self.positionY! D'oh! School boy mistake but it took a while to spot, i thought it was my attributes not triggering correctly and had display texts all over the shop! ha.
The next difficulty came with my Bomb Power Up! You double tap anywhere on screen to use a bomb, you can store up to 3 at a time and its all recycled. I struggled with this to get everything functioning correctly, to add to your bomb count, to display that bomb count, for the icon you obtain to disappear and come back when needed, to perform the bomb by double tapping, to display the bomb flash .... Got my head in all kinds of knots, but alas, we get there in the end!
Sooo. now i do truly have, 5 Power Ups behaving exactly as wanted, all interactions, exactly as wanted.
I have also added to the HUD now. Here are a couple of screenshots;
Would love to get custom font scoring in there and will attempt it but i think its going to be too much on FPS. Im already pushing with the constrains on controllers and Power Ups etc.
Im closing in though and the end of this portion is well within reach, i still want/need the following;
Possibility of custom font on scoring 6th Power Up New Music and Sound Effects
Then i just need to decide on how i want to finish this. I know roughly the story of it but i need to translate that to gameplay, this i need to figure out but as long as i get the above completed, I'm not too worried, its all there then ... Just an end to do!
@ beefy-clyro: What is custom font scoring? It sounds like it would help boost the aesthetic value of my game. Now that Steve is dead, it's up to his loyal followers to support the elegance of the iProducts.
synthesis said: Hey beefy. Looking fantastic. Contact me through my furiousApps.com support link. I want to ask you about something.
Thanks mate, its getting there piece by piece. I have contacted you through your support link.
svn said: @ beefy-clyro: What is custom font scoring? It sounds like it would help boost the aesthetic value of my game. Now that Steve is dead, it's up to his loyal followers to support the elegance of the iProducts.
Custom font scoring allows you to use just that ... a custom font on your score, it updates dynamically as normal display text does but with a nice looking font ... If you search custom font from within GS you'll see a demo .. Downside is, it normally uses constrains which does effect FPS and i don't have any of them to spare
You'll also be pleased to know i started my 'Watch all Star Wars' saga today. Im going to watch them in order for the story, not when they were released, i watched 'The Phantom Menace' today and hopefully will get enough time to watch 'Attack of the Clones' tomorrow
Here's a crazy thought (and do bear in mind I've not slept for nearly two days at this point!).
The reason you constrain the images is to update the score depending on something happening that will increase it, right?
So any time a ship gets blown up, the score goes up, and the image automatically changes.
Could you maybe put a rule in your enemies that triggers a global boolean attribute called 'hit', for example, every time they're hit or blown up to 'True'.
Then in your control actor have a rule that says "If 'hit' = true, after .2 seconds change attribute hit to false.
Then, in your score actors, have a rule that says:
If 'Hit = true' CHANGE (rather than constrain) image to score number
Would that work? I have no idea! Try it out maybe, Beefy?
quantumsheep said: Here's a crazy thought (and do bear in mind I've not slept for nearly two days at this point!).
The reason you constrain the images is to update the score depending on something happening that will increase it, right?
So any time a ship gets blown up, the score goes up, and the image automatically changes.
Could you maybe put a rule in your enemies that triggers a global boolean attribute called 'hit', for example, every time they're hit or blown up to 'True'.
Then in your control actor have a rule that says "If 'hit' = true, after .2 seconds change attribute hit to false.
Then, in your score actors, have a rule that says:
If 'Hit = true' CHANGE (rather than constrain) image to score number
Would that work? I have no idea! Try it out maybe, Beefy?
QS
I have thought about this, when the enemy ships are destroyed it does change a global attribute already, so it wouldn't take long to set this up. Once i've got everything else in that i need i will see what I'm left to play with, FPS is a worry at the moment!
What? Why? I thought it would be logical to do it this way, thus giving me a better understanding of the 'Whole' story played out as it is meant to be.
beefy_clyro said: What? Why? I thought it would be logical to do it this way, thus giving me a better understanding of the 'Whole' story played out as it is meant to be.
We spent almost 30 years wondering how the story started! It's cheating starting at the beginning!
Status Update - 11.10.11 (Well now its 12.10.11 in the UK but work was done on the 11th)
Just a little update today. I have gone through and added all music and sound effects, it adds a new edge to the module and I'm very satisfied. With upbeat music that gets you on edge and hectic gameplay, it does get the blood pumping I've also made the Power Up icons move now when they appear which means you have to go searching which could lead you into enemies.
6th Power Up and looking at custom scoring to go ... Almost there. Then depending on performance (especially if it improves on 0.9.8 being patched) I will look at a few extra bits of eye candy.
Side Note .. My Star Wars saga is going well. I watched 'Attack of the Clones' today and hopefully 'Revenge of the Sith' tomorrow.
dhondon said: @beefy_clyro: Got an "Undelivered Mail Returned to Sender". Think you're out of space on your email.
Thanks Tom, just checked, I'm only using 26% of my space at the moment but looking at my control panel i see this message ...
"Customers whose Internet Connection is provided by Virgin Media may find that they are currently unable to access our services.
This is believed to relate to an issue reported by Virgin and so if you are affected we would recommend contacting them for further support on this occasion.
This issue is presently under investigation".
I am with Virgin so maybe this is the issue, in the mean time could you email me at;
Wow, so its been 3 weeks has it? Crikey! Not a huge update on this, i haven't had much time on GameSalad recently and when it has, its tended to be on another project i have started.
I am however, pleased to say that I'm on the final core game mechanic. I have the lightsword mechanic done, i have the brain mechanic done, the spaceship mechanic done and the final battle done. Im now working on the power mechanic. The easiest way to describe this is to think along the lines of angry birds. There will however be no catapult or cannon, you will grab your object and swipe to throw it, once the orb you throw is in the air, you will be able to swipe down to have it come down quicker off its natural course. You will have a set amount of throws per level and a set number of targets to destroy in each level.
So far i have the basic throwing mechanic down, i have the swipe to alter the course down and have coded in the number of shots and targets per level. I have a lot of tidying to do to make it tight to stop multiple presses etc but I'm sure that shouldn't cause too much of a headache .... Hopefully, its always bits that take those kind of comments and shove it right back down where it came from! Ha. I also have a pretty cool camera zoom out on it at the moment for when the orb is launched, again this may require a bit of tidying up as this core mechanic progresses.
Once this section is done, its a bit more story telling, some internal menu screens, bit of gamecenter and you know what ... finish
Comments
*Prepares for a bombardment of abuse*
I'll just say the original Star Wars films changed my life. Seriously. They opened up my imagination, introduced me to wonderful characters and situations and moral thoughts etc etc
And they had cool spaceships!
I'd watch them, seriously. It goes to show, in this thread no less, that something is so ingrained in our culture that a scene you've never personally seen has somehow wormed its way into your game!
How cool is that?
QS
I had once vowed to do a sesh with my mate and watch them all in a weekend but it never materialised, i do however feel i owe it to watch it now so i may just have to do so
Yes Beefy, those old movies must have been pretty terrible indeed, lol!
Let me make this clear, ha, with the 1st film being released in 77, me not being born to 85, probably not even really seeing any Star Wars until say 95, the film would of been 18 years old, to me as a kid into just strictly all thing sport, it seemed terrible, my imagination just didn't get it, thats why i never gave them the time of day. lol.
Did I ever tell you you're my hero?
And yes he will be watch 4,5,&6 before 1-3
@ beefy_clyro Ohhh Beefy-beefy-beefy. Too funny!
@ myself - now back to work :0)
Mike
Star Wars has been one of my major inspirations in my childhood. Picture an 8 year old boy in a big cinema watching a huge black screen, looking at big yellow text in a language yet unknown to him. Than some starry sky... A nice a little spaceship... And then a huge Star destroyer almost knocking him of his folding cinema seat.
Yup, that was me.
To sum it up: Beefy go see them!
Wow! I am your humble slave
AWESOME!
How's the game coming btw?
QS
As for the game, good progress i would say. I am still working on the final mission at the moment, just working on the power ups. I got a batch of art last night so piecing them in and seeing where adjustments need to be made. I don't think this final mission is now far off from being complete really. After that, its going back to the last core element of the game, then all the menus and internal screens and its about done.
So i've been wrestling with power ups some more today. One of my proposed ideas has had to be modified as i could get the PU to do what i wanted but it then didn't detect collisions ... This was no good. I have modified it now and am happy with the outcome. I now have 5 of my 6 ready, so far,
Shield - Protects you against the enemy and damages them.
Life - If you're life is under full, this will add one on.
Helping Orbs - 2 Orbs that orbit the main ship and destroy enemies on contact.
Bomb - Double tap anywhere on the screen to activate and this destroys all enemies in play.
Back Firing - As well as firing forward , you will now have matching backwards fire.
I want one more PU and haven't fully decided what this will be yet, i have a couple of ideas so will need to test them out.
This part of the game is really starting to push the limits in GS with performance how it is. FPS are at the limit, i can't go any lower really but have a few more bits to implement so its going to be a tight finish. Everything is already recycled etc so we will have to see what performance is like once its complete. The game is for 3GS and above only. Im confident all will be OK.
Hopefully the updates based on performance will improve this game and allow more scope for more polish ... We all love some polish ... Yeehhhh
I don't seem to have achieved much since my art update, yet i seem to have spent many hours on it! Hmmm. Something doesn't seem right there!
Power Ups have continued to be a bit of a pain. Getting them to show when i wanted and to be varied enough wasn't too much of a problem but 1 stupid power up was a nightmare! I tried lots troubleshooting it and just couldn't figure it out .... I started to blame GameSalad as this came after the latest update, 'Oh it must be a bug' ... Lo and Behold, it was my stupid mistake! I was recycling an actor in and out and didn't reset its attributes correctly, instead of changing its self.positionY to self.startY i was merely changing to self.positionY! D'oh! School boy mistake but it took a while to spot, i thought it was my attributes not triggering correctly and had display texts all over the shop! ha.
The next difficulty came with my Bomb Power Up! You double tap anywhere on screen to use a bomb, you can store up to 3 at a time and its all recycled. I struggled with this to get everything functioning correctly, to add to your bomb count, to display that bomb count, for the icon you obtain to disappear and come back when needed, to perform the bomb by double tapping, to display the bomb flash .... Got my head in all kinds of knots, but alas, we get there in the end!
Sooo. now i do truly have, 5 Power Ups behaving exactly as wanted, all interactions, exactly as wanted.
I have also added to the HUD now. Here are a couple of screenshots;
Would love to get custom font scoring in there and will attempt it but i think its going to be too much on FPS. Im already pushing with the constrains on controllers and Power Ups etc.
Im closing in though and the end of this portion is well within reach, i still want/need the following;
Possibility of custom font on scoring
6th Power Up
New Music and Sound Effects
Then i just need to decide on how i want to finish this. I know roughly the story of it but i need to translate that to gameplay, this i need to figure out but as long as i get the above completed, I'm not too worried, its all there then ... Just an end to do!
Contact me through my furiousApps.com support link. I want to ask you about something.
You'll also be pleased to know i started my 'Watch all Star Wars' saga today. Im going to watch them in order for the story, not when they were released, i watched 'The Phantom Menace' today and hopefully will get enough time to watch 'Attack of the Clones' tomorrow
The reason you constrain the images is to update the score depending on something happening that will increase it, right?
So any time a ship gets blown up, the score goes up, and the image automatically changes.
Could you maybe put a rule in your enemies that triggers a global boolean attribute called 'hit', for example, every time they're hit or blown up to 'True'.
Then in your control actor have a rule that says "If 'hit' = true, after .2 seconds change attribute hit to false.
Then, in your score actors, have a rule that says:
If 'Hit = true'
CHANGE (rather than constrain) image to score number
Would that work? I have no idea! Try it out maybe, Beefy?
QS
QS
QS
Just a little update today. I have gone through and added all music and sound effects, it adds a new edge to the module and I'm very satisfied. With upbeat music that gets you on edge and hectic gameplay, it does get the blood pumping
I've also made the Power Up icons move now when they appear which means you have to go searching which could lead you into enemies.
6th Power Up and looking at custom scoring to go ... Almost there.
Then depending on performance (especially if it improves on 0.9.8 being patched) I will look at a few extra bits of eye candy.
Side Note .. My Star Wars saga is going well. I watched 'Attack of the Clones' today and hopefully 'Revenge of the Sith' tomorrow.
"Customers whose Internet Connection is provided by Virgin Media may find that they are currently unable to access our services.
This is believed to relate to an issue reported by Virgin and so if you are affected we would recommend contacting them for further support on this occasion.
This issue is presently under investigation".
I am with Virgin so maybe this is the issue, in the mean time could you email me at;
letters_from_u (at) hotmail(dot)com
Cheers
Wow, so its been 3 weeks has it? Crikey! Not a huge update on this, i haven't had much time on GameSalad recently and when it has, its tended to be on another project i have started.
I am however, pleased to say that I'm on the final core game mechanic. I have the lightsword mechanic done, i have the brain mechanic done, the spaceship mechanic done and the final battle done. Im now working on the power mechanic. The easiest way to describe this is to think along the lines of angry birds. There will however be no catapult or cannon, you will grab your object and swipe to throw it, once the orb you throw is in the air, you will be able to swipe down to have it come down quicker off its natural course. You will have a set amount of throws per level and a set number of targets to destroy in each level.
So far i have the basic throwing mechanic down, i have the swipe to alter the course down and have coded in the number of shots and targets per level. I have a lot of tidying to do to make it tight to stop multiple presses etc but I'm sure that shouldn't cause too much of a headache .... Hopefully, its always bits that take those kind of comments and shove it right back down where it came from! Ha. I also have a pretty cool camera zoom out on it at the moment for when the orb is launched, again this may require a bit of tidying up as this core mechanic progresses.
Once this section is done, its a bit more story telling, some internal menu screens, bit of gamecenter and you know what ... finish
QS