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Galastar (Work in Progress)

In earth's future, the sun, for some reason, starts to run low on energy, and in a matter of only a few decades, earth will be gone, what do we do? We don't have enough time to make a ship to contain all of the human race, that would take centuries, and we only have decades, we have to find a way to stop the sun from losing it's energy, and for it to continue using energy after that, but how? astronomers were looking to the skies for some source of energy, like a star, to replenish the sun completely, about a year passes with no results of stars that could really help, until one day, they found a star so massive, and so powerful, that it could power the sun as if the sun was just formed! so big...it's the size of a Galaxy, they named it Galactic star, or GalaStar. from studies of it, astronomers have theorized that this star is located at the dead center of the universe, and was probably what was left behind of the Big Bang. The center of the universe though is billions of lightyears away, how would one get there? Well all of the countries came together and formed the ISA (international space administration), and built a spacecraft light enough and fast enough to get to the star, and contain it's energy and back in just enough time before earth would fall to the hands of our collapsed star. Einstein's laws of relativity were disproved, so this ship could move multiple fold the speed of light. However, an Alien race in the andromeda galaxy also knew about this star as well, and they wanted all the power of the epic star to themselves, and didn't care about Earth's fate, these were the Genoxids, from planet Genoxadia. Not only will you have to make it safely to the Galastar and back, but you'll have to fight of hoards of aliens on your way!


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Credit to @spriteattack for helping with the logo and title screen art, it's greatly appreciated! :)

-Gameplay-
Galastar is a retro themed space shoot 'em up, that's mainly 16 bit styled with some exceptions for a few things. The game comes with 5 zones, 5 levels in each zone, with a boss as the final stage of each zone. Each zone has their own theme to it, such as the asteroid zone or the cloud zone, with over 20 different enemies and counting!

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Galastar is early in it's development and is currently in alpha. It still has many features to be worked on before it becomes released to the public, I will be posting videos of it's development over time, only showing the first level however to not spoil anything too major.

-Galastar Sneak Peek Preview 1-



-Galastar Sneak Peek Preview 2-




Feel free to say any of your opinions about it! I'd greatly appreciate it.

Having trouble with your game? Sounds like a personal problem.

Comments

  • TaidakenTaidaken Posts: 271Member
    Are your enemy's spawning or being recycled? And same with the stars and the gunfire from the ships too.
  • ADSentertainmentADSentertainment Posts: 397Member
    edited January 2013
    Taidaken said:

    Are your enemy's spawning or being recycled? And same with the stars and the gunfire from the ships too.

    Enemies are not spawned, they are placed on the screen manually, while the stars are random and guns shoot randomly and with timers I might make most of them have timers though to give them an attack pattern. What do you mean recycled though? As in they wrap through the screen and come back down at you?

    Having trouble with your game? Sounds like a personal problem.

  • DeadlySeriousMediaDeadlySeriousMedia ArizonaPosts: 838Member
    I love vertical shooters! I also really like the way it starts out with the launch pad! Great idea. :)
  • TaidakenTaidaken Posts: 271Member
    edited January 2013
    Recycled, meaning your enemies , once destroyed move off the screen and restart at some point, instead of being spawned every so often from a timer or something. Same with bullets from ships and things, recycling actors helps performance.
  • ADSentertainmentADSentertainment Posts: 397Member
    Taidaken said:

    Recycled, meaning your enemies , once destroyed move off the screen and restart at some point, instead of being spawned every so often from a timer or something. Same with bullets from ships and things, recycling actors helps performance.

    do you mean like, once they leave the visible area of the scene, they get destroyed? I have that, yes, if that's what you're asking. I think I may have forgotten to do that for some enemies though.

    Having trouble with your game? Sounds like a personal problem.

  • ADSentertainmentADSentertainment Posts: 397Member

    I love vertical shooters! I also really like the way it starts out with the launch pad! Great idea. :)

    Thank you!

    Having trouble with your game? Sounds like a personal problem.

  • FINNBOGGFINNBOGG Posts: 1,809Member

    Taidaken said:

    Recycled, meaning your enemies , once destroyed move off the screen and restart at some point, instead of being spawned every so often from a timer or
    something. Same with bullets from ships and things, recycling actors helps performance.

    do you mean like, once they leave the visible area of the scene, they get destroyed? I have that, yes, if that's what you're asking. I think I may have forgotten to do that for some enemies though.
    Actor Bad Ship:

    if self.position y is less than -100.
    change self position y to 720
    change self position x random (10,310)

    That is a recycle.

    I hope I explained that correctly. Im still learning myself.
  • ADSentertainmentADSentertainment Posts: 397Member
    FINNBOGG said:



    Actor Bad Ship:

    if self.position y is less than -100.
    change self position y to 720
    change self position x random (10,310)

    That is a recycle.

    I hope I explained that correctly. Im still learning myself.

    ah, I understand now. no, I do not use that, the entire position of the actors are set up manually and once they leave the visible area are then destroyed. having them move back upwards, or "recycled" would have them interfere with other spaceships.

    Having trouble with your game? Sounds like a personal problem.

  • FINNBOGGFINNBOGG Posts: 1,809Member
    so you are using timers to set up your waves

    Use a timer for one thing.

    Create a attribute integer and call it Waves
    Then tell your timer to

    every 10 secs change Wave to wave+1

    Then set up your waves. Based on what the wave attribute is or will be.

    something like that.

    There are so many ways to do it. My space game is a " dodge everything" not a " shootem up". So Im easily recycling my actors.

  • ADSentertainmentADSentertainment Posts: 397Member
    FINNBOGG said:

    so you are using timers to set up your waves

    Use a timer for one thing.

    Create a attribute integer and call it Waves
    Then tell your timer to

    every 10 secs change Wave to wave+1

    Then set up your waves. Based on what the wave attribute is or will be.

    something like that.

    There are so many ways to do it. My space game is a " dodge everything" not a " shootem up". So Im easily recycling my actors.

    Well I meant manually as in I placed them onto the screen myself. I plan on random and timed spawning for the infinite mode of my game once I start working on it.

    Having trouble with your game? Sounds like a personal problem.

  • FINNBOGGFINNBOGG Posts: 1,809Member
    Maybe someone who is a better at explaining will help you... I think first thing they will need to know exactly what your game style will be like.
  • UtopianGamesUtopianGames Posts: 5,686Member
    A great start but i think it would be better in portrait mode as you can see the enemies quicker as they scroll down (see our shooter template below to see what i mean).

    http://www.deepblueapps.com/vertical-shooter-template/



    Darren.

  • ADSentertainmentADSentertainment Posts: 397Member

    A great start but i think it would be better in portrait mode as you can see the enemies quicker as they scroll down (see our shooter template below to see what i mean).

    http://www.deepblueapps.com/vertical-shooter-template/



    Darren.

    Yeah I know, I'd have to redo a lot of enemies and bosses movement patterns and redo all the levels, it wouldn't be worth it to redo it, Galastar is a large series of games though, so the second game after this I plan on making in portrait mode.

    Having trouble with your game? Sounds like a personal problem.

  • ADSentertainmentADSentertainment Posts: 397Member
    I've been thinking about making some large changes to the level design in Galastar (Thanks for the critique by the way, @quantumsheep!) and I'm going to be boosting the speed of nearly everything. Not only that, but I've been thinking about adding more complex paths for the ships instead of straight down, which is the case for most of the ships, and possibly making them more accurate when shooting, and probably give them different shooting patterns. I've noticed for a long time that Galastar's gameplay has been very short paced. So what do you all think? you can head onto http://youtube.com/adsgames1/ and see the sneak peek previews of it.

    Having trouble with your game? Sounds like a personal problem.

This discussion has been closed.