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NaGaCreMo / Missile Command Clone | NaGaCreMo 2016

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mrradd
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 8th Jan 2016 15:48 Edited at: 3rd Mar 2016 16:58
Hello,

So this is my first app I am actually trying to make, and complete. Why Missile Command and why a clone? When I was a kid in the 90s Missile Command was the first arcade game I ever played and I loved it. The Android market also lacks a pure-ish homage to the original. It just made sense. This is made in Tier 1--for now. Generally I have been using Tier 2, but thought I would challenge myself and use Tier 1 instead. Going from OOP to Procedural has been a fun and painful journey; especially the debugging since it is still in its infancy. It's made me a better programmer for sure. I hope you enjoy this early iteration.

How to play: Protect the cities and your missile launchers. Tap to launch a missile and intercept incoming missiles. You can blow up your own buildings and missile launchers, so be careful; this is by design and makes it more challenging. A direct hit (missile-on-missile) scores 500 points, missile proximity hits score 100 points.

Download
APK (v0.4.1)

EDIT: I decided to name it "Missile Commandish".
mrradd
2
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Location: CA, USA
Posted: 8th Jan 2016 20:11 Edited at: 1st Mar 2016 23:26
Screen shot from AppGameKit Debug Mode (Missile Commandish v0.4.1)

Title Screen sans title


In-Game
SoftMotion3D
AGK Developer
12
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Jan 2016 02:03
i dont have anything to test it but it looks good.
are the orange squares explosions? I think if you used the particle commands for your explosions you could get some really nice visuals....

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mrradd
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 9th Jan 2016 02:30 Edited at: 9th Jan 2016 02:32
You're right it would be cool. I still need to replace the squares with actual images eventually. Currently the explosions start the size of the missile and expand to a much larger size over time; particles could definitely add to that.
SoftMotion3D
AGK Developer
12
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Jan 2016 03:26
Quote: "I still need to replace the squares with actual images eventually."

thats what i thought... I too like to code along and replace graphics later. In my blocky game i still have lots of uv mapping messed up and texturing wrong.... heck i even borrowed a minecraft skin just so i could have something to code with I figure that 90% of a game is the artwork that goes into it. Programming it is a small fraction. Its nice to get the coding done out of the way!

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mrradd
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Location: CA, USA
Posted: 9th Jan 2016 05:40
Coding is the fun part to me. Assets and art are the boring/tedious parts, but the only part users care about. If I thought people would want to download it I would ship it out with squares hahaha.
mrradd
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Location: CA, USA
Posted: 21st Jan 2016 20:06 Edited at: 21st Jan 2016 20:33
I updated it with new sprites and sounds. I am also implementing a rudimentary "level" system. I still have many things I want to implement, and definitely smooth out like the way levels end abruptly. I think it is coming along decently, though.

I used BFXR for sounds and Piskel for sprites.

Download Version 0.2.1 EXE and APK
blink0k
AGK Developer
4
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 21st Jan 2016 22:28
looking good. fun to play. some logic to choose the nearest turret to fire would be cool

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mrradd
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Location: CA, USA
Posted: 21st Jan 2016 22:47
Quote: "looking good. fun to play. some logic to choose the nearest turret to fire would be cool"

Selecting the nearest turret should be a simple change. I was thinking of making it so that each turret has a set amount of ammo like the original game does; I'm not sure, though.
Thanks, for testing it out! I really appreciate it.
blink0k
AGK Developer
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Location: the land of oz
Posted: 25th Jan 2016 04:49 Edited at: 27th Jan 2016 22:48
i'll keep an eye on this one...good luck

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mrradd
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Location: CA, USA
Posted: 25th Jan 2016 16:49
mrradd
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 1st Feb 2016 07:38 Edited at: 1st Feb 2016 07:41
blink0k
AGK Developer
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 1st Feb 2016 07:57
Fantastic! Lots of fun and very challenging. Trying to get two missiles with the one bullet is tricky! The 8bit old skool feel is great too. nice effects and the sound suit it perfectly

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mrradd
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Location: CA, USA
Posted: 1st Feb 2016 08:03
@blink0k Thanks! It means a lot when someone says they like your work.
Yodaman Jer
User Banned
Posted: 2nd Feb 2016 02:43
Good work mrrad!
Slowly compiling code, one byte at a time.
Follow meh blague for more zany thoughts and possibly offensive programming!
SpecTre
Developer
14
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Joined: 24th Feb 2003
Location: UK
Posted: 3rd Feb 2016 10:37
Hey, this is looking really good, don't know how I missed this thread!
I am a big fan of retro games so love this, well done.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
mrradd
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Location: CA, USA
Posted: 9th Feb 2016 19:43
Thanks for the kudos! I'm currently working on making the user experience a more enjoyable, and giving the game a more gradual climb from easy to "Holy crap, wth is happening?!" Just goofing around I was able to get 200 missiles and about 100+ explosions on screen with minimal performance drop. That would never happen in game, but it was a fun benchmark. I'm a fan of unforgiving arcade games which seem to be lacking in the app stores.
mrradd
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 1st Mar 2016 23:14 Edited at: 1st Mar 2016 23:23

More update. Such wow. APK: APK (v0.4.1)

In this update:
Added some pixel art to some menus.
The transition from wave to wave is smoother.
Replaced buttons with text; which, I think, makes it feel more early 80s-ish. Tell me what you think.
Missiles launch from the closest working launcher.
More difficult: Missiles are faster. Buildings persist wave to wave. No more building respawn.
Other stuff.
mrradd
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 5th May 2016 19:12
In the middle of porting over to C++. The project became too tedious in BASIC for what all the things I am doing, so I decided to make life easier and go the object oriented route. Streaming to a device will be sorely missed, though

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