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Work in Progress / Scrolling Shooter

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Takeshii
20
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Joined: 15th Feb 2004
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Posted: 4th Aug 2006 12:53 Edited at: 9th Aug 2006 05:07
In my off time I have been working on Scrolling shooter. Yes I know the name is original but if it ever gets to completion, I might name it something serious as this project has been a huge learning experiance for me. Ive been programming on and off for about 2 years now, and never have really stayed dedicated to it, but now I have a project and i'm going to finish it .

Currently features
Fully animated player controlled plane, with smooth tilting from left to right.
Enemy planes are in, but have no AI yet.
Player can shoot bullets and collect powerups from destroyed enemies to boost firepower.
Sounds when you shoot, hit enemies, enemy explosions, and collect powerups.
Random explosions for enemy/player deaths
Score system
Lives/Continues
Basic enemy action/reaction AI.
Advanced AI that enebles enemies to dodge/manuever
Work in Progress

Backround Music
Scrolling Backround

To do / Ideas

Diferent player controlled planes to choose from.
Title screen / Options
Place bosses at the end of each level. Bosses will have signifficantly better AI, and firepower, and will provide a tough fight.
(Idea) Possibly have a money system, where enemies you kill give you money, then have shops where you upgrade your plane between levels.
(Idea) 2-player?
(Idea) Secondary fire modes?
(Idea) Special "Bombs" That damage everything on the screen.

This project is still early in development, and am open to any ideas, dont hold back. Crit my work all you want as long as its constructive, and I can learn from it. thats why im here.

Here are some screenies
NOTE: The planes used right now I ripped from an old arcade game "Strikers" They are placeholders until I make my own. Programming is my priority right now. The bullets and powerups are my work though.



Here are examples of the diferent things you can fire, with the collection of powerups.
The rank 1 bullets (left) are not hard to see in game as they shimmer.

Here is me owning some enemies that cant shoot back.

The score/lives arnt shown on screen yet, but they are there. Still working on an in game interface/hud whatever you want to call it... The red boxes show the boundries till i figure out what i want to do for the hud.

The blue powerups increase how many bullets you can fire. The red ones upgrade the power of the bullets

Dark
Math89
20
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Joined: 23rd Jan 2004
Location: UK
Posted: 4th Aug 2006 14:39
Looks good .
Freddix
AGK Developer
22
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Joined: 19th Sep 2002
Location: France
Posted: 4th Aug 2006 16:37
1941 - 1943 was here ?
nice beginning.

All we have to decide is what to do with the time that is given to us.
Takeshii
20
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Joined: 15th Feb 2004
Location:
Posted: 5th Aug 2006 04:11 Edited at: 5th Aug 2006 07:22
Ive almost finished the scrolling backround for the first level, so a primative demo should be out soon. The first level will be a desert theme and right now im photoshopping up some objects to populate it with. Right now im working on tanks and such, but heres an example of one ive completely finished. Its a turrent box. Still working on the turret, but it will be a different sprite. The door's slide open and the turret will pop out.


The last frame is the destroyd version of it.

And thats about as much as an update i have right now.

Dark
Takeshii
20
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Joined: 15th Feb 2004
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Posted: 7th Aug 2006 03:22 Edited at: 7th Aug 2006 03:31
Alright, I have a primative playable release.

Now let me tell you, This is not as completed as I wanted it to be, but I need sleep and I wanted something out today. So here it is.

The enemy explosions are broken right now, as im revamping it to make it more flexible for later additions.

The enemy's are a bit 'static' ...I know. Its on my list of things to work on.

Not all the enemies will fire, I just threw something together quick and sloppy for the release.

The player explosion leaves a stray pixel on the sceen. Youll see what I mean if you play.

The 'rank' powerups are broken, so your stuck with rank 2 bullets. But the add powerups work fine. again, something i dont have time for today.

How the planes are arranged right now, is just for this release. I know theres a lot of em :p.

The sounds that are there now, are not final. They are some of t he sounds that came with DB. I will make my own when i have time.

At that, hope you like it!

BTW: Currently theres only 1 wave of enemies. Controlles are WASD and spacebar.

EDIT: Also If you press the upkey, you will explode. This was for testing purposes and I forgot to take it out. Also, no scrolling backround in this version, sorry

Dark

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Takeshii
20
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Joined: 15th Feb 2004
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Posted: 9th Aug 2006 05:22 Edited at: 9th Aug 2006 05:22
Ok, I have spent the last two days, non-stop programming. I have gotten way ahead of where I wanted to be now.

Heres some new additions
- Multiple layers of enemies. These layers include Air and ground. by holding the upkey, you dive down to the ground layer and then can start attacking turrets, tanks and such, while flying under the planes. The planes can drop bombs though -- watch out. Then by pressing the downkey you pull back up to the air layer. Ground enemies can shoot you whether your in the ground layer or air layer. Some planes may follow you to the ground layer .

- I have got the AI fully functional, and to the point where the enemy can try to dodge your bullets. They check to see whether or not they have room to manuever left/right, if they dont, if the planes handling ability is high enough, they might dive down to the ground layer to avoid bullets, or vice versa. Enemy planes handling varies to the type of plane it is.

- All powerups are working now.

- Enemy explosions are back in

I have all I need to put out a semi-release version of the first level except the art. For the next release its going to be my art, and mine only. No more place-holders. So it will be a while till I release a new version. I have to draw out the first level's scrolling backround, planes, and player, scan em' in and photoshop in some color, and do some cleanups. This will take a long time because each plane will have about 15 different frame's, for when the plane is turning, diving and such.

Ill try my best to get a demo out in 2 weeks.

Dark
BiggAdd
Retired Moderator
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Joined: 6th Aug 2004
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Posted: 9th Aug 2006 06:36 Edited at: 9th Aug 2006 06:39
Hey that is looking realy promising. I love the animation on the plane when u turn left and right. Its realy cool!Its Realy Smooth to Play Also. Keep up the good Work!!

(Yes i found the stray pixel. Thought that was a bug you hadn't seen at first.)

Takeshii
20
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Joined: 15th Feb 2004
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Posted: 9th Aug 2006 08:21
Quote: "Hey that is looking realy promising. I love the animation on the plane when u turn left and right. Its realy cool!Its Realy Smooth to Play Also. Keep up the good Work!!"


Thanks for the feedback. I havn't found out what is causing the stray pixel yet, sadly. I really don't know whats causing it.

What im doing is when the explosion hits the last frame, it ceases to update, and gets a delete sprite. So, as like any other sprite in my experiance, it should delete the whole thing? All the frames of the explosion are the same size, not that it should make any difference anyways since delete sprite doesnt care about size. Im stumped.

Dark
Takeshii
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Joined: 15th Feb 2004
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Posted: 10th Aug 2006 09:13
Well, even though its only a day later (of my given 2 week deadline) progress isnt going as expected. I dug out my ol' dusty scanner, cleaned it up a bit, hooked it up, and my computer wont detect it. I think its time to buy a new scanner...as much as i dont want to buy a new one because i dont make enough use out of them for the price of a new high quality scanner...(got my last one from a garage sale )

Dark

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