DarkFighter - WIP

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DarkFighter - WIP

Postby LeonhartBA » Fri Nov 18, 2005 11:39 pm

DarkFighter is a side scrolling space shooter. I am using all the models and graphics that I personally created. Except the explosion sprite which is from google, and the sounds While I figured out some of the issues, I am still clueless about others..due to my total lack of knowledge in programming languages.

Current progress screenshots:
Image
Image

Completed:

Correct player movement
Correct enemy movement (set on a path)
Enemies fire at a player position (only once inside a view--it was hell with enemies firing as soon as they are drawn o.O)
Score System
Gunfire collisions with player/enemy
Correct Z Depth for asteroid fields (you pass in front of some, behind others)
Gunfire hit effect

To Do List (any pointers HIGHLY appreciated)

Lock-on Missile against enemy - problem is that I can create a homing missile, but it will aim towards the original enemy ship only, and not the clones as well. Need to set it up so that it aims the closest enemy.
Health Bar
Shield Bar
Energy Bar-cant fire once depleted
Main Menu
Player lives
Game Over screen
Weapon Upgrade pick up-fails to change the animation permanently
Random moving enemy ship-for the boss fight-needs to mostly stay on Y axis.
Original sound effects-currently using sound from other game(testing purpose only), wont be able to release DarkFighter due to copyrights. Any pointers on creating sound effects?
Add more enemies-currently only 2, light enemy and asteroid weapon platforms.
More Special effects-make the game look less dull
More space objects-nebulas, planets..etc. Same as above, make it more appealing

It’s a long list..but I am still in learning process….
Last edited by LeonhartBA on Tue Nov 22, 2005 3:11 am, edited 2 times in total.
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Postby makslane » Sat Nov 19, 2005 5:12 pm

If you use the "Change Animation" action the animation will be changed until you call "Change Animation" again.

If you wnat change a frame within an animation, just change the animpos value (after stop the animation in a "Create Actor" event)
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Postby LeonhartBA » Sun Nov 20, 2005 8:13 pm

I thought it would, but it does not. Animation changes only while I am coliding with the actor. For example, if my weapon ls lv1, and I collide with the weapon pick up, weapons animation will change to lv2 only whileI am still touching the weapon pick up. Once I fly over it, animation changes back.

Another question:

how do I make enemys fire their guns at player position?

I tried using (from moon deffender tutorial):

e - player name

angle = direction(x, y, e.x, e.y);
directional_velocity=5;

this works to an extend. The bullets follow the player ship, and move same way as the player does (follow). What I have in mind is that enemy fire goes towards the player position, but does not follow the player, stays on that path.
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Postby makslane » Sun Nov 20, 2005 11:51 pm

LeonhartBA wrote:I thought it would, but it does not. Animation changes only while I am coliding with the actor. For example, if my weapon ls lv1, and I collide with the weapon pick up, weapons animation will change to lv2 only whileI am still touching the weapon pick up. Once I fly over it, animation changes back.


Are you sure that's not action make the animation back?


What I have in mind is that enemy fire goes towards the player position, but does not follow the player, stays on that path.


Put the code in the bullet "Create Actor" event, not in "Draw Actor" event.
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Postby LeonhartBA » Mon Nov 21, 2005 11:25 pm

1. Yup I am pritty sure....

Here is what I do:

On the weapon pickup actor, I add a Colision Event. In the settings, I set the action to Change Animation. The change animation actor is lv1gun, I change the animation from lv1gun to lv2gun. As I mentioned before, only once I go over the pickup item the animation changes. Once I fly away from it...it returnes to lv1...

2. Hehe yup, that solves it. Thanks for the help!
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