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Atari Style Space Fighter

PostPosted: Wed Jan 16, 2013 9:27 pm
by EvanAgain
I have recently got a computer up and running and starting to get back into working with GE. I lost my old account and all my project files but I am back to start fresh and come up with some simple ideas to learn the ways of the Editor.

This is a simple game, fire bullets upward and they drop down on the enemy ship. The enemy ship will attack and dodge back. Just hit game mode and play. There is only 1 round and there isn't much to do. You have to quit and restart if you want to play again.

Controls-

Left - A
Right - D
Fire - Spacebar

Re: Atari Style Space Fighter

PostPosted: Sat Jan 19, 2013 9:52 am
by monsterbrain
EvanAgain wrote:I have recently got a computer up and running and starting to get back into working with GE. .....
You have to quit and restart if you want to play again.


At first i thought this was just another simple game (still don't know why i downloaded it) , yet i liked the idea of the game (not the execution) & several mechanics you implemented in it. Maybe someday i may copy your techniques from it :)

Re: Atari Style Space Fighter

PostPosted: Tue Jan 22, 2013 2:23 am
by EvanAgain
Yeah, I made it in 3 hours lol. It was the first game I made in GE since I first downloaded this a couple years ago. This wasn't meant to be "fun" it was really just a test, of mechanics and familiarity of fuctions, for the game editor program. I am getting back to making my "ISO-RPG" game.

This project was a valuable experience as when I first went about this it actually ended up easier that I originally expected..

This project could be improved upon 100x but it was never my intention too.


Some ideas that could have been added:

-Menus
-Multiplayer
-Difficulty
-Levels
-Moving background
-Sounds
-Music
-Real AI
-Removal of Barriers (actual code could better replace this but not nessessary)
-Over-All Polish

But these ideas were far beyond the scope of this project.

I am looking forward to (finding and creating) some good demos on:

Inventorys
Menus
Character Development System
Combat
Random Map Generation (with my Isometric map system)
Decals
Particle Systems (effects)
Lighting
AI (Pathfinding/Combat/World Realism)
Item Generation
...
and more

I have a lot of work ahead of me.

Re: Atari Style Space Fighter

PostPosted: Tue Jan 22, 2013 3:14 am
by Jagmaster
Evan, you're back!

I just heard Atari filed for bankruptcy. Kinda weird that I'd stumble upon this on the same day.
I'll have to play it, I'll send my feedback afterwards. :)

Re: Atari Style Space Fighter

PostPosted: Tue Jan 22, 2013 6:48 pm
by EvanAgain
:D Yes, I am happy to be back. Life's struggles were not allowing me to have permanent residency to allow for any work to get done. I didn't even really have a computer set up for awhile. Now that I have a more permanent location to start working on things again I am full of ideas and looking for exploration in this program.

There isn't much to this game, its very lightly coded. Even beginners could use this to get a good idea of a small use of bounding boxes. Some of my next projects are going to be heavy using Canvas and bounding boxes.

Next project is a GUI with menus inventory, skill book, character sheet, all using canvas. Canvas may have its drawbacks with rendering in real time, but these menus and GUI don't need to be redrawn/updated every frame or even every 10000 frames. They will only get an update when something actually changes or needs to be displayed. Can't wait to get to work on it. :lol: