Check out my game....ive build it for Nonoba so if you register ...u can also win awards of the game:
http://nonoba.com/hunty93/astro-lander
hope you like it :)
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Check out my game....ive build it for Nonoba so if you register ...u can also win awards of the game:
http://nonoba.com/hunty93/astro-lander
hope you like it :)
it seems kindoff slow whats your fps at?
looks ok. i would consider using mouse based controls.
Hello...yea FPS WAS 12 :o (woops)
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New Tweaks
* I have changed the frame rate to 30 FPS
* Completely Changed the Base values to fit it
* Removed and Created New Awards
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Please check out the New Tweaked Verson and tell me what you think :)
Link: http://nonoba.com/hunty93/astro-lander
I dig it. I think the controls are great the way they are. I think the mouse might make it a little more clumsy for lazy people like me. Or, you could even make it an option to use either/or.
I would prevent the user from rotating the ship while he's sitting on the launch pad.
I would make the level transitions a little slower, just for presentation's sake.
Maybe in future versions you could make a scrolling terrain and fuel powerups. And maybe an alien ship that floats by and shoots at you. Perhaps an "unstable" landing pad. Volcanoes, Meteorites, etc. There are a lot of interesting things that could happen.
I only played 3 levels, so I might be suggesting things you've already done.
thx for the comment WATTS :)
great ideas
and yes there is a fuel power up on level 5 :)
what does every one mean by mouse control?
as in thrust on click??
i think thrust on click, and have the angle of the ship follow the mouse cursor.
also, another idea: if you haven't already, maybe make a landing pad that is upside down, at a funky angle, etc.
how do you make the ship follow the mouse...i cant work it out
How do the keyboard controls work? i imagine you simply adjust _rotation when you press left and right arrows, and then adjust an x momentum and y momentum variable from there? That's how I usually handle movement like that.
this is a quick and dirty way:
There might be other/better ways to do it. Also, this method will make the ship always point towards the mouse. There will be no delay in rotation, it will be instant. This might alter gameplay significantly.Code:dx=_root._xmouse-_root.ship._x; //difference between the mouse's x and the ship's x
dy=_root._ymouse-_root.ship._y; //difference between their y's
angle = Math.atan2(dy, dx)/Math.PI*180; //Math.atan turns dy and dx into an angle, Pi*180 turns it into degrees
_rotation=angle;
lol sweet .... just added mouse control on somthing i made yesterday :)
http://img178.imageshack.us/my.php?i...outdup2lv7.swf
Move ship (mouse postion)
Shoot (SPACE BAR)