Whoohoo lots of special effects and awesome graphics ect. I love it! great work guys!!
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Whoohoo lots of special effects and awesome graphics ect. I love it! great work guys!!
Congratulations to the entire team for finally releasing this monster! You guys did an amazing job (as always).
Though I think it will be much fast to have a decompiler than obfuscator. A low level decompiler is now available directly from Adobe, worked some similar as Flasm. So even before Flash 9 specifications leak out those companies who making money from decompilers could get their job mostly done for non-protection AS3, while obfuscators have to wait for official document as they have to create standard Flash 9 format SWF as output. Adobe did a bad job on this indeed.
I have to push more perl code into server side so...
Quote:
Originally Posted by tomsamson
:) pretty ill right now, gonna type it up tomorrow. (Me going to bed at 10 PM points to something pretty serious).Quote:
Originally Posted by Squize
I am not normally into top down shooters like this, but ouch! this is hot!!!
I very much like the renderings to the ship, very smooth. The explosions are terrific!
Great job.
that is some seriously cool work right there. I agree with everyone's comments, top stuff.
So who actaully worked on this?
tom
Squize
VENGEANCE MX
anyone else.
I coded it and did the look and feel / presentation / overall design.
Tom was project manager and finished off the final amends.
Jeb, who did the art for the rocket man game on candystand, did the 3D goodness.
V did the attack waves from half way through level 7.
PsykoPig did the fantastic music and some of the sfx.
Squize.
to malee:
also jorge and psyko,though i dunno if you know em,they don´t hang out here really.
Thanks heaps for the cheers mates,i won´t reply to each for a while anymore though (unless someone asks/says something directly to me :) ) cause yeah,its a team effort and i want V (when hes not ill anymore) and Squize (when hes back tomorrow,he and me will have a drink on this (even if at seperate places :( ) today) its a team effort and they should grab some of the congrats,too :)
Hey blue, back as you can tell :)
Squize.
haha,that was quick :)
I had to work on some stuff so i´ll have a drink on it,now :)
Make mine a large one ( ahem :) )
Sorry everyone for Tom and I starting to treat this thread like a msn chat, it's just that we worked so hard and long on this project that it's just a bit of a blow out that it's finally live. One day of indulgence then we'll stop spamming
Squize.
I'd like to know how you guys ended up doing the background scrolling....is it goToAndStop....Bmpdata.....other??...
nice work on all fronts....3d, sound, and coding/game play.....all that hard work really paid off into a great game :)
paul.
Yeah I'd also like to know your scrolling technique.
It's the same scroller engine that I wrote for the otaku project ( Which isn't dead, just laying dormant, writing a vertically scrolling shoot 'em up construction kit is a little bit much after Polarity ), something I termed a "Dynamic art based" engine.
Here's an old blog post explaining it,
http://www.stimunation.com/blog/_blo...case=category&
It's in the paragraph dated 15/11/05 ( That's just scared the hell out of me, did I really code that scroller so long ago ? Where's my life gone ).
It's quite straight forward, and it runs nice and fast 'cause it's only ever plotting a couple of tiles every frame.
Squize.
thats exactly my method for tilebased games, i wasn't happy with GAS and found that the supertile enigne was a little the same. Its good because any speed can be achieved and jumping from one place to another doesn't require you re-plotting every tile on screen.
Now i don't feel so alone
I´d at least appricate that,- because at least to me it´s not always clear of how many people and what kind of were involved, and importantly what your credit is. That´s a reason why I usually don´t know right what to post in the beginning (previews, screens, vids).Quote:
'll explain more of the workings of the game if anyone's interested
about the level design:
did you used a 1 layer tile map or multi layer where some sprites have an opacity and that way blend in with different lower layer tiles?- I mean for a tile map it looks pretty clean but it would be even more work for the tile artist doing all of them as 1- layer tiles?
I'm chiming in a bit late to bring my own "beautiful work" bit to the stack you guys already have, but hey, here it is : Beautiful work ! :)
It feels, and plays like a old schooler - had a lot of fun blasting those red and blue thingies :) well ...I guess you guys have the ultimate Flash shooter for a while :)
Bravo !
adding on to the greets, what really works up this babe is the fast bullet collision.......how? :) Did you guys had a seperate collision map for it and used the inf. blob tech. for the drawing of the bullets?
Keep surprising you'll! :D
And after playing it again, I must say, this is making me hate you guys even more :)
Not much left for me to say after all of the praise you guys have received so far.:)
You guys have definitely made a beauty. With so much content you could really spend hours on this game. The shield switching was a great twist that forced my brain to get back into gear. Every aspect of the game was brilliant (game play and graphics were my favourite). Imo, this is easily the best flash space shooter I've ever played.
Now I cant wait until the next jaw-dropping game you guys make :D
Congrats to the entire team who worked on this (does this make Vengeance apart of the sN gang??...if so, congratulations to Vengeance :thumbsup: ). How much time has been put into this? (I'm sure it's going to be a ludicrously large amount of hours)
Viza