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Thanks renderhjs, I appreciate the criticism. The sounds for the guns where there before, they just where on a low volume, I turned it up because you could barley hear it, and I agree it does make a big difference:)
As for your screen mock up, I really like it! Some neat asteroid models have already been made for the project, and will be put into the game.
By the way the projectile looks, really looks nice! Since it's so nice, if you ever want to make me one just like it for use, I would love to and I would put your name in the "2d Graphic Design" section in the credit screen. Also I would definitely use the same text as you did if you wanted, because it looks really good. Regardless, this is somewhat inspirational, all my fonts are to boring. haha
I also like how you coloured the space background, I did not make the background, but thats a good idea. Eventually there will be stages that are dynamic and have platforms that constantly change up, and move in a paralex manner. So when it comes to further stages, different backgrounds will be made in Tarregen.
link: http://www.planetside.co.uk/gallery/f/tg09
That way it will look more 3d, and exciting! But first I need to get my platform system working properly, I have a heavy work load. Enjoy this release and further releases to come.
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I think what you are doing is absolutely amazing. Please don't take any less that a billion dollars to sponsor this game. Also, if you have questions with actionscript, I am not advanced like a lot of the guys here, but I may be able to help. You can also email me at slipperymagoo(at)gmail.com
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Thanks a lot Al Capwn, I appreciate your complements about my project, I'm glad you enjoy it! If I get sponsored when the game is finished I'm sure I'll ask for a fair price, I don't know if I would get a billion though, but that would be nice. haha
If you would like to help, that would be great. If you have msn just add me, my email is "ratrick(AT)hotmail.com
To be honest I'm not really that experienced either, I just learn as I go an accomplish what I can. Thanks again!
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Just a caution on the lens flare. I think it is overdone in Render's mockup, but maybe in motion it would look better. I personally think things like lens flare work better with a less is more strategy. They can be effective if used appropriately. A big one on the engine all the time would be inappropriate I think.
If you have a boost effect ever where the ship can lunge then it would be neat to ramp up the particle flame and throw on a pulse of lense flare. Or if your stage complete includes the ship leaving the screen, a lense flare as it boosts off the screen would probably be cool there also. In normal play, I would make it really subdued if there at all.
I think lens flare is a love-em or hate-em kind of thing. It feels gimmicky to me because of how common it became in 3d games as the early 3d cards hit the market. It was just WAY overused. So I still have dislike for the effect. It also gets used in so many illogical places.
The modern equivalent to lens flare is 'bloom lighting' UGH. Everything has a bloom these days in the modern 3d games. Just a cheat for people who can't get HDL working CORRECTLY. Even worse when it is just color based, and not light intensity based. Games where you are in a dim room and the white pages on the deck SHINE with light bloom, ugh. Wow, I wandered off topic.
Keep up the good work Sauce!
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I thought about the lens flare only when one uses a boost or accelerates forward that like of visual feedback.
@Sauceofallevils: sorry couldn´t find the PSD anymore but it shouldn´t be to hard ripping graphics from the screen or recreating them if you really want them.
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Alright ,thanks renderhjs for giving me inspiration. I ripped the graphic, but it lost some quality. I'll just try and recreate something similar to that. Thanks a lot!
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Hey guys!
I just wanted to keep you guys updated on some of the new stuff happening with this game.
first of all I programmed a turret and enemy AI for the game.
Turret:
http://i142.photobucket.com/albums/r...turrettest.swf
Before you try the enemy AI know this. Theres a delay before he starts shooting at you, but just wait a few seconds and he will start shooting at you, initially he just tries to ram you. haha
Enemy AI:
http://i142.photobucket.com/albums/r.../aimingai2.swf
Models are being made for the turret and the AI enemy as we speak, also the weapon system is being worked on. So tell me what you guys think of this progress report. Thanks
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Looks nice!
I would move the target for the guns to the middle of the ship, so just add half the ship length in pixels to the x value of what the gun is aiming at.
Other than that, looks good!
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Thanks a lot Alluvian! I'll try that! It will probably work better, if not no harm done. I appreciate your feedback.
Once those enemies are in the game with hp, then the game might get a little more challenging. But you'll have auto fire(you'll just need to hold the mouse down for you to constantly shoot). Also we are working on weapons at the moment to. So I'll keep all you guys posted.
Thanks again Alluvian.
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I'm glad you like the release and the AI test/turret. I can't wait until they are both in the same game:)
I just have to wait for some models.
Keep on working on your game BlackOps45, it's looking good.
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I am adding the new enemies in to my game currently. I'm going to make it so each enemy has a different amount of hp. Now currently, I have been trying out inheritance methods to do this, and another more basic way of doing this.
I was just wondering what you guys think the best method to do this is?
Anyways, I'm hoping to have another release out shortly. Auto firing weapons have been made, so when I have hp for the enemies, and the AI and turret examples I showed you, but instead of rectangles having models, in the game, it will bring this game to the next level.
Also the blue rectangle for the cannon has been replaced with an actual model. Also Flashsaga so generously offered me a new and improved version of the fire particle effect. I plan on having other weapons to, so I can also use this particle effect to create smoke for the missiles, and other objects. Also I have nice asteroid models, that I will surly implement.
Once I can finally get the next release done, with hopefully all these new improvements. Then once that release is over with, I can start making actual stages.
Also I keep studying more on inheritance, because I might also need this for making new weapons. Now I already some what familiar with inheritance after reading a bunch of tutorials. What methods do you suggest for this kind of thing?
Anyways, stay tuned for a future release.
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Game Progress Previews
Hello, I was just going to show you guys some neat new things that will be in my game, and also later today or tomorrow I'll post a version of my game with improved graphics.
Their will be a new version of my game soon, with multiple weapons, bad guys and a stage 1 test. I have been working on it, but I'm going to wait until more progress is made on it, then I'll release it. Enjoy the tests.
http://northernmost.org/cosmos/
New things!
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-Neat shotgun projectile.
-Neat shot multiplier projectile.
-New basic laser shot test.
-New AI enemy, that follows you, and aims and shoots at you. Complete with a model, and 2d animation projectile. (Wait a few seconds for him to shoot)
Stay tuned for the next release!
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Alright, I took some of render's advice and increased some of the graphics in the game, for this release. Also feel free to tell me what you think of the current release, and some of the grapic/enemy previews. I am working hard on completing the next release, and I have help. So keep your eyes opened for a next release.
http://northernmost.org/cosmos/Cosmos%20v1.8.1.html
Like I said in previous posts, this is not the newest version I have, but I'm waiting to finnish it. I should have a really good release soon. Thanks for the support.
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I'm just tuning into this thread, but I'll contribute my feelings...
The ship feels sluggish (but not by much). I'd boost its acceleration just a bit.
I would nerf the engine flame effect a little.
I would boost the "oblique" view a bit (like when you hit up/down and you get sort of a 3/4 perspective of the ship). I like this but it's a little hard to spot unless you're looking for it.
It's fun :)
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Thanks rachil0, I appreciate the criticism. Yes I am going to make the ship a little faster:) As for the flame particle effect it has been improved, just not in that version. This game is still in an early phase. Feel free to look at the files labeled aiming ai3.swf, test(1).html,test2,test3. These are previews of what this game will have in it, in the future. This game will surely become much better in the upcoming months.