The NEW Build Your Own Arcade Controls
Main => Software Forum => Topic started by: shponglefan on February 26, 2015, 09:55:23 pm
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This is designed to be a companion thread to the Beginning Game Programming Course thread (http://forum.arcadecontrols.com/index.php/topic,143925.0.html). We can share and discuss different ideas here.
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To start off this thread, I've got an idea for a shmup-style game with additional space trader elements (ala Elite). One of the things I am trying to figure out is basic control scheme. My ideas are:
1) Basic Asteroids-style control (thrust + left/right rotation): 3 buttons
2) Asteroids-style control with additional thrust directions: 4-6 buttons
3) Combination mouse + keyboard style control (i.e. mouse for rotation/aiming + keyboard for thrust)
For the latter option, I was wondering if it's possible to adopt an FPS style control scheme to a 2D shmup. I've never played such a game and was wondering if anyone here has? Any thoughts on these options? Any good examples of different 2D space game control schemes?
I've got a basic working prototype with the Asteroids style control; once I get more options in place I might post them here so people can try them and give feedback.
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Shinobi skinned to look like Big Trouble in Little China - some levels you play as Jack Burton and some you play as Wang.
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Shinobi skinned to look like Big Trouble in Little China - some levels you play as Jack Burton and some you play as Wang.
You're playing with whose Wang??
(http://i31.photobucket.com/albums/c359/rosa_caliente_burrito/gifs/snlspit.gif)
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The check is in the mail.
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Shinobi skinned to look like Big Trouble in Little China - some levels you play as Jack Burton and some you play as Wang.
I would def play this
Levels 1-5, the 3 gods, Lo Pan, then the beast dude. Level 6, have to refight them all one after the other(god i hate games that do that)
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To start off this thread, I've got an idea for a shmup-style game with additional space trader elements (ala Elite). One of the things I am trying to figure out is basic control scheme. My ideas are:
1) Basic Asteroids-style control (thrust + left/right rotation): 3 buttons
2) Asteroids-style control with additional thrust directions: 4-6 buttons
3) Combination mouse + keyboard style control (i.e. mouse for rotation/aiming + keyboard for thrust)
For the latter option, I was wondering if it's possible to adopt an FPS style control scheme to a 2D shmup. I've never played such a game and was wondering if anyone here has? Any thoughts on these options? Any good examples of different 2D space game control schemes?
I've got a basic working prototype with the Asteroids style control; once I get more options in place I might post them here so people can try them and give feedback.
I think asteroids controls is the way to go. And am interested in what you have in mind for additional controls. I think there were two additionals to controls on the EV game I mentioned. One was a 180 spin from your trajectory, which was used as a slowdown, or reverse measure. The other was a homing, you could target you opponent or a planet, and then a button would point your ship directly at them.
Maybe start with only one main thruster, then have optional thrusters that you can purchase from money you get from trading. Or maybe a salvage function, that you can steal parts from ships you destroyed.
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A Golf Game that uses a trackball natively.
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A Golf Game that uses a trackball natively.
+1
I've got 3 4" trackball assemblies that need a purpose
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OK, here is my current #1 idea. I have others, but I think this one seems very fun.
When I was a kid, I play a lot of a game called High Noon on my C64.
C64 Longplay - High Noon (http://www.youtube.com/watch?v=RsTtZcoC8JA#)
Simple shooting game, bad guys would come onscreen and either aim to shoot you down, or rob the town of its money, booze and women. At the end of each round, there is a showdown for bonus points.
I think the setting is perfect for a beginner. Static background, simple graphics. I could focus on gameplay mechanics. The big difference I would make is make it a bit more madcap Robotron style. I am thinking going dual joystick and have the enemies pour in quickly. Speed things up and devote more of the screen to playfield.
Once I get that bit down, I plan on adding a few new elements. Keep in mind, this is the "Feature Creep" section. Not gonna be my focus until I figure out the basics.
- Foreground Objects - Both as a shield and as obstacles.
- Showdown Deluxe - A more innovative showdown at the end. Don't know how just yet.
- Wounded mode. Something Like you can get shot once, but you start limping and slowing down. Shot twice and you die.
- Sim element. Like your performance determines the town population. Like paperboy, you do good, the town grows, If your town gets looted of its money and women, the town dies. It would be represented by the number of buildings in the background.
- Functional buildings I would take that sim element another step and have the buildings do things. Like if a leathersmith building is in town, you can buy armor, if an apothecary is in town, you can buy medicine to heal. Have short bursts of time between waves where your sheriff can go in and shop. I want shopping as frantic as shooting. Go to the door, you bought the item.
- Salary. You are sheriff, you make money for your performance. Bandits steal your money, you can't buy anything. Salary will go towards the above mentioned items. Maybe also work out things like donating salary to help the town grow, or putting your money into your score, like Hatris.
- Arsonists. They come up and try to burn down the buildings. You either kill them early, or you have to go get water to put out the fire. Fail to do either, the building burns down.
- 2 players?At this point, 2 players starts to sound appealing. One player can work on keeping your valuables safe, the other can be the exterminator.
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OK, here is my current #1 idea. I have others, but I think this one seems very fun.
When I was a kid, I play a lot of a game called High Noon on my C64.
C64 Longplay - High Noon (http://www.youtube.com/watch?v=RsTtZcoC8JA#)
Simple shooting game, bad guys would come onscreen and either aim to shoot you down, or rob the town of its money, booze and women. At the end of each round, there is a showdown for bonus points.
Sweet! I'd play that! Bonus points if you can incorporate the Booze and the Wimmin.
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Saucy Sue's Saloon will be brimmin with wimmin and drinkin ripe for the takin.
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Saucy Sue's Saloon will be brimmin with wimmin and drinkin ripe for the takin.
Will we have the ability to stampede cattle through the Vatican?
(http://thumbs.anyclip.com/tMUs0FGO8/tmb_537_480.jpg)
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Saucy Sue's Saloon will be brimmin with wimmin and drinkin ripe for the takin.
Will we have the ability to stampede cattle through the Vatican?
(http://thumbs.anyclip.com/tMUs0FGO8/tmb_537_480.jpg)
KINKY!!!
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One of the ideas I had for a basic game was called Battle Bus. I had the idea a long time ago actually. The programming is easy. Basically there are 2 guys sitting on top of a bus that drives around a bad guy stronghold. Big mansion, castle, etc etc. The guys on top of the bus have giant guns, and you shoot the baddies coming out with a lightgun. Once a section is clear, the bus goes around to the next part. I would do it in 3d with toon shading, and raycast the position of the lightgun cursor to the end of the big gun, and make the guy with the gun face that direction.
The thing that has been stopping me from getting a start on it (besides to many projects already) is Unity only allows for one mouse, but I hear that might change with the release of Unity 5 last december that I'm still waiting on :P
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Thoughts on this?
Wizard kid(I heard Harry Potter was popular), magic wand with various powers that affect the enemies or objects you target. Thinking xbox controller, so move around with left controls, A to jump, B to focus/lock on an enemy, then you can move the thumbstick to move it or throw it. Or maybe combo with other buttons to do other effects, like shrink(and then can jump on them to squash them) or make them bigger and try to explode them.
I'm not even thinking past these mechanics yet, not sure if 2d scrolling or something like Nightmare in the Dark.
Feel like this is something I could just get coding with, not worry about artwork at all(which I lack the skills in). And can slowly add in features, enemies, levels, spell upgrades.
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I'd like to take this moment to suggest a sub forum again. Neat ideas are brewing here.
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Edit: Should start at 6:36, I must've screwed up
http://youtu.be/yrexEsjnaUE?t=6m36s (http://youtu.be/yrexEsjnaUE?t=6m36s)
In reality though, I've always wanted to do a ( not sure what it's called ) top down adventure game. Where the main character pretty much stays screen center and the world moves around him, like Zelda sort of. I've read a book on Commodore 64 programming years ago, Compute's Machine Language Routines for the Commodore 64/128, and typed in some sample code called BIGMAP but I've never followed through with it. I think this what I'd eventually like to accomplish.
Regards,
Scam
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In reality though, I've always wanted to do a ( not sure what it's called ) top down adventure game. Where the main character pretty much stays screen center and the world moves around him, like Zelda sort of. I've read a book on Commodore 64 programming years ago, Compute's Machine Language Routines for the Commodore 64/128, and typed in some sample code called BIGMAP but I've never followed through with it. I think this what I'd eventually like to accomplish.
Well, after this course may I recommend running through the Roguelike tutorial for Unity?
http://unity3d.com/learn/tutorials/projects/2d-roguelike (http://unity3d.com/learn/tutorials/projects/2d-roguelike)
In fact, the entire Learn section of their website is pretty rad, but mostly the tutorial section:
http://unity3d.com/learn (http://unity3d.com/learn)
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Had a game idea pop into my head last night. a simple vertical schump along the level of xevious or that gen but tentatively titled Assimilation where you play as a borg cube and mission is to assimilate all of course. Have ongoing fights with small spacecraft, boss Enterprise and space station battles, scrolling star field background, weapons consisting of phasers and photons and such although I believe they used a tractor beam a lot hmmm... much ideas to develop.
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I think asteroids controls is the way to go. And am interested in what you have in mind for additional controls. I think there were two additionals to controls on the EV game I mentioned. One was a 180 spin from your trajectory, which was used as a slowdown, or reverse measure. The other was a homing, you could target you opponent or a planet, and then a button would point your ship directly at them.
Maybe start with only one main thruster, then have optional thrusters that you can purchase from money you get from trading. Or maybe a salvage function, that you can steal parts from ships you destroyed.
Thanks for the feedback. I like these ideas, particularly the homing idea. I think the upgrade idea is good too, as it would allow the player to ease into more complicated controls rather than getting everything up front.
At any rate, I'm still working out the basics physics/motion vectors and trying to come up with something that is reasonably smooth and controllable. It's proving more challenging than I thought it would.
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Thoughts on this?
Wizard kid(I heard Harry Potter was popular), magic wand with various powers that affect the enemies or objects you target. Thinking xbox controller, so move around with left controls, A to jump, B to focus/lock on an enemy, then you can move the thumbstick to move it or throw it. Or maybe combo with other buttons to do other effects, like shrink(and then can jump on them to squash them) or make them bigger and try to explode them.
I'm not even thinking past these mechanics yet, not sure if 2d scrolling or something like Nightmare in the Dark.
Feel like this is something I could just get coding with, not worry about artwork at all(which I lack the skills in). And can slowly add in features, enemies, levels, spell upgrades.
That sounds pretty cool. I really like the idea of being able to toss enemies around; kinda like a 2D version of the gravity gun from Half-Life 2.
Nightmare in the Dark-style would probably be the easiest to start out with. You could work up to making it a scroller if you wanted.
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OK, here is my current #1 idea. I have others, but I think this one seems very fun.
When I was a kid, I play a lot of a game called High Noon on my C64.
C64 Longplay - High Noon (http://www.youtube.com/watch?v=RsTtZcoC8JA#)
Simple shooting game, bad guys would come onscreen and either aim to shoot you down, or rob the town of its money, booze and women. At the end of each round, there is a showdown for bonus points.
I think the setting is perfect for a beginner. Static background, simple graphics. I could focus on gameplay mechanics. The big difference I would make is make it a bit more madcap Robotron style. I am thinking going dual joystick and have the enemies pour in quickly. Speed things up and devote more of the screen to playfield.
Sounds like a good idea to start out with. As you say, it would be pretty simple graphics-wise and you'd have all the basics for game mechanics: player movement, shooting projectiles, collision detection and AI.
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Hmm, I've been racking my brain trying to come up with a game, so far I think it would be fun to have a robotronesque space game where you pick up some mcGuffin or another and possibly be able to get power-ups etc. Perhaps have the play area be able to scroll not sure whether I would like it to wrap, be finite or infinite at this point (thoughts?).
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Hmm, I've been racking my brain trying to come up with a game, so far I think it would be fun to have a robotronesque space game where you pick up some mcGuffin or another and possibly be able to get power-ups etc. Perhaps have the play area be able to scroll not sure whether I would like it to wrap, be finite or infinite at this point (thoughts?).
Simple is better. If you can get your robotron dude to move in the box. Keep a 100 second timer (if timer counts down to 0 and all of the threats are not eliminated then death), keep track of score. *this floor is lava level* *bezerker walls of death* but I'm already adding too much. Minimum Viable Product and that.
Personally, I like short games that get to the point and are easy to pick up, hard to put down. Quarter Pushers. I'd like to be part of a group that gets their games together and puts them on a 60 in 1 type of board.
A ragtag group of arcade fans turned cab restorers/builders turned indie dev that released their own multi game board. That would be a pinnacle achievement. I'm a bit of a dreamer though.
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A ragtag group of arcade fans turned cab restorers/builders turned indie dev that released their own multi game board. That would be a pinnacle achievement. I'm a bit of a dreamer though.
[/quote]
Well, one of the good things is that code can be shared. I've already written code to keep track of credits, and although it's built using the unity package instead of the system package it could be easily converted. If each person were take care of a little bit of the housekeeping functions it would take some of the load off.
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A ragtag group of arcade fans turned cab restorers/builders turned indie dev that released their own multi game board. That would be a pinnacle achievement. I'm a bit of a dreamer though.
Funny you mention that, Eric. I wonder if the games we write could be squeeze on to this: https://basementhobbies.wordpress.com/uzebox-jamma/
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That would be pretty darn awesome. :cheers:
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A ragtag group of arcade fans turned cab restorers/builders turned indie dev that released their own multi game board. That would be a pinnacle achievement. I'm a bit of a dreamer though.
Well, one of the good things is that code can be shared. I've already written code to keep track of credits, and although it's built using the unity package instead of the system package it could be easily converted. If each person were take care of a little bit of the housekeeping functions it would take some of the load off.
I look forward to better understanding the challenges involved in incorporating code originally compiled in another language.
A ragtag group of arcade fans turned cab restorers/builders turned indie dev that released their own multi game board. That would be a pinnacle achievement. I'm a bit of a dreamer though.
Funny you mention that, Eric. I wonder if the games we write could be squeeze on to this: https://basementhobbies.wordpress.com/uzebox-jamma/
That is a cool unit. Thanks for sharing the link. If what we code from this class won't run on thatSurely it won't, as there is no mention of XNA, I'm sure we could learn how to code to that board or if not to another board just like it.
That is a way off, but it sounds like a thing worth pursuing.
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This is a quick demo of the 2D space game I'm prototyping. I implemented mouse controls for aiming so I wanted to test it out. It works okay, but the movement physics still need a lot of work.
Spaceship sprite was obtained from Opengameart.org.
http://www.youtube.com/watch?v=shgvoV8opkU# (http://www.youtube.com/watch?v=shgvoV8opkU#)
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This is a quick demo of the 2D space game I'm prototyping. I implemented mouse controls for aiming so I wanted to test it out. It works okay, but the movement physics still need a lot of work.
Spaceship sprite was obtained from Opengameart.org.
http://www.youtube.com/watch?v=shgvoV8opkU# (http://www.youtube.com/watch?v=shgvoV8opkU#)
Nice. Do you have prior experience or is this from the lesson plan. I've only watched one video from week 2
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^ I have prior programming experience, although that was mostly during my youth. I haven't done much real programming for the last 10-15 years. And C# and XNA/MonoGame are completely new to me. Mostly I'm relying on the course material plus whatever other tutorials I can find.
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:cheers: You got talent. That looks good.
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Thanks Vigo! I'm having a lot of fun with this so far!
Here's another video, this time with projectiles added. Right now they start out in the center of the player sprite, but I'll add code at some point to do a proper offset so it looks like they are coming from the guns.
2D Space Shooter Test part 2 (http://www.youtube.com/watch?v=BRMOnFYodd0#)
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Btw, for anyone who is interested, I've been following a lot of the tutorials at these sites:
http://rbwhitaker.wikidot.com/xna-tutorials (http://rbwhitaker.wikidot.com/xna-tutorials)
http://www.monogame.net/documentation/?page=Tutorials (http://www.monogame.net/documentation/?page=Tutorials)
For example, the projectile code I added was largely based on this MonoGame tutorial (http://chrisongames.blogspot.ca/2014/12/windows-8-game-development-using-c-xna.html), albeit modified to allow for 360 degree shooting.
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Wow. I need to get on it.
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Good stuff. Can't wait to look at shooting and then collision detection. Currently on jumping now
Update: never thought the logic behind jumping was so complicated
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Wellhere is some exciting news that began brewing yesterday but I waited to post until now because I didn't have all the facts.
UNREAL ENGINE IS NOW FREE
UNITY IS NOW FREE
tada! Unity has all engine features unlocked but theres still some other stuff you might want to pay for, advanced debugging and other things.
Unreal engine 4 is now free, except you must pay 5% back to unreal for any money you make.
I am updating Ramp and Roll right now with the new shaders and it looks pretty awesome. There will be a new version out by the end of the week.
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Update: never thought the logic behind jumping was so complicated
I know what you mean. It's quite revealing how things that seem really simple on the surface actually have a certain complexity behind them. It makes me appreciate well-designed game mechanics all the more.
Wellhere is some exciting news that began brewing yesterday but I waited to post until now because I didn't have all the facts.
UNREAL ENGINE IS NOW FREE
UNITY IS NOW FREE
That's sweet news! :applaud:
I was a little surprised to hear that Epic did away with the subscription fees, but I guess they make enough from royalties. Very cool for amateur game development.
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Here's another 2D shooter video after adding dual lasers properly shooting from the guns. I found this illustrates how something that seems like it should be simple actually took some thought to figure out. In this case, having to calculate vector offsets for the lasers and then transform them using a rotation matrix to get the correct origin based on the player angle:
bulletPostion.X += (float)(bulletOrigin.X * Math.Cos(player.Angle) + bulletOrigin.Y * Math.Sin(player.Angle) * -1);
bulletPostion.Y += (float)(bulletOrigin.X * Math.Sin(player.Angle) + bulletOrigin.Y * Math.Cos(player.Angle));
There's also a weird bug where there's a bit of a stutter when the lasers reach the edge of the screen. Although it might be hard to see in the video:
2D Space Shooter Test part 3 (http://www.youtube.com/watch?v=dky_tE9Vftg#)
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Sweet! What is next? Player 2? Or a fixed target?
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Update: never thought the logic behind jumping was so complicated
I know what you mean. It's quite revealing how things that seem really simple on the surface actually have a certain complexity behind them. It makes me appreciate well-designed game mechanics all the more.
Wellhere is some exciting news that began brewing yesterday but I waited to post until now because I didn't have all the facts.
UNREAL ENGINE IS NOW FREE
UNITY IS NOW FREE
That's sweet news! :applaud:
I was a little surprised to hear that Epic did away with the subscription fees, but I guess they make enough from royalties. Very cool for amateur game development.
Source 2 also appears to be free.
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Sweet! What is next? Player 2? Or a fixed target?
^ Thanks man! :cheers:
Fixed target will be next, I think. My to-do list is approximately as follows:
1) Spawn enemy ship(s)
2) Create collision detection to destroy enemy
3) Create basic AI routine for enemy ship (i.e. fly around screen randomly)
4) Add animations (thrusters, muzzle flash, 'splosions)
5) Background graphics
6) Sound effects and music
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7) Moving portrait of pilot
Ala
http://youtu.be/MQfMaLF5Y8o (http://youtu.be/MQfMaLF5Y8o)
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7) Moving portrait of pilot
Ala
http://youtu.be/MQfMaLF5Y8o (http://youtu.be/MQfMaLF5Y8o)
;D :applaud:
Loved Star Control 2 back in the day. Even just the battle music brings back good memories. :cheers:
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Sweet! What is next? Player 2? Or a fixed target?
^ Thanks man! :cheers:
Fixed target will be next, I think. My to-do list is approximately as follows:
1) Spawn enemy ship(s)
2) Create collision detection to destroy enemy
3) Create basic AI routine for enemy ship (i.e. fly around screen randomly)
4) Add animations (thrusters, muzzle flash, 'splosions)
5) Background graphics
6) Sound effects and music
Fantastic! You seem well on your way. Are you using real arcade controls currently? Or just mouse and keyboard?
What type of gameplay are you going for? It seemed to have an asteroids vibe to it.
7) Moving portrait of pilot
Ala
http://youtu.be/MQfMaLF5Y8o (http://youtu.be/MQfMaLF5Y8o)
I thought of something along the lines of wolfenstein.
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Fantastic! You seem well on your way. Are you using real arcade controls currently? Or just mouse and keyboard?
What type of gameplay are you going for? It seemed to have an asteroids vibe to it.
Right now I'm aiming for an Asteroids-style control. Mainly I want to be able to strafe and shoot. Control is mouse + keyboard, but I'm going to keep experimenting until I find what works best.
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Tinkering with jumping and shooting
http://youtu.be/V_W45mX3ytw (http://youtu.be/V_W45mX3ytw)
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^ Very nice! Jumping looks pretty smooth, how did you end up writing it?
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I first tried it myself just moving the Y up and down, then layered it with jump and fall speeds and gravity. Got super messy, so went through a few tutorials which were also pretty complex then found this simple one:
http://flatformer.blogspot.com/2010/02/making-character-jump-in-xnac-basic.html (http://flatformer.blogspot.com/2010/02/making-character-jump-in-xnac-basic.html)
I don't know how to add ledges and stuff to jump on yet, so it may still get tinkered with.
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I first tried it myself just moving the Y up and down, then layered it with jump and fall speeds and gravity. Got super messy, so went through a few tutorials which were also pretty complex then found this simple one:
http://flatformer.blogspot.com/2010/02/making-character-jump-in-xnac-basic.html (http://flatformer.blogspot.com/2010/02/making-character-jump-in-xnac-basic.html)
I don't know how to add ledges and stuff to jump on yet, so it may still get tinkered with.
That seems like a very straightforward approach. Although looking at the code, you'd probably have to change the StartY values if you were jumping on ledges of different height and/or over a pit.
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Another space shooter update. Added some background graphics to make it look more interesting. Also started testing out adding an enemy ship and collision detection.
I started with this tutorial (http://www.tarathegeekgirl.net/?p=281) and basic collision detection with the Rectangle struct is almost too easy. Buuuuut, then I discovered the limitations, mainly that creating a bounding box using Rectangle struct can't rotate. So I'm going to have to go back to the drawing board and come up with something else.
But this is what it looks like so far:
2D Space Shooter Test part 4 (http://www.youtube.com/watch?v=xUSORNVa134#)
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This is really cool to see develop. Looking better every time.
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Another space shooter update. Added some background graphics to make it look more interesting. Also started testing out adding an enemy ship and collision detection.
I started with this tutorial (http://www.tarathegeekgirl.net/?p=281) and basic collision detection with the Rectangle struct is almost too easy. Buuuuut, then I discovered the limitations, mainly that creating a bounding box using Rectangle struct can't rotate. So I'm going to have to go back to the drawing board and come up with something else.
You can try using circular collision, it's easy like rectangular but works fine with rotation. You just need to give each object a radius, which you can determine from it's sprite dimensions or what looks realistic on the screen. Here's the code
private static bool IsColliding(Entity a, Entity b)
{
//Add the length of the radiuses
float radius = a.Radius + b.Radius;
//Check if either entity is already expired, then check the distance from their positions VS how large they are
return !a.IsExpired && !b.IsExpired && Vector2.DistanceSquared(a.Position, b.Position) < radius * radius;
}
To get this to work you need to draw your sprites on the screen with their origin being the center of the image and not the upper left corner. You can do this with in the SpriteBatch.Draw method like this
//get the size of the sprite
size = new Vector2(image.Width, image.Height);
//divide the sprite in half in both directions and use that as the origin
spriteBatch.Draw(image, Position, null, EntityColor, Orientation, Size / 2f, 1f, 0, 0);
Hope this helps.
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@Vigo: Thanks man! Part of the credit to the artists whose assets I'm using though. :D
@melvinbates: Thanks, I'll give that a try! :cheers:
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I had an idea for a splinter cell/metal gear type game where the objective was to get in to the enemy stronghold, preferably unnoticed, and disable security and power and communications to pave the way for an attack by a larger force. Depending on how successful you were, number of alarms raised etc you would be treated at the end of each stage with an after action report that would give different stats and grade your performance.
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I had an idea for a splinter cell/metal gear type game where the objective was to get in to the enemy stronghold, preferably unnoticed, and disable security and power and communications to pave the way for an attack by a larger force. Depending on how successful you were, number of alarms raised etc you would be treated at the end of each stage with an after action report that would give different stats and grade your performance.
I always liked (but sucked at) sneaking games. a 2D sneaking game that did it right was Monaco: Whats yours is Mine. If you haven't tried it, I recommend it. It is more of a heist game, so weapon use isn't a focus. I'd like to see your game play out. :cheers:
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I admit it's a bit ambitious, but when I break it down into my head it's not too crazy... just a lot of little things to deal with. After this course I may try to come up with a simple level and some basic mechanics. If it turns out how I want... I'll get going on some bigger levels. Most of what it would entail is in the Unity Stealth tutorial.
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Decided to experiment with some parallax background animation. Turns out it's ridiculously simple to do. I've added two additional background textures: transparent clouds and a transparent star layer. Each layer is moving at a different speed.
To display them, I render each layer and the increment their X position over time. At the same time, I have another copy of each layer rendering offsreen, but also gradually moving on screen. Once each layer fully traverses across the screen, I reset each texture to its original position.
2D Space Shooter Test part 5 (http://www.youtube.com/watch?v=OunuwoQ8qM8#)
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Decided to experiment with some parallax background animation. Turns out it's ridiculously simple to do. I've added two additional background textures: transparent clouds and a transparent star layer. Each layer is moving at a different speed.
To display them, I render each layer and the increment their X position over time. At the same time, I have another copy of each layer rendering offsreen, but also gradually moving on screen. Once each layer fully traverses across the screen, I reset each texture to its original position.
2D Space Shooter Test part 5 (http://www.youtube.com/watch?v=OunuwoQ8qM8#)
Wow, that is so much like what I had in mind when I thought about games like galaga could be updated.
Clearly you don't need any ideas from me, but I wonder how a rotating space station, like the one from galaga 88 (?) would fit in.
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Wow, that is so much like what I had in mind when I thought about games like galaga could be updated.
Clearly you don't need any ideas from me, but I wonder how a rotating space station, like the one from galaga 88 (?) would fit in.
Thank you!
You should give it a try! I'm curious to see what everyone is going to come up with. :applaud:
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Wow, that is so much like what I had in mind when I thought about games like galaga could be updated.
Clearly you don't need any ideas from me, but I wonder how a rotating space station, like the one from galaga 88 (?) would fit in.
Thank you!
You should give it a try! I'm curious to see what everyone is going to come up with. :applaud:
I hope to have my second lesson posted today.
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I just watched someone's assignment to video, who had their sprites grow. it reminded me of the game Juno first. add an idea to use those growing planets as markers between stages.on the way you could destroy obstacles like asteroids. Dodge comets. and even blow up fight alien space ships.
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I've had an idea for a game that I know I would love.
A matroid style action platformer whith a heavy metal sound track.
You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
Hack n slash your way through the levels and maybe get a power up where you can shoot lightning bolts from the guitar.
It would also feature an unnecessary amount of blood and Gore.
I would play this. And maybe even pay.
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I've had an idea for a game that I know I would love.
A matroid style action platformer whith a heavy metal sound track.
You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
Hack n slash your way through the levels and maybe get a power up where you can shoot lightning bolts from the guitar.
It would also feature an unnecessary amount of blood and Gore.
I would play this. And maybe even pay.
I think it'd be cool to play/make a game like this. Would you base this on music in general or a specific band? Like Pink Floyd the game?
Are you familiar with Red Fang?
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You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xaf1/v/t1.0-9/388598_10151162040820246_197737554_n.jpg?oh=8d9b4c8bdfa35042d58059e0e3d1a41f&oe=55704A86&__gda__=1434804309_f5cb1e660052061c7a8c49ff0f5377e8)
flying Vs rule!
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You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xaf1/v/t1.0-9/388598_10151162040820246_197737554_n.jpg?oh=8d9b4c8bdfa35042d58059e0e3d1a41f&oe=55704A86&__gda__=1434804309_f5cb1e660052061c7a8c49ff0f5377e8)
flying Vs rule!
Flying V for ranged weapon, drumsticks for melee.
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Game was meh
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I've had an idea for a game that I know I would love.
A matroid style action platformer whith a heavy metal sound track.
You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
Hack n slash your way through the levels and maybe get a power up where you can shoot lightning bolts from the guitar.
It would also feature an unnecessary amount of blood and Gore.
I would play this. And maybe even pay.
I think it'd be cool to play/make a game like this. Would you base this on music in general or a specific band? Like Pink Floyd the game?
Are you familiar with Red Fang?
I can't make games so someone do this.
I saw red fang at mayhem fest one year. It was the same fest as my profile pic of me crowd surfing.
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I've had an idea for a game that I know I would love.
A matroid style action platformer whith a heavy metal sound track.
You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
Hack n slash your way through the levels and maybe get a power up where you can shoot lightning bolts from the guitar.
It would also feature an unnecessary amount of blood and Gore.
I would play this. And maybe even pay.
I think it'd be cool to play/make a game like this. Would you base this on music in general or a specific band? Like Pink Floyd the game?
Are you familiar with Red Fang?
I can't make games so someone do this.
I can't yet either.
Can you write an outline or short story? Script or story board? I'm starting basic with something like asteroids, but if want to talk about some ideas, that'd be cool. I'm thinking of something like a cross between metal slug and broforce. One of the bosses would be that gorilla
(http://i.imgur.com/6qdtcRQ.jpg)
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I've had an idea for a game that I know I would love.
A matroid style action platformer whith a heavy metal sound track.
You play as a metal head with a leather vest and long black hair and your weapon is your flying v guitar.
Hack n slash your way through the levels and maybe get a power up where you can shoot lightning bolts from the guitar.
It would also feature an unnecessary amount of blood and Gore.
I would play this. And maybe even pay.
I think it'd be cool to play/make a game like this. Would you base this on music in general or a specific band? Like Pink Floyd the game?
Are you familiar with Red Fang?
I can't make games so someone do this.
I can't yet either.
Can you write an outline or short story? Script or story board? I'm starting basic with something like asteroids, but if want to talk about some ideas, that'd be cool. I'm thinking of something like a cross between metal slug and broforce. One of the bosses would be that gorilla
(http://i.imgur.com/6qdtcRQ.jpg)
That was my whole idea. But I might be able to come up with something.
I'm trying to learn programming right now. And trying to figure out unity.
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Space Shooter update time!
Added some basic enemy behavior. The enemy ship(s) will track the player and alternate between moving slowly, moving a bit quicker, and stopping & shooting.
Right now the collision detection isn't fully programmed in; the player can't be hit, but the enemies can. They can even shoot each other. The projectile code needs an overhaul to distinguish between player shots and enemy shots.
2D Space Shooter Test part 6 (http://www.youtube.com/watch?v=JbXSRHOoRmA#)
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'splosions:
2D Space Shooter Test part 7 (http://www.youtube.com/watch?v=6dnGuKNqYzE#)
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Looking more fun every video. 8)
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Just posted this on a different thread, but thought it might be useful here. http://www.drpetter.se/project_sfxr.html (http://www.drpetter.se/project_sfxr.html) It's a little program that aids in the creation of 8 bit SFX. It has some presets and such to aid in the creation which are useful when you want it to sound recognizable but be original. There is also an online version http://www.superflashbros.net/as3sfxr/ (http://www.superflashbros.net/as3sfxr/)
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As I continue to work on this shooter prototype, I realize I need to make more of a proper game out of it. And while I want to make a 2D shooter sandbox/trader game, I think for my first game I'm going to try a traditional shmup.
The goal will be thus: build one level of a vertical shmup with 3-4 enemy types and an end boss.
This is going to involve the following:
1) Refactoring my prototype code to support more modular design. For example allowing for different enemies, AI behavior/patterns, weapons, etc.
2) Learn how to do scripting for both levels as well as game objects.
3) Support different screen resolutions (likely 1920x1080 native, with scaling for others).
4) Do a proper 'game loop' with appropriate timing for different computers.
Right now I'm working on #1. It's proving to be a challenge as it is forcing me to really think about how to structure a game. I've been reading Game Programming Patterns (http://gameprogrammingpatterns.com/contents.html), which is helping and making me realize how much there is to learn about game programming.
In the meantime, here's another prototype video testing out some new sprites, enemies with hit points, and some bullet hell:
2D Space Shooter Test part 8 (http://www.youtube.com/watch?v=L3j24COvHMM#ws)
Looking more fun every video. 8)
Thanks Vigo! It's slowly getting there.
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Just posted this on a different thread, but thought it might be useful here. http://www.drpetter.se/project_sfxr.html (http://www.drpetter.se/project_sfxr.html) It's a little program that aids in the creation of 8 bit SFX. It has some presets and such to aid in the creation which are useful when you want it to sound recognizable but be original. There is also an online version http://www.superflashbros.net/as3sfxr/ (http://www.superflashbros.net/as3sfxr/)
That is very cool, thank you for sharing!
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Started work on my 2D Shmup and decided to start a new thread so as not to clutter this one. Anyone who is interested, can find it here: http://forum.arcadecontrols.com/index.php/topic,144574.0.html (http://forum.arcadecontrols.com/index.php/topic,144574.0.html)
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I always thought a fun idea for a game would be a hang glider or birdman mod for minecraft. You glide / flap your way through massive procedurally generated canyons, maybe with a racing element.
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I have been toying with a lightgun game... I got it working in a very basic form. As in I can shoot and kill using an aimtrack. I was thinking about doing a rail shooter where you go through maybe the resident evil 1 mansion and shoot zombies, dogs, and birds. Of course that's a big endevour considering the size of the mansion, garden, and lab.