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Skeik
Matthew @Skeik

Age 32, Male

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University of Toledo

Ohio

Joined on 6/19/05

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No More Suck!

Posted by Skeik - November 28th, 2008


So yeah, I came out with Adventure Al with my partner Decade today, and I must say I am ashamed, lol. The AS in that game is atrocious, and I could've done a lot better, but I guess I didn't really have enough time or enough passion to do it. For the past few games I've done, BFF2, BFF1, and adventure al, there have always been some huge scripting errors, and I'm getting sick of myself because of it. I'm no longer going to release my stuff half finished, and I'm going to put the polish into my games needed for them to come out right. If someone gives me a suggestion on how to make a game better, I'm not going to pass it up because it's too difficult to do, or simply because I can get by not finishing it.

So yeah, expect some great things from me in the next few months >:(. here goes the update.

11/28/2008
I think it's smarter to add the new stuff to the top so people don't have to scroll down.

This new update shows one of the few Ships I've been working on, along with almost all the enemies so far. I need to work on my level design, and getting the ships that come out to be well placed and shiz, but that can come after all the game mechanics are worked out.

The new ship is a Flamethrower, and it's very powerful up close. The further away you are the less damage it does, and when bullets eventually start flying every where, you won't be able to get into the enemies faces like you can in the demo as of now. As you get further away it does less damage too. How do you guys like this ship? Next week, I'll show you the other one I'm working on at this moment in time.

I really want to spice up the enemy designs, and have a constant stream of new enemies coming. There's a lot of shit you can do with enemies in a space shooter, and I'm going to try to get as many enemies in there as I can, as unique as I can.

So yeah

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Comments

Next few months?! D:

I have like 3 games I'm working on, lol.

The sound should be balanced, too quiet/loud at points
the graphics are ok but should probably get redone
I like the flame thrower

Yeah, no sounds in the demo are permanent, and sadly, the graphics are the one thing I can't really improve as of now, lol. I'm trying to do the game without the help of someone else, and I'm not the worlds greatest artist. I'm going to do the art to the best of my ability, lol.

Well, if there is anything I can do to help pm me.

fucking finally your gonna stop sucking

STOP SUCKING MY DICK
Oh wait..

I think you should make the fire more dense. Like duplicate 2 particles every frame instead of 1. Also have the ship flicker with light as you fire the flamethrower:
<a href="http://img380.imageshack.us/img380/9894/zzzem3.png">http://img380.imageshack.us/img380/98 94/zzzem3.png</a>

When you fire in the trees, they should set on fire behind you.

I never really thought about having a flicker, I'll put it in.

Also, someone else suggested the same thing as you with the trees, lol.

I played the demo of this game and realy liked it, up until i fell thrugh the floor on the 5th or 6th level.
In tis version I fell through the floor on the 2nd level and couldn't play.
I know this is because my rocessor wasn't fast enough to keep up, but what I can't work out is why? What is so computer intensive that's going on? Cause I can't see anythign complex in the slightest.
Are there millions of Filters again? Cause if so, please PLEASE export stuff as PNG if you want it to have a nice filter effect on it but not use any cpu.

I'm a dumbass :/

After reading this comment, I set a few things to bitmap Cache and now the game runs MUCH better. If you have any problems when we upload the new version tell me.

I feel so stupid right now.

WHAT THE HELL I AM IN THAT GAME.

I was writing the script and I didn't really have anything to put into it. I had just played crunchdown so I stuck it in the VA's lines, I dunno.

Epic Fail.

oh :(

SORRY I'VE BEEN ON A TRIP ALL WEEK

I'll get to those tilesets soon I PROMISE