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AppGameKit/AppGameKit Studio Showcase / [WIP] Alien Invaders [Arcade]

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Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 21st Sep 2015 08:11 Edited at: 21st Sep 2015 23:57
Well, here is yet another WIP

This is inspired by Space Invaders, and uses as little media as possible.
Just the special effects and sound are in the media folder.
The player ship, aliens, alien bomb, and mother ship are drawn.

I want to thank Baxslash for PAX, for the particle effects.
I want to also thank Phaelax for GameSpace, for the online high scores system.
Without those tools my games wouldn't be nearly as fun.

Here is the screenshot...



Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 21st Sep 2015 08:22 Edited at: 21st Sep 2015 10:07
Here is the Download for PCs if anyone wants to try it and leave some feedback... (see attached)

5 = simulated coin mechanism

6 = start button

controls explained in menu


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 21st Sep 2015 10:23 Edited at: 21st Sep 2015 10:58
Nice little shooter

Although the smoke effect is not quite right for a space shooter, it's the best smoke effect I've seen in AppGameKit! Are you willing to share your particle setup code for that effect?

I'm guessing the UFO explosion is the same but bigger and with some red sprites added?

The keys are a bit hard due to the fire button being the UP key. Space or something nearer the left of the keyboard would be better.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Crazy Programmer
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Posted: 21st Sep 2015 15:08
Really nice Conjured! Was a fun game, I think my score was like 65k

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 21st Sep 2015 19:16
Quote: "I think my score was like 65k"


Yes I could only manage 50K!


Well done with this CE, it is a nice game and lots of fun, like the effects. Done with the particle editor?
I love that tool!

Great work and get it on Android store it will do well

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Conjured Entertainment
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Location: Nirvana
Posted: 21st Sep 2015 19:37 Edited at: 21st Sep 2015 19:45
Quote: "Although the smoke effect is not quite right for a space shooter, it's the best smoke effect I've seen in AppGameKit! Are you willing to share your particle setup code for that effect?"

Sure man.
The big explosion is just a modification of the stock one that comes with PAX.
The files are in the ZIP, so feel free to peek at them or load them into PAX and play away. (I'm surprised you didn't peek already)
I did a pinkish/purple hue for the bits and some smoke on the explosion for the aliens, so it would help look like they were being blown to pieces.

Quote: "The keys are a bit hard due to the fire button being the UP key. Space or something nearer the left of the keyboard would be better."

Yeah, but I am used to using that key set up for testing, and an old friend uses those keys a lot too.
This is intended to make its way into a multi-game arcade machine that has joysticks and buttons.
I may put in a configuration menu to set the keys to whatever you want, because I have been wanting to code one of those anyway.


Quote: "Really nice Conjured! Was a fun game"

Thanks
It isn't finished yet.
Drawing the stuff in code was fun, and those snippets are easy to share too.

Quote: "I could only manage 50K!"

I got 323k when I had a different multiplier setup for the UFO! (m*2)
That setup was crazy though as I managed to get 128k just for killing 1 UFO!


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
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Posted: 22nd Sep 2015 00:17
That's pretty good, I got just over 73k on my first go. Second on the leader board. Look forward to the finished game.

Invaders of the 29th Dimension - available now on Google Play
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Crazy Programmer
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Posted: 22nd Sep 2015 01:34
I'm in protest of the Invaders being able to pass the spaceship

I have played the game maybe 10 times now and cant beat my highscore of 85k...The invaders may invade alittle too fast or shouldn't be able to pass the ship....or the ship should be able to shoot backwards with the down key...and if he misses he can destroy the city. So you better not miss

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Conjured Entertainment
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Posted: 22nd Sep 2015 03:03 Edited at: 22nd Sep 2015 03:07
Quote: "That's pretty good, I got just over 73k on my first go. Second on the leader board. Look forward to the finished game."

Thanks
Nice score

Quote: "I'm in protest of the Invaders being able to pass the spaceship "

All the better to blow your buildings up.
Quote: "So you better not miss"

Right

Quote: "The invaders may invade alittle too fast or shouldn't be able to pass the ship....or the ship should be able to shoot backwards with the down key...and if he misses he can destroy the city."

They will bomb your buildings bad when they pass you every time you get directly above them.
So, the more you chase the UFO, the more they can wreak havoc on the buildings below.
So yeah, don't let any pass.
There is a way you can leave one guy on an end to make a group descend on the other side missing the buildings on his side.
So, not all aliens that pass will destroy a building, but most do.
Take note that all those creatures hitting the ground die on impact (you get the kill count), they just don't blow up unless they hit a building.

The shooting backwards idea is a good one, especially if it could cause more destruction on the buildings than the alien would.

As far as the speed goes, I toned it down somewhat already by reducing the increment on the fourth level. (4,6,8,10,11,12,13...I have cleared 19 and seen 20 in tests)
I didn't want to slow it down too much and have people think it was boring, so fast pace action was the result.
I can slow it down more if you guys think it is too fast though.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Crazy Programmer
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Posted: 22nd Sep 2015 04:43 Edited at: 22nd Sep 2015 18:56
Quote: "I have cleared 19 and seen 20 in tests"

I wouldn't tone it down...if its actually possible to go that far. I would like to know what level I die on tho...Its hard to keep count when so much is going on

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Scene Commander
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Posted: 22nd Sep 2015 14:11
Great looking little game. I love retro shooters and have been meaning to do a proper space invaders clone for months now. Looks like I've been beaten to it. .

SC

i7-4770s 3.10ghz (Passmark 9599) - Geforce GTX 650ti (Passmark 2708)
Conjured Entertainment
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Location: Nirvana
Posted: 23rd Sep 2015 09:28
Quote: "I love retro shooters "

Here's one that I was working on today, and I have been meaning to do this one for months too....



... I have a few issues with my bullet being so fast it penetrates the shield sections sometimes.
I need to resolve an unwanted random recoil issue too when firing.
This is only the first day on this one though, so I was just happy to get the rings functioning properly.
I tried to put a glow on the ship and overdid it, so its blurry for now.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Conjured Entertainment
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Posted: 24th Sep 2015 09:42
Day 2 at the castle.
Now, there actually is a castle, and it has tracking and a sparkly missile.



... mines tomorrow. (I like to call them orbs)


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
SpecTre
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Posted: 24th Sep 2015 16:23
@CE, looks like you have your work cut out here with the shooters

Are you doing this as 2 games or having the second option as an end of level enemy to defeat?
Would be a good idea

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Conjured Entertainment
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Location: Nirvana
Posted: 25th Sep 2015 04:11 Edited at: 25th Sep 2015 04:24
Quote: "Are you doing this as 2 games or having the second option as an end of level enemy to defeat?"

Separate
I had been wanting to do a Star Castle remake for a long time now, and I had a thought the other day and tested it.
It didn't work out, but a work-around did, so I got into it a bit and got distracted from the other projects.
Neither one of these should take long, so I can flip flop.
I was going to do the orbs today, but decided to work on the font instead, and I tested a few other things to work out my bullet issue.

The Star Castle project is strictly fan-based and not for profit.
I am going to try to keep the original look and feel as much as I can, but some things may end up slightly different on the physics.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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