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Work in Progress / Trek Blasters II - my first shmup

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vidmouse
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Joined: 28th Apr 2009
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Posted: 18th Jun 2009 21:36 Edited at: 19th Jun 2009 06:13
And also my first game, more or less. I've worked on various other programs but this one is the first one where I've really tried to seriously learn Darkbasic and have some fun.





Use arrow keys to move, CTRL to shoot. Any other keys you need to use are explained on-screen. Hope you like this first basic attempt!

Vidmouse's Software: http://www.freewebs.com/vidmouse/software.htm

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JLMoondog
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Joined: 18th Jan 2009
Location: Paradox
Posted: 19th Jun 2009 01:54
Nice game for a first attempt. Very quick and fast paced game.

Areas to improve on for your next version:
-longer levels
-phasers!
-longer enemy bullet duration
-background
-shield 'health'
-torpedo's could track enemies

Good job.

Valle
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Location: in your girlfriends bed
Posted: 19th Jun 2009 17:38
good start!
Now you should improve the gameplay and make it look and sound good


vidmouse
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Posted: 19th Jun 2009 20:35
@Josh -
I like the idea of longer levels, just haven't figured out how I want to implement yet.
Phasers weren't part of the original game plan but I can see how they're missed. Maybe make the phasers a long firing tight beam and the photons more of an area bomb effect?
Shield Health == love that idea, gotta find some good graphics and a way to implement. Do the bad guys get shields too?
Longer enemy bullet duration: not sure what you mean here... slow down their bullets? That's easy enough, that's just a constant change. I do have their bullets die at the bottom of the screen and it's kinda random when they start firing. Maybe set it so they only fire above a certain Y-coordinate level?
Tracking Torpedo's -- hmmm, not sure I'd go for this one, the original series Trek didn't exactly have this until movie 6, and even then it was kinda weird it was never seen again. Can't make it TOO easy.
Background: I agree it's a little bland... I would like to have a longer scrolling background like a piano roll that has stars, planets, maybe galaxies and such go by, as the ship progresses thru the level. I had a little trouble implementing this, as it worked ok on one computer but then crashed on another. (some kind of file size restriction on my piano roll I think) I had never done the starfield the way I have it implemented now before (using "dot" commands) so I wanted to give that a shot first. Hmm... maybe I can combine both, give it a layered effect.

@Valle - What would you do to improve the look and sound?

Vidmouse's Software: http://www.freewebs.com/vidmouse/software.htm
NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 13:42
Quote: "(some kind of file size restriction on my piano roll I think)"


Layer it up. Repeating scrolling generic stars pattern and then nebulae and planets on their own objects sailing past atop. If you made the stars scoll a little slower than the objects move, it would create a parallax effect and thereby the illusion of depth.

JLMoondog
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Posted: 20th Jun 2009 15:07
haha, your right...the only time you see a torpedo track an enemy ship is when they set it to detect the 'trail' of the bird of prey. "Revenge is a dish best served cold."

What I meant about the enemy bullets is for me they didn't even last a few loops past the ship. So they were very short lived. I'd never get hit by one unless I was right up on an enemy ship.

To expand on Nex's comment:


I hope this explains some things. Depending on how your creating your ships, if you using sprites then use three layers of sprite, if your using plains, use three layers of plains. The rest is self explanatory.

vidmouse
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Posted: 21st Jun 2009 23:47
Thanks for the input!
So, planets/comets etc are on one level (100% level), ships and bullets are on another level (75%), and stars are on the last level (50%)?
Been throwing, celebrating, and recovering from my son's bday party this weekend, hopefully will get some time with this tonight.

Vid

Vidmouse's Software: http://www.freewebs.com/vidmouse/software.htm

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