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AppGameKit/AppGameKit Studio Showcase / [WIP] Astrarium [Win/Mac/Android)

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BraindeaD
16
Years of Service
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Joined: 30th Mar 2008
Location:
Posted: 20th Jan 2014 13:23 Edited at: 20th Jan 2014 13:26
Hi all,
Here's a little video of my new game: Astrarium. It's a space shoother, done with AppGameKit (tier 1), inspired by Uridium and other great games.
It will be released in Febrary 2.014 for Windows, Mac and Android.



Hope you like it and excuse the poor video quality

Best regards!
MikeMax
AGK Academic Backer
12
Years of Service
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Joined: 13th Dec 2011
Location: Paris
Posted: 3rd Feb 2014 06:17
Looks great !

Keep Up the good work !!!

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BraindeaD
16
Years of Service
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Joined: 30th Mar 2008
Location:
Posted: 3rd Feb 2014 17:49
Thanks for your comment, MikeMax!
I'm doing some advances in the game: up to 4 planes of depth, scroll now left more space to see the incoming enemies, new levels...
I hope finish the game in a few days.
Agent Shadow
10
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Joined: 25th Dec 2013
Location: The Nearest Hospital
Posted: 8th Feb 2014 18:49
I like it. Very impressive

Lurking throughout the night...
BraindeaD
16
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Joined: 30th Mar 2008
Location:
Posted: 10th Feb 2014 13:46
Thanks, Agent Shadow.
I'm finishing the game levels now. I've finished 6 of the 12 levels that game contains... I'm really slowly making levels (design, test, adjust difficult, test again...)
I hope do a release next week or so...
fog
20
Years of Service
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Joined: 5th Oct 2003
Location: Newcastle, England
Posted: 10th Feb 2014 15:02
Anything that takes inspiration from a Braybrook classic is ok with me.

Looking good BraindeaD.

Blendman
10
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 24th Feb 2014 16:50
Hi

Your game looks good.

What technic do you use for the bullets (because AppGameKit doesn't have linked list I think) ?

Has AppGameKit additive blend mode (for explosion) or a technic to simulate that ?

I'm waiting for the android version .
BraindeaD
16
Years of Service
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Joined: 30th Mar 2008
Location:
Posted: 25th Feb 2014 05:38
Hi blendman, thanks for the comment!
For the bullets I've used an array of types. Each time I want to create one new bullet, I look in the array the first empty cell. In the main loop, I read the array up to the last used item and updates it (advance, check collisions and so) when the bullet dies (get out from the screen or collides with any enemy) I erase the associated sprite and clean the array element in order to have it ready if it is needed again. Sorry for the bad explain, my english is really bad.
The explosions are just pngs with alpha and much bright, used with a relative dark background it seems to have additive blend, but it hasn't. In the v2 of AppGameKit we will get the additive blend!!!

Hope it helps.

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