Archive for October, 2011

Second 1-day prototype : Turret Gunner

Thursday, October 27th, 2011

October 27, 2011

Nothing much here at the moment, use z and x to rotate.

TurretGunner

I’ll probably add the ability to shoot next.
Finally add some “baddies”

And then some extra stuff to make it a full fledged game (prototype).

October 28th, 2011

Here is the next version, some code refactoring, but I did add the guns to the turret. The actual hitbox will probably be the one surrounding the circle with triangle on it, unless I decide in the future to allow enemies to destroy the guns.

The next version of Turret Gunner

As before z/x to rotate

October 29th, 2011

So now I made the turret smaller, and I’ve added projectiles. As you can see here up to 8 on screen at once. They all are moving pretty much at the same time, this will be added next. Once they time out individually, I will work on the turrets weapons to shoot out, then actually removing the enemy projectiles, finally i’ll add lives, then a score. Then after all that I will add levels. The levels will increase in projectile speed and spawning time. When that’s all done I can call it done and move on to the next 1-day prototype.

Here is the newest version: TurretGunner

October 31st, 2011

Okay finally got a level layout I like. You can see how long the levels go on, and how fast and how many the projectiles get. Still you can’t do anything other than rotate the turret. Next up: shooting!

Current version – Turret Gunner

November 1st, 2011

It’s getting there, you can shoot, but I’m having a problem with “double” barrels. Basically originally I started the bullets in the center of the turret. It looks okay when it’s that, but when I try to put the bullets on either side of the center, then tend to start moving out of the barrels and if left and right seem to overlap each other completely. Check this out —
Turret Gunner – “Double Barrels” working incorrectly.

November 4th, 2011

Okay it’s technically done, technically a working game. There’s a lot to be done on it before it will become that fun to play. Keyboard only this time (when I expand it into the two-day prototype I will add mouse control as well). Z to rotate counter-clockwise, and X to rotate clockwise, M to shoot. Over my first one, this has level screens and you get to shoot at stuff 🙂 Maybe my next game will have high scores or something, or a proper menu.

Here is the link to the finished 1-day prototype: Turret Gunner

Another bit of progress

Monday, October 24th, 2011

I finally got a “menu” screen (actually it just tells you to click). And you get lives, and the ball bounces against the “walls” I just need to add lives display, score, score display, and ball speedups and I can call it a done “1 day” prototype.

So technically this is done. It will be expanded into a “2-day prototype” later.

Try playing this. Use your mouse.
WallBall

Resolving collisions and getting the paddle to go to the mouse.

Friday, October 21st, 2011

I’ve been playing around with this game now that I’ve got collisions registering. Only problem is if I set the paddle to the mouses position, then you can’t really do anything about collisions because you’re always updating the mouse position. Using flashpunk’s moveTowards function works and even stops when it collides into the walls but it will jitter once it gets to it’s destination of the amount of movement is more than 1.

Let me show you here: WallBall