Asteroids with a funny twist! Game/toy

Post your Construct-made creations!

Post » Wed Mar 26, 2008 2:44 am

Ok, her's a little thing me and a friend of mine made in a day. You can't finnish the game yet, ther's no goal. The only thing you can do is fly around and push the asteroids and enemy ships with your high-tech weapons.

Controls:

Left/right-Rotate
Up- Speed up
Control- Fire pushbeamthing
Shift- Shockwave (hold to charge, release to shoot. Takes about two seconds to maximize.)

The big issues right now is

1. The little twist preformed by the enemies when they pass the angle of 0*. We got it to work with one enemie, but then it flipped out. I wasn't the one dealing with that part, so i don't really know what the problem is right now.

2. Collision detection impossible with objects using the physics movement. Tried some simple things with detectors that didn't work very well. Is this planned to be implemented any time soon Ash :roll:

3. I couldn't find a way to make the edit box accept numbers only.

Comments and critics are highly Appreciated!

Edit: Hrm... forgot the link. http://www.mediafire.com/?brwzz4zjzgw
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Post » Wed Mar 26, 2008 4:18 am

That's pretty cool. If I had any complaints at this stage I wouldn't mind you being specific about how you want your movement controls to work. The low-acceleration, high speed turning is difficult to manage.
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Post » Wed Mar 26, 2008 5:19 am

I've had a little bit of success making physics detectors with Create Hinge. For instance, if you have a solid physics circle that's 32px you can make a no-collision physics circle that's like 36 or 38px and attach it via a hinge with high stiffness. The hinge sticks better than setting the xy coordinates with an Always event because it happens during the physics behavior update rather than in your event sheet, and since it doesn't do physics collisions you can test for basic sprite overlapping. Also be sure to set your detector to like .01 mass so it doesn't cause drag on your object.

Something to try anyway.

And I'm afraid I can't check out your game at this moment because I'm posting from a different computer, but I'll be sure to take a look as soon as I get on my own.
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Post » Wed Mar 26, 2008 1:48 pm

[quote="CaptainOblivious":3n0mauc9]That's pretty cool. If I had any complaints at this stage I wouldn't mind you being specific about how you want your movement controls to work. The low-acceleration, high speed turning is difficult to manage.[/quote:3n0mauc9]

Hmmm... i think the movement is very easy to controll right now, unless you check the "realistic movement" box. Well, lets hear what other people say, and maybe i'll change it, but personaly i like it right now.

@Deadeye: I'll give it a try! Thanx!
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Post » Wed Mar 26, 2008 5:41 pm

Okay, I've had a chance to play this.

The graphics are cool. Did you do them yourself?

The player movement is nice and Asteroidsy. It feels authentic. That said, I never was very good at Asteroids so yeah, it's kinda tough.

The pushing physics works great.

And on the down-side:

1024x768 is way too big for a windowed game. The biggest you should ever make a window is like 800x600, and even then that's kinda big. So I changed it to 800x600 and rearranged your map level. When I did I noticed that the lasers were spawning away from the ship, which leads to my second crit:

You shouldn't use the System object to spawn object-specific things. Instead of this:

[code:2lpz6vwi]
- System: Create object Sprite2 on layer 1 at (0,0) from Spaceguy's image point 1
- Sprite2: Set position to object Spaceguy (image point 1)
- Sprite2: Set angle to Spaceguy.angle
[/code:2lpz6vwi]

You could just do this:

[code:2lpz6vwi]
- Spaceguy: Spawn object Sprite2 on layer 1 (image point 1)
[/code:2lpz6vwi]

First, it makes more sense to have the object doing the shooting to spawn the bullet, and second, it only takes one action (because the Set Position and Set Angle are taken care of automatically).

Anyway, it's a cool project and I'd like to see it developed further. Hopefully you can get your collision stuff working.
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Post » Thu Mar 27, 2008 12:15 am

Thank you for your comments!

Yeah, i did the graphics! Glad you liked it! If this becomes a whole game i don't think the movement will be too hard. You get in to it after a while, but for a demo like this when people just play for a coupple of minutes it might be hard. Did you try the "realistic" movement? That's how it was in the beginning.

Why should the window size be smaller? I chose that size because i didn't want the screen to scroll, but i still wanted to be able to create variated levels (hard to do on a small screen).

Thank you for your tips on the spawning thing. I looked at that event first, but i didn't really know what it did so i took the one i was used to.
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Post » Thu Mar 27, 2008 1:21 am

[quote="Attan":33wpgd0a]
Why should the window size be smaller?
[/quote:33wpgd0a]

Mainly because not everyone's desktop is set to "huge." A lot of people still have dinky monitors, or are far-sighted, or just plain like a lower resolution. My desktop is set to 1152 x 864 because my icons and fonts show up nice and readable but still small enough to have room on my desktop.

A 1024x768 window spawns halfway off the screen for me, and it takes up a lot of space. And if it happens to me, it'll happen other people.

If you want windowed, stick with a max of 800x600. Anything higher, go with fulscreen. I played around with your game at 800x600 for a while, and it seemed fine to me.


[quote="Attan":33wpgd0a]
Thank you for your tips on the spawning thing. I looked at that event first, but i didn't really know what it did so i took the one i was used to.[/quote:33wpgd0a]

No problem :)
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Post » Thu Mar 27, 2008 2:43 am

I don't see what all the fuss is about. When it comes down to it, someone can make their game to any minimum specification.

Especially nowadays with HD becoming the norm, 768p isn't all to uncommon. Around here, all the lowest end 4x3 monitors you can readily buy at WalMart are 768p minimum. The shitacular one my parents have is 1152x864.

It would be nice if Construct had the functions built in to scale to any resolution automatically within the same aspect ratio. I've made my StarFox project at 480p, but I wouldn't mind having the program render it at a higher 4x3 resolution for runtime.
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Post » Thu Mar 27, 2008 4:08 am

Okay then. I'll just pop on down to Wal-Mart and pick me up a new monitor. They take Monopoly Money, don't they?

Seriously though, you do have to keep in mind what your users are going to be playing on. If you're just making the game for yourself, that's cool, go hog wild. Set it to ten bajillion by twelve quadzillion resolution if your monitor can handle it. But most windowed games are 640x480 or 800x600 for a reason... to be as compatible as possible with most people's systems.

And HD isn't as norm as you think it is. A whole lot of people are still using computers they bought five years ago.
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Post » Thu Mar 27, 2008 9:13 am

And I bet they're still enjoying their 52nd playthrough of Half Life 2 on them. Look, I'm not saying you're wrong. I'm saying 1024x768 is not as bad as you're making it to be - even on aging computers. Forcing VGA resolution compatibility across the board for the sake of keeping some Windows ME or similarly ancient budget computer from y2k running with a sense of purpose is kinda flipping off the progress of yearly computational advance - not to mention it's not preparing for the near future.

The market trend is overwhelmingly widescreen high definition. What about the multitude of users with new and seemingly ridiculous WUXGA setups? 480p can take up less than 5 inches across on the smallest of those, and since you're most likely sitting at a desk in that situation you might as well pull out your Gameboy to experience the same effect.

There has to be balance between the old and new. 768p seems entirely reasonable to me, even on my own 4-year-old HP laptop.
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