Enemy formations in vertical shooter?

For questions about using Classic.

Post » Sat May 14, 2011 2:00 am

OK I knew I did test something along the lines of Gradius a while back, so here's a sample .cap. Updated for Construct Classic r1.

http://dl.dropbox.com/u/666574/Shmuper_ ... UPDATE.cap

Ignore all graphics and code (;p) but you might learn something. Who knows! Hope you find something useful.
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Post » Sat May 14, 2011 2:29 am

Wow! Procrastinator you saved my day!

Every your caps are worth to study, thank you! :D
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Post » Sat May 14, 2011 2:33 am

No worries :) Hopefully you'll learn something from them. Even if it's how NOT to do things a certain way... ;)
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Post » Sat May 14, 2011 2:36 am

Yeah I too was wondering what would be the best way going about making enemy attack patterns/formations in a vertical shooter- kind of like Galaga (in that the screen doesn't move), but where streams of enemies come in at different formations.

Would the sine behavior and custom movement be the way to go?


nonetheless, thanks for the .CAPs, procrastinator, as they will prove very useful [size=50:2lbilgti]in my mad mad quest to make Darius III[/size:2lbilgti].
Check out my VGM on my soundcloud page!
Video-Game Music: E.C.2151
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Post » Sat May 14, 2011 2:44 am

[quote="Emperor Ing":2a8v9p4t]Yeah I too was wondering what would be the best way going about making enemy attack patterns/formations in a vertical shooter- kind of like Galaga (in that the screen doesn't move), but where streams of enemies come in at different formations.

Would the sine behavior and custom movement be the way to go?


nonetheless, thanks for the .CAPs, procrastinator, as they will prove very useful [size=50:2a8v9p4t]in my mad mad quest to make Darius III[/size:2a8v9p4t].[/quote:2a8v9p4t]

SIN behaviour helps a lot and makes a lot of movement almost look dynamic to the untrained eye. Most enemy patterns are basically just move to point A then to B then to C etc. My 2nd cap I believe, used this path movement, but as a test I only used it as targets for the real movement to make it smoother. I mean, it had a dummy sprite (this would be invisible in a game) move in the A->B->C movement, but had the real sprite rotate towards that dummy sprite for a smoother movement.

Like you I strive for the perfect shmup game (Darius III for you, Salamander for me :D) with perfect formations etc.
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Post » Sat May 14, 2011 3:37 am

Just remembered, you could check out my old game test Dojem - viewtopic.php?f=8&t=3031&p=23328

This was more about random formations and levels (among other things). Who knows, might help ;)
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Post » Sat May 14, 2011 4:56 pm

[quote="procrastinator":rvooyrwk]Just remembered, you could check out my old game test Dojem - viewtopic.php?f=8&t=3031&p=23328

This was more about random formations and levels (among other things). Who knows, might help ;)[/quote:rvooyrwk]
I can sure tell you like the salamander games from this one :mrgreen:
Check out my VGM on my soundcloud page!
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