Ratings (show detail)
TEH Full game! K3Y G3n3d, Craxzore'D ~N~ rdy 2 rock!
|147.7 KB||Frem||2006/04/01 07:58|
Wow! It's a little ship! And it moves!
|370 bytes||Frem||2006/03/29 19:40|
02:24 < Frem> PixelShip FINAL BUILD uploaded!
Note that this is marked as the final build, but I'll (try to) fix any bugs that pop up until the deadline.
Things are looking up!
So, here's my todo list:
- Enemy fire
- Steam power ups
- high scores?
So, hopefully you'll see a more-or-less finished game up here soon! :-D
End of (my) second day
- More fluid movement
- Thingie that keeps the ship inside bounds. (Actually, it seems to prevent the ship fro going more then 16 pixels away from the window. Why? No clue.)
- 100% gfx
- 100% sounds
- A steam counter. That counts down. Should be cake to link ship movement to it.
- Score counter works. Just need items to score off of.
- Partial routines for aliens
- A GameOver() function that dosen't work.
The 0.2 build lets you play with the steam counter by using the 1 and 2 keys.
Any and all suggestions or patches are welcome!
Progress has been made
Right now I'm thinking the game will go something like this:
It's the typical 10 bazillion little alien ships vs. you type game. There's bullets all over the place, and they dive bomb you and stuff. Now, the twist: your spaceship runs on steam, so you start out with a full tank of steam. As the game progresses, you run out of steam and thus move and fire more slowly.
To replentish your steam, you must blow up an enemy that drops it as a powerup. The higher up on the screen you hit the alien, the more steam will be in the powerup (These alien ships run on steam, too, you see.)
Your goal is to survive as long as possible without getting blown up or running out of steam.
That's the plan, anyway. We'll see how far I get on it.
But I will enter! And produce a game! As soon as I can get that little ship sprite to appear... :-/