Doktor Gonzo Posted January 11, 2005 Posted January 11, 2005 Cross-post from the games board, thought I'd share Rasteroids Quote
Dat Pinche Haro! Posted January 11, 2005 Posted January 11, 2005 pretty nice...it's cool to seee a fun retro game once in a while great work! Quote
DatterBoy Posted January 15, 2005 Posted January 15, 2005 Sick! Another way to waste time! Would like to have more accurate collision and some kind of way to not spawn from death to be hit right away. :dat Quote
DatterBoy Posted January 16, 2005 Posted January 16, 2005 Also, the sound seems to go really loud and goes in and out. Quote
robokochan Posted January 16, 2005 Posted January 16, 2005 Very Cool Game. The sound does go in and out. I personally suck at games and a nice feature would be to give a little leway when your new guy appears. I don't know how many times I died before I even got a shot off. LOL All in all great game, good graphics and sounds. Rob Quote
fulcy Posted January 16, 2005 Posted January 16, 2005 Agreed, having a little bit of time right when you spawn that you are invulnerable would be good. Also, a suggestion on key layout - if i remember correctly, the down arrow on the old game was linked to turning 180 degrees - and there was a seperate key for the power-up fire. Might make it a little easier to stop once you get going... Quote
Doktor Gonzo Posted January 17, 2005 Author Posted January 17, 2005 Hmmm, all good suggestions. The key layout is easily changable, I'll probably do that. The respawn invulnerability also - I knew it was a problem, but for some reason I never thought of just a few seconds of invulnerability - I was contemplating complicated schemes to detect passing rocks and delay the respawn. As for the sound issues... I'm a Flash noob, and I can't seem to figure out how to get things to settle down. It's not the samples, nor is it the stereo code - just seems to be something that happens if you try to play too many sounds at once. And the collision detection is the roughest of all - as it is, I'm using Flash's inbuilt methods, which for bitmaps are limited to simple bounding boxes. Getting more precision there would either require switching to vector rocks (something I'm not anxious to do, I named the dang thing Rasteroids after all!) or writing my own detection routine. And while that might be an interesting exercise, it'll have to wait until I have more time to toss at it... Quote
Metal_Massacre_79 Posted January 17, 2005 Posted January 17, 2005 (edited) Any way you can replace the ship with a Valk, and the rocks with enemy ships? Maybe call it Macroids? Edited January 17, 2005 by Metal_Massacre_79 Quote
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