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View Full Version : Carlosvision - StarKnight


Joseph Duchesne
2006.07.02, 01:56 AM
Well, here goes the first public release. I'm driving down to Boston tomorrow (~9h from where I am in Canada) so I don't know if I'll be able to fix any issues in time, but anyway, here it is!

http://staronesw.com/StarKnight0.8.zip

Only one level and a hurried tutorial so far, but more will come (although probably not until after the contest). Oddly, there are more weapons and enemies in the game than in the levels and two of the coolest weapons don't really even get used (the space nukes that you get in the tutorial and the dual beam cannon that you start with a little bit of charge for). Oh well, more levels will come.

Credits: All everything by me!

Feel free to make suggestions, complain about bugs, or rant about your favorite bits so that I can do more of whatever it was you liked.
Thanks!

unknown
2006.07.02, 02:18 AM
Very cool!
Great fun, but the boss didn't blow up :(

You notice the per pixel sprite hit detection btw it adds a lot to a game like it :D

Joseph Duchesne
2006.07.02, 07:48 AM
hrm... didn't blow up? I suppose it kind of looks that way. The level ends the second you take him out. I'll fix that. The per pixel collision detection worked surprisingly well, and by well I mean quickly. It's (somewhat) optimized. The one thing I really wish I made more use of is animation. The sprite class I made does collision per pixel, per frame, leaving room for cool bad-dudes that fade in and out of existence etc. Anyway, thanks for the heads up on the boss!

diordna
2006.07.02, 10:01 AM
Slow, but cool.

You're guilty of subpar grammar in places, but nothing huge. (loose -> lose, its -> it's, etc)