Colonel Justice's Forum Posts

  • New stuff, coming through!

  • As somebody in the Youtube comments pointed out, the music could use some work yet. If you are interested in a helping hand, let me know. I ... can do stuff

  • That looks very giger-esque!

    Keep it up!

  • Initial Release 0.7 BETA.

    Download:

    https://dl.dropboxusercontent.com/u/29526376/FSpace07_win64.zip

    Unzip the file into a folder and run nw.exe.

    Alright, this is it.

    Let me wrap up the gameplay mechanics to give you a good start.

    This is a fully featured 8 stage demo covering the first system (Culina Inferni).

    Pilots & Ships

    You pick one of four different pilots. Each one has a special passive ability and starts with a different ship setup.

    Your ship is composed of body, wings and engine, housing up to three standard weapons, three auxillary weapons and three control systems.

    The concept of smartbombs has been enhanced to a mechanic called "Special Tech". Depending on your ship body you have a different special tech.

    -Smartbombs eradicate all enemy bullets and deal 50 damage to every enemy on the screen.

    -Indestructibility will render your ship invincible for 5 seconds.

    -Silence will eradicate all enemy bullets and prevent enemies from shooting for 5 seconds.

    -Blazing Trail covers your ship in a destructive maelstrom for 4 seconds, swallowing enemy bullets and dealing 100 damage per second.

    Shop

    There is a shop system that lets you upgrade your ship after certain stages. You can fully customize your ship exchanging its parts and weapons.

    In-Stage features:

    -killed enemies will drop power ups and cash clouds (the brown ones). Collect cash to use in the shop.

    -Collect all loot coins (the blue ones) to enter a bonus stage after the regular stage is cleared.

    -Your ships defense is composed of hull & shield. Shield slowly regenerates, getting hit while your shield is down results in hull damage.

    -When you lose your last hull point, your ship will explode and your pilot is ejected.

    -As a pilot you cannot fire special abilities (except if your pilot is Private Hans) and your maneuvering ability is lousy.

    -Reaching a checkpoint will however respawn your ship and refresh your hull. In 2-player mode, if a player got killed, he will get respawned.

    -In 2-player mode, a player pilot can be rescued by the other player's ship and be carried to the next checkpoint. Be careful however, since the hitchhiking pilot can still be killed occassionally (ramming into enemies, obstacles, etc.)

    Controls

    Keyboard controls can be changed in the game options.

    In the shop system, the key mapping is as follows:

    -Fire to enter buying mode for a specific slot

    -In buying mode, up and down to select the item you want to buy

    -Fire again to buy the selected item

    -Pause to cancel a buying action

    -While not in buying mode, hit pause again to exit the shop

    The gamepad controls are functional, by the moment they cannot be mapped

    -Fire / Select / Buy: X / 4

    -Pause / Cancel / Exit: B / 2

    Have fun!

  • Hi,

    there's two and more possible solutions to do this:

    1) Base the tap spawning on a grid. For example if your tap sprite is 32x32 pixels, than this is the minimum distance between to taps.

    2) Upon spawning a tap, check the distance of it to each other tap. With a for each loop, you can check distance (x1,y1,x2,y2) > 32. If true, proceed with the spawn. Else, reiterate.

    Solution 1) is more elegant with the downside of having a fixed grid. Solution 2) lets you keep completely random positions at the cost of some calculation time.

    Cheers!

  • Hey there, thanks for the feedback.

    I create the music using Ableton Live 9.6. Mainly MIDI tracks with a bit of guitar work.

    I'm also planning a making of howto sort of video series, maybe covering the Soundtrack creation process later on.

    Cheers!

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  • Teaser featuring the retro DOS design:

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    And the soundtrack is coming along, check it out!

    Fighting Space Theme

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    High Flyer (Stage 1.2)

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    Guns Of Glory (Bonus Stage

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    Cheers!

  • Fighting Space Teaser

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  • Awesome! The question now would be how to draw walls. Polygon plugin maybe?

    The real pain will be the the z-sorting I guess.

  • Bumpety-bump!

    Doing some music: https://dl.dropboxusercontent.com/u/295 ... geTest.mp3

    It took a while to get the guitar sound like Bobby Prince having a bad day. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Also, be prepared for some major bitcrushing.

    Stay tuned!

  • This is quite awesome technology-wise!

    The camera however, is subject of causing some dizziness!

    Have you tried to fix the camera (layer) angle? Rotating just makes me feel a bit weird.

    The car sprite is superb, the trees need some extra angles, in case the camera rotation stays.

    Watching this...

    So I have fiddled around with this one too now.

    My findings so far:

    My main development machine is Win 8.1 Home patched to date, R221, NWjs 0.13.0 beta6

    My notebook runs on a Win 7 Pro 64 Bit patched to date, neither C2 nor NW.js installed, I just run compiled NW apps.

    Previewing in NW.js works exactly once per project name change.

    Why does it work: A new AppData\Local\%username%\%ProjectName% folder structure is created upon execution.

    This is of course a tedious workaround as it inflates the appdata folder.

    Running the nw.js instances in this way I noticed that they appear as 32bit instances.

    Exporting to a built application is the same, HOWEVER, the 64 bit will fire up every time and "just" leave those unpleasant zombie processes behind - which the 32 bit version also does.

    The catch:

    After having a look in AppData\Local\%username%\%ProjectName%\User Data\ , you will notice some garbage text files there. I call them garbage files because as of now I'm to ignorant to oversee the implications when they're not there

    First Run 0 KB - created when the app is run for the first time

    lockfile 0 KB - existent while the app is running

    Local State 2 KB, some config and statistic tracking going on there

    Deleting the First Run won't do anything, deleting the lockfile is prohibited by the running app, but

    after removal of the local state - tadaaaa, your NW app will fire up again! Until the next startup... because a new local state will be generated. Same is true if you mess up the Local State (bad syntax etc.). It will dump the old file to Local State.bad and create a fresh one.

    That brings me to the conclusion that renaming the project is equivalent to deletion of the Local State file.

    Didn't bother to compare the folder structures changes yet, but comparing the to Local State files (after 32 Bit run and 64 Bit run) reveals some differences in the files.

    The first is the missing parameter "browser":{"last_redirect_origin":""} in the 32 Bit version.

    Second being in the structure info_cache, the "is_using_default_name":false is set to true in the 32 Bit version.

    The last noticable difference is the absence of "plugin_stats2":[] in the 32 Bit version.

    However, bad news is that filling up the missing, different parameters in the 32 Bit version will not get it to run.

    This all is a bit separated from the zombie processes issue, as I can confirm that building an empty project will always close properly (32 or 64 bit).

  • Hey, thanks for the feedback!

    The mobile controls are a mess, yeah

    Probably it won't make it to mobile devices, but I'll check on that later.

    I have implemented difficulty levels, so far having 4 of them, easy, normal, hard and brutal.

    Polishing some art right now.

    Cheers!

  • Reserved

  • Featuring carefully curated 256 color palette sprites, a smashing 16 Bit soundtrack and intense retro action, Fighting Space brings back the glorious days of yesteryear DOS gaming - when red meat, 33.6k modems and colossal 19 inch CRT displays where cream of the crop!

    The game will be on public display at the Strasbourg European Fantastic Film Festival from Sept 16 to Sept 25!

    For more info, check the official website: http://www.fightingspace.com/