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    WIP : Invaders in a week

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    • SteveZX81
      SteveZX81 F last edited by

      I can't help but feel that is screaming out for a game in its own right! Revenge of the lonesome Invader!!

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      • Martin
        Martin Fuze Team last edited by Martin

        Not much to really show from yesterday so no video (that and I'm working), but

        • Player gained the ability to fire and kill the invaders
        • Confirmed the speedup works as expected
        • Added a simple game over mode so that rather than just giving an "array out of bounds" error once you've killed all the invaders you get a green game over screen instead of red if the invaders land
        • Implemented all the different types of enemy missiles and started work on the firing logic. There's a few rules to how often they fire, what types of missiles they can fire when, and certain missiles have certain behaviours - bet you didn't know that :)

        So actually quite a lot was done yesterday but not much of it is really visible.

        Still a tonne more to put in yet and I really don't know if I'm going to make the 1 week deadline but we'll see how we go.

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        • SteveZX81
          SteveZX81 F last edited by

          Hold on a minute.. 'different types of enemy missiles'! what?

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          • Martin
            Martin Fuze Team last edited by Martin

            Yep, 3 physically different kinds. One will always appear directly the above the player, another has limitations because it cannot be on the screen at the same time as the UFO, and one cannot appear when there are 8 or less invaders left. There are 3 counters controlling these and the limit the counters have to reach before they can spawn a missile varies depending on the player score.

            I'm approaching this from a bit of a hybrid way. Some parts of the game like that and the movement will be a (hopefully) exact implementation. Other parts such as the screen, the layout and so on will be an implementation appropriate to the Switch. So it's a bit of a mix and match between clone with a bit of artistic license thrown in. It is 100% programmed in a Fuze way using sprites and all the rest of it. I'm not doing anything like coding an emulator.

            Oh, and at the end, if I can muster up the skills then maybe I will do an "alternative graphics" version too that could be submitted to the showcase. We'll see. I want the original done first.

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            • SteveZX81
              SteveZX81 F last edited by

              Very interesting! can't wait to play both versions!

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              • Martin
                Martin Fuze Team last edited by

                As I suspected might happen, work and life has got the better of me after the bank holiday and there has been no work done on this since the Bank Holiday. Hopefully the "week" will resume at the weekend. I know it clashes with the gamejam so people will be busy with that but no matter.

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                • SteveZX81
                  SteveZX81 F last edited by

                  I hope you're counting the hours put in.. no cheating now, Total time of 1 week and 1 hour is not allowed ;) Just admit it mate, you've put it off because you don't want to do the bases. lol

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                  • Martin
                    Martin Fuze Team last edited by

                    Hah! No. Just can’t face programming in the evenings after doing it all day. If we’re counting hours then I’ve got loads left because most of last weekend I didn’t do much at all during the day and usually started after dinner in the evening.

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                    • SteveZX81
                      SteveZX81 F last edited by

                      ..waits for update patiently..

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                      • Martin
                        Martin Fuze Team last edited by

                        I was only thinking about this earlier. I'm hopefully going to get back to it at the beginning of the week for a day or two. I've got some things lined up and ready to go in my head, it's just getting the time now.

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