Author Topic: Grav-smash [Completed]  (Read 2744 times)

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Offline Phero

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Grav-smash [Completed]
« on: March 19, 2013, 01:52:39 pm »
Took a couple of free hours over the past few days to put together a simple little space game. I always wanted to make a space game. Basically, the closer an object is to you, the more gravitational pull you can exert on it to draw it in. When you smash guys, you get points and it refills the timer based upon the object's thrust (i.e., difficulty of pulling them in).

It's nearly done, I just need to add a screen that displays the score after each play (when the timer on the left runs out) as well as create an appvar setup to keep a running high score.

If I want to get extra wacky, I might fiddle around with a multiplier system, although I honestly don't know how much that would contribute to the game other than to make it "feel" flashier.
« Last Edit: March 19, 2013, 11:48:13 pm by Phero »

Offline DJ Omnimaga

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Re: Grav-smash
« Reply #1 on: March 19, 2013, 02:31:10 pm »
This seems quite fun :D. I wonder if you can lose if enemies shoot you by the way?

Offline Phero

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Re: Grav-smash
« Reply #2 on: March 19, 2013, 04:46:12 pm »
This seems quite fun :D. I wonder if you can lose if enemies shoot you by the way?

That might be in Grav-smash 2.0 DX Collector's Edition with Director Commentary and behind-the-scenes featurettes :P

I basically have 12 objects, the main character (made of 5 8x8 sprites), and 25 background "stars" being drawn at each refresh, regardless of whether they are on-screen or not (for the sake of a constant play speed). I didn't try anything with bullets mostly because I'm not confident that I am skilled enough to pull that off and have the speed be anything I'd be happy with unless I put the calc in "Full" mode. Even then, I'd likely fail miserably at it ;)
« Last Edit: March 19, 2013, 04:46:48 pm by Phero »

Offline pimathbrainiac

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Re: Grav-smash
« Reply #3 on: March 19, 2013, 07:06:32 pm »
* pimathbrainiac wants!!!

binary plz!
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Offline Phero

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Re: Grav-smash
« Reply #4 on: March 19, 2013, 11:47:07 pm »
Uploaded to ticalc.org, source included. Soon...

There was a bug that was causing some objects to randomly explode off-screen, which I tracked down and fixed, and now the high-score system is fully in place. Hopefully, it's a fun little arcadey romp!

Attached is a screenie of the completed project.

EDIT: By the way, 880 is my current high score... but I've only played it through to the score screen about 5 times, so I'm sure that it's easily surpassed  ;D

EDIT 2: Apparently, it went up already -- http://www.ticalc.org/archives/files/fileinfo/452/45266.html
« Last Edit: March 19, 2013, 11:54:59 pm by Phero »

Offline Keoni29

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Re: Grav-smash [Completed]
« Reply #5 on: March 20, 2013, 03:03:31 am »
Looks like fun. Kimd of like river raid where you have to collect fuel to keep flying. It'd be nice to have one type of enemies that hurt you. Bombs or something like, that. That shouldn't be too difficult to implement, right?
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Offline Stefan Bauwens

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Re: Grav-smash [Completed]
« Reply #6 on: March 20, 2013, 03:14:39 am »
That looks sweet, Phero.
Just haven't understood yet how it works exactly. >.<


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Offline DJ Omnimaga

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Re: Grav-smash [Completed]
« Reply #7 on: March 20, 2013, 04:04:48 am »
You know, this would most likely be an example of game that would run pretty well on the 84+CSE (even more in 160x240 mode) since it doesn't have to update the entire screen every frame. Just draw some stars in the background I guess and the rest is mostly sprites moving around, no tilemap or anything of the sort that requires updating the entire screen every frame. :)


EDIT 2: Apparently, it went up already -- http://www.ticalc.org/archives/files/fileinfo/452/45266.html

You can't approve your own files as ticalc staff? O.O

Offline Phero

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Re: Grav-smash [Completed]
« Reply #8 on: March 20, 2013, 10:33:32 am »
That looks sweet, Phero.
Just haven't understood yet how it works exactly. >.<

Give it a whirl, it's pretty intuitive once you get your hands on it :)

Looks like fun. Kimd of like river raid where you have to collect fuel to keep flying. It'd be nice to have one type of enemies that hurt you. Bombs or something like, that. That shouldn't be too difficult to implement, right?

Probably well within reason. I like the idea of bombs that decrement your timer. Hmmm.....

You can't approve your own files as ticalc staff? O.O

I suppose that I could, but I leave that up to the pros (Travis and Nikki).
« Last Edit: March 20, 2013, 10:35:28 am by Phero »

Offline Keoni29

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Re: Grav-smash [Completed]
« Reply #9 on: March 20, 2013, 10:38:52 am »
The timer represents the amount of energy/mass the black hole has, right? When a bomb gets sucked in it explodes and some mass gets blasted out of the hole back in the universe. Kinda like in sonic when you get hit you lose rings which can be picked up again.
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