SPACE FINALE
This is a small game I made in my computer's class based on the old space arcade games. The first part of the game starts off easy, but the farther you get the more challenging it becomes.
I'm also working on a secondary iteration of Space Finale called Space Barrage. Barrage will spawn in every enemy type from Finale at once and score you based on how long you can survive.
Link to Space Finale:
http://scratch.mit.edu/projects/SD7/2492155
CONTROLS:
Left Arrow Key/A: Move Left
Right Arrow KeyD: Move Right
Spacebar: Plasma Cannon (Press- single shot, Hold- automatic)
Up Arrow Key/W: EMP Bomb
WEAPONS:
Plasma Cannon: Accelerates a single plasma shot which destroys enemy fighters with a single hit
EMP Bomb: Hits all enemy ships within the blast radius, overloading their systems and effectively destroying them. Supplies of bombs are limited- only 5 bombs for the entire game
ENEMY TYPES:
Fighters (red): Default enemy ships. Fighters can only fire single plasma shots, and are the only enemy types that score points.
Engineers (brown): Engineers act as support units, giving additional shielding to nearby enemies, making normally vulnerable enemies invincible for as long as they remain in close proximity.
Assassins (black): Stealth take-down units, Assassins charge enemy ships equipped with explosive detonators that explode on impact. Their black camouflage makes them difficult to see against the black of space and their plasma shield can be deadly as well- not only does it make Assassins invincible until reaching their target, activating it too close amplifies their explosive radius.
Dreadnoughts (blue): Advanced enemy fighter equipped with high-powered plasma beam weapons. Dreadnoughts hang back in the battlefield and use their plasma beams to kill from afar.
Bombers (white): Heavy attack units, bombers launch slow-moving plasma missiles, which have a wide area of effect.
Special thanks to itsmomito for fixing pretty much all the glitches and providing additional help and support
Last edited by SD7 (2012-04-24 12:11:01)
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LIST OF CURRENT GLITCHES/ISSUES:
- Engineer gives shields to people even though it has been shot and destroyed
- Blue Laser fires continuously rather than incrementally
LIST OF POSSIBLE NEW FEATURES:
- Score increase to 200 to add in additional challenges (ie: white bombers, two blue ships at once, more red ships at one time)
- White ship that launches bombs
- Title menu with made up logo, credits, and "start game" button
Last edited by SD7 (2012-03-24 20:44:21)
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Ha "only fixed some bugs"- dude, you made the dang thing work. I got a lot of basework set in, but none of it worked and I was about to scrap it and try something different. You actually made it so you can shoot things and get score and have the sprites not explode randomly. I mean, now I can focus on doing some things other than pulling my hair out at basic functionality problems, and start working on new enemies, refining how it works, etc. In other words, thanks a ton!
Last edited by SD7 (2012-03-19 00:34:06)
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SD7 wrote:
Ha "only fixed some bugs"- dude, you made the dang thing work. I got a lot of basework set in, but none of it worked and I was about to scrap it and try something different. You actually made it so you can shoot things and get score and have the sprites not explode randomly. I mean, now I can focus on doing some things other than pulling my hair out at basic functionality problems, and start working on new enemies, refining how it works, etc. In other words, thanks a ton!
Hahahaha
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Yeah I'm working of fixing them. I think I know how to fix the bomb giving loads of points just by adding a "wait" command in between when it hits an enemy and when it changes the score (so the score only changes after the explosion goes away), but that still leaves the red guys- you can still score points off them even when they have the invisible shield, and for some reason they stop respawning after you bomb them, and I have no idea what's causing that
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Fixed glitch with bomb giving excess points- just added a wait command of 1.5 second (the time that the bomb explosion is visible) before the change-score command, so it only applies that after the bomb disappears, thus only awarding 1 point for each ship hit with the bomb
EDIT: Also working on devising a better method for the blue ship's laser, so that it keeps up exactly with the blue ship, rather than having that huge skyscraper of code telling it to go to an exact coordinate that may or may not be in line with the blue ship. I'm trying this:
when gf clicked repeat until <(score) > [99] > wait [3] seconds show set x to <(x position) of (Enemy Blue)> glide [0.9] seconds to x: <(x position) of (Enemy Blue)> y: [-60] hideThe colours of that are off (haven't tried using scratchblocks tags before), but that's what I'm trying right now. I though setting the x position in glide to the x-position of the blue enemy would make the laser glide to the exact x spot of the blue enemy, but it doesn't glide at all because it's gliding to the x-spot of where the blue ship was when it appeared. I'll keep working at it.
Last edited by SD7 (2012-03-22 14:26:26)
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EDIT: Optimized it. I set up a variable called "Blue position" and instead of gliding 0.9 seconds to x: (x position of Enemy Blue), it glides to x: (Blue Position variable) and in the blue ship's code, when the flag is clicked, it sets the variable "Blue position" to the x-position of itself
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Wow Awesome Logo! I fixed it all, sorry I took so long. Here you go: http://scratch.mit.edu/projects/itsmomito/2415714
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SD7 wrote:
Dude, thanks so much. I'd really like to go through and see what all you did. You're really good with this code stuff. Do you work as a programmer for a living, or is it just a fun hobby for you?
Hahaha just a hobby, your welcome. I will write comments as soon as possible.
Last edited by itsmomito (2012-03-23 12:34:58)
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Hey SD7, I left you a few comments about the fixes. Here's the link to the project: http://scratch.mit.edu/projects/itsmomito/2512275
Last edited by itsmomito (2012-05-03 13:53:56)
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I tried the fixes, but it wasn't working. The ships wouldn't leave the top of the screen, even when not in pause... is there anything else you set up besides the X destin things?
Also it's telling me that "remote sensor connections" are enabled when I open your version. Do those fit in to making the new code work?
Last edited by SD7 (2012-05-07 11:22:42)
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Nevermind, I think I may have entered in some wrong code at one point, the red ship is pausing now.
Can you explain what the [abs of _____] code doing in the [repeat until] part? I don't really understand it.
Also, where can I put a wait so that when you "un-pause" and ONLY when you un-pause it waits 1.5 seconds? I'd like to add that wait so that when you resume the game, you have a brief time to re-align your hand with the movement controls.
Last edited by SD7 (2012-05-07 11:52:25)
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