Name: Platform Horde
Current Version: 0.98
Last Update: November 12, 2009 @ 18:45 EST
0.98 Release: http://www.mediafire.com/?thqgee2m0rg
0.98 Source: http://www.mediafire.com/?uijnthyoamz
0.92 to 0.97 changes
- Changed options GUI
- Changed enemy spawning system from random number generation (Spawn enemy when variable x is a number between y and z) to a cycled one (every x game cycles, spawn enemy)
- Changed what happens when player dies
- fixed minor bugs
- Running tally of frags now kept
0.97 to 0.98 changes
- Fixed minor errors
- Added two more weapons
- Added a simple cash system, and a shop
- Added enemy death and hurt sounds
Game InfoLatest Dev. News (November 12, 2009 @ 18:45 EST):
Feedback on these ideas are more than welcome. In fact, they're wanted.
- Probably going to switch systems for dealing with the bullets
- I'm thinking about reducing the total amount of enemies allowed on screen from 39 to 35, so I can use the extra 4 room objects as bullets. There's only one object allowed to be the bullet, and there can be a noticeable slow-down in the player's firing when there are many enemies, and the player is leaning on the fire button.
- I think adding a leveling system and a shop with different weapons would really make the game better, in that it would add more depth to the game.
Someone suggested adding a 'duck' feature for the player and the enemies. It would definitely make the game harder.
- More enemy classes and types?
Pop open the champagne , I've finally completed my first game...after about a full year using AGS. There is no story to worry about, for this is an arcade style game, meant to be played for high score, not story. I'm going to be making constant updates to the game, in the style of patches, to make it easier to get newer versions out to you fine, fabulous people :P I kinda wish that AGS had internet capability, because I could do so much more, but this is not the forum or post to bring it up.
(http://i182.photobucket.com/albums/x313/suicidal_pencil/screen3.png)
As you can see, I still have a wee bit of work on finishing up the character sprites. There are 4 backgrounds (which one you see is randomly decided), which are my screen shots from Unreal Tournament, and Doom II. The enemies and player were created by me (it shows, I'm a horrible graphic artist).
I am handing out the source code so that people can critique the code, design, and everything else about it. Plus, you can add your own music into the game, just by putting the file in the folder, renaming it, and compiling. The game automatically detects and adds it to the playlist. It supports only MIDI music at the moment, so avoid using .mp3 files or anything else.
(http://i182.photobucket.com/albums/x313/suicidal_pencil/screen1.png)
The game also allows you to change the difficulty by adjusting the properties of enemies. So far only three properties are changeable: Health, Spawn rate, and the number of frags required before they change automatically.
To Do List:
- 2 player
- More weapons
- Increased customization of enemies
- Crouching
- Power-ups?
- Wave system?
- More sounds!
- More music!
Sounds really cool!!
I've been poking around your code in the previous versions of this, thanks for making the source available!
Nice gameplay!
My advices;
*We have to click "Play" button in main menu and skip the instruction text every time we die and want to replay, which gets tiring after a short time. Instead of a simple RestartGame() code, you can make a seperate main menu room and reset/reload the actual game room.
*The game gets more fluent if the fire button has a priority over the right-left move buttons. I have also increased the frequency of walking animations in order to improve the fluency for my personal joy.
I also prefer an accelerated move for my own projects instead of linear ones.
*You can increase the brightness of some backgrounds, our black stick character is hardly seen on the black areas of backgrounds.
I've just finished the 0.97 version, and it is now available through the patch.
Thanks for the feedback, Gord. I did muck about with the "play" button on the main menu, and changed it so that it doesn't display the instructions every time. Plus, the game now never really restarts, so that the game keeps vital information, instead of it getting reset to defaults.
New version released.
The next release will be 1.0, and it will be the final .exe release before I start using patches.