Friday, 7 August 2015

Game#14 : Robotron - completed

Robotron is complete, and it can be played here,

I will do the "write up" tomorrow, probably.

Game#15 will be my entry for the Underground Jam competition at Scirra, so I won't publish anything regarding that until the competition is over.

I already have an interesting idea for this game, bit different from the obvious platforms in caves type thing, so we will see....... maybe I'll win the Spade Handle ?

Thursday, 6 August 2015

Game#14: Robotron (nearly there)

Robotron is now pretty much playable - there is no "Game Over" display, and there's no title or high score, but it can be played.

Haven't had much time on it today, but tomorrow hopefully it will be made available to play online like all the others, and I will do the 'write up' of the game.

Wednesday, 5 August 2015

Game 14 : Robotron 2048, onwards and upwards

Feeling better today, and got some actual progress .... here we have a screen with the whole lot of everything on.

Needs a little tweaking. The "Brains" are perhaps a little too smart in going and grabbing humanoids and zombifying them.

It's now at the stage where the level is being built from globals indicating the number of objects in each level.

Fortunately I have found someone who has reverse engineered the original game, so I can get the right number of bad guys on each level.

Monday, 3 August 2015

Game# 14: Day something or other

As I crawl out of my sick bed, Robotron moves further towards being playable. I hate being ill, and I'm always suspicious of code written when I'm ill.

All the bad guys are now present except the human eating brains.

Hopefully I'll do that tomorrow.

Here you can see the Tanks and Enforcers with their bouncing and crawling bullets. Seems to work quite well.

Sunday, 2 August 2015

Game # 14: Robotron (continued)

Still feeling awful :(

Have managed to do a bit of work on Robotron. I have the two enemies that spawn others working, and I've also refactored the chaser code out of the Grunts into another family (because I'll need to have other objects chase I think).

Amendments to the Wanderer family made it suitable for use for the Quarks and Spheroids (the two enemy types that spawn other objects) they move in a similar random pattern, just with the option of diagonal movement.

Also have decided to go in for Scirra's "Underground" competition. I did go in for the "Deception" one, but I only had about a day to write the game for various reasons, so I was quite pleased to be in the top 20 :)

Friday, 31 July 2015

Game#14: Robotron (Day 2)

Shocking cold yesterday and especially today, spend most of today in Bed :(

Have made some minor progress with Robotron though ; the Grunts, Hulks, Enforces and Humans are completed.

Todo : Spheroids (spawn Enforcers), Quarks (spawn Tanks) and Brains. I'll have to spend some time figuring out how they all behave to get a realistic version of the game.

Maybe tomorrow :)

Wednesday, 29 July 2015

Game # 14: Robotron

Robotron is a classic. It's the original "totally demented shoot em up".

As you can see, I only currently have the player shooting, grunts (not doing much) and the humans (which you collect for points). If you haven't played Robotron, it looks like this but with about ten times as much going on.

This looks like it's going to family centric, already I have six different families.

One change to the original. The original has dual controllers, one controls where you fire, one controls where you move. I have nicked Jeff "Llamasoft" Minter's idea for his remake "Llamatron" whereby the player automatically fires, and the fire key locks the shooting direction, so you can fire (say) to the left while moving right.

It will be an interesting test of the speed of Construct 2, if I can find a workable control system for a touch screen. When Robotron is going flat out it makes Defender without the planet look like Space Invaders on slow mode.