Aeropack
micah
Member Posts: 85
I just published to the web what I have so far of Aeropack: http://gamesalad.com/game/play/34326
It's my first GameSalad game, and it's gonna be my submission to the Macworld 2010 contest. It's still very far from done, but I think it's a pretty good start. It's a steampunk platformer, and can fly around with your steam-powered jetpack. What do you think?
It's my first GameSalad game, and it's gonna be my submission to the Macworld 2010 contest. It's still very far from done, but I think it's a pretty good start. It's a steampunk platformer, and can fly around with your steam-powered jetpack. What do you think?
Comments
As to your game - a great bloody start sir! Nice one!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
http://gamesalad.com/game/play/34326
It doesn't work in new versions of Windows anymore, but you can play it in any operating system using DOSBox: http://www.dosbox.com/
I got it running on my Mac .
But yeah, Aeropack isn't a complete clone of it. The bad guys will be by and large completely new (it's really difficult to emulate some of their behaviors in GS). And of course it's not on a strict grid, the levels scroll, etc. And in Aeropack, you're collecting gems to power your space ship engine .
After I submit it to the Macworld 2010 contest I'm going to add some sort of iPhone controls to it also, probably left and right and up arrows or a D-pad. What do you think the best way to play this on an iPhone would be?
11 of the 16 levels are done, and I'm done with all the menu logic. I'm thinking of adding one more bad guy, but everything else that's in there is what's in there. We're still updating some of the graphics though.
And by the way, GS is awesome. If I were doing this with Objective-C it would have taken me probably 2 months to get close to this point, instead of 2 weeks with GS.
I keep discovering new little tricks and stuff. Like, particularly I have an actor on my HUD layer spawn some intro actors and center them on the screen. The intro actors use timers to fade out and then destroy themselves. That's how I do the "You are playing LEVEL 1" type graphics. And I don't want the player to climb ladders as soon as he collides with them because then most of him won't be touching the ladder, so instead I layer two actors on top of eachother, one is really thin and it collides with the player, the other is the width of the ladder and is just there for the looks.
Anyway, I'm having a blast working on this game. Leave me comments and feedback, I'm interested. And I hope I win the Macworld 2010 contest with it .