Game Devigner

Archive for March, 2009

Strike Eagle – Full Plate

by Paolo on Mar.29, 2009, under Experiments, News, Piracy, Programming

Strike Eagle V 0.13

Strike Eagle V 0.13

Now the level is fully fleshed out.  It is decently challenging.  The first time I played it, I died on the last volley of missiles.  And it is very fun to simply hold down the spacebar to clear the air with a missile swarm.  The challenge is getting the highest score, which means taking risks and not moving the plane too much because it tilts the horizon.

Now I have to round out the Briefing so that the player has more information that their mission is to take out the enemy air support, and a mention of the game’s controls with the keyboard and mouse.

Last is the adding the MochiAds leaderboards and MochiAds pre-loader instead of mine so your score becomes relevant to other people.

Check it out!

On a sad note…

Originally, I was contemplating on removing “Counterpunch Games” in favor of “Game Devigner.”  But today, the beloved cat, Louie “The Count” died today due to complications with diabetes.  So, in honor of “The Count”, I’ll be keeping the logo for this game to honor him and how much he meant to me, my family, and to all my friends.

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Strike Eagle – Lock-On

by Paolo on Mar.28, 2009, under Experiments, Programming

Strike Eagle V 0.12

Strike Eagle V 0.12

There was a number of crazy math tricks I had to use to make the missiles track and follow an enemy plane when fired.

Now for the final version…  This means:

  • Refining the level so it has a number of enemies to shoot and get lots of points for the leaderboards.
  • Refining the introduction screen and the briefing.
  • Adding the leaderboards.

It’s all about polishing now.

Check it out!

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Strike Eagle – A Challenge

by Paolo on Mar.26, 2009, under Experiments, Programming

Strike Eagle V 0.11

Strike Eagle V 0.11

You’ll notice that I skipped V 0.10. The program is getting to the point where I am worried about damaging the stability of the program with every new line of code that I add. So I am taking more frequent backups at every interval.

In this long iteration, I completed the enemy attack logic. They can shoot a number of missiles that forces the player to dodge. After being hit, rather than showing a “life indicator”, I just made the plane smoke to show damage. The more damage, the more smoke. After 3 hits, the plane rolls uncontrollably and explodes.

I also found out that my pre-loader was not functioning properly. I put too many assets to “Export on first frame” rather than having them export on the second frame as recommended by Michael James Williams.  I am very thankful for his great tutorials in helping me fix the issues in my game.  But in the end, the MochiAds pre-loader will precede mine.

Also, I had to lower the quality of the Flash file so that it performs faster and smoother.  So far, I like the results.

Next up:

  • Extending the level with a variety of attack patterns.
  • Adding a “secondary fire” element – player missiles.

And last:

  • Rounding off the Briefing with control instructions.
  • Adding the MochiAds API and Leaderboard.

Check it out!

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