Tag: development
Strike Eagle – A Challenge
by Paolo on Mar.26, 2009, under Experiments, Programming

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.
Strike Eagle – Doing Some Damage
by Paolo on Mar.21, 2009, under Experiments, Programming

Strike Eagle V 0.9
Now in this version, you can blow away some Mig-29s with your F-15’s vulcan cannon. The mouse controls the HUD and depressing it will blow them out of the sky. I’ve also done some more artistic changes to make the sky look more interesting and added a few more to the credits.
Here, I’ve had to do another major compromise. I plan to have full 3D Mig-29s to display in the Briefing, but for the game itself, the moving backgrounds make it nigh impossible to put on more than a couple Migs on the screen without it starting to noticeably slow down. So I “cheated” and took screenshots of the Migs to make it more lightweight for Flash to handle. The plane itself is still a full 3D model, but in order to make the game really go, I had to make the Migs into MovieClips rather than true FreeSpin3D components.
Another thing I wanted was real particles to shoot out of the front of the plane. But given my time constraints, I cut back on it and made the bullets invisible. I am planning on coming back and adding missiles for the player to fire to clear the screen. But right now, my main concern is finishing in less than 2 weeks.
Now, my main concern is gameplay. This feels a little boring to me. But perhaps it is because there is no challenge yet. So my next iteration will include planes flying at the player and launching tracking missiles that forces the player to dodge and aim at the same time. So hopefully, my next iteration improves the game significantly.
So after this, it’s beefing up the instructions, adding the leaderboards, and hopefully getting in those missile swarms.
Strike Eagle – Landing Safely
by Paolo on Mar.16, 2009, under Experiments, Programming

Strike Eagle V 0.8
This certainly has been a week to test my mettle. All sorts of crazy things have been trying to prevent me from working on the project.
A score has been created and a landing sequence has been added. Once the score hits 10,000 points, the plane lands. I will be changing that to just keep score until time runs out and the plane lands. Players will be scored on how many planes they are able to shoot down in that amount of time. Stubs were created for the MochiAds leaderboards and I’ve downloaded the API. This is going to be close.
Next up is creating enemies for the player to shoot.
Being shot at and creating the danger of losing the game.
Updating the briefing to reflect the design changes and controls I’ve created.