Game Devigner

Tag: experiment

Strike Eagle – Giving Their Due

by Paolo on Mar.04, 2009, under Experiments, Programming

Strike Eagle v 0.5

Strike Eagle v 0.5

In this version of Strike Eagle, I added a major, but subtle piece of functionality.  The background manager now responds to user input and rotates and curves if you want to lean the camera left/right or up/down.  The first use of this functionality is found in the Credits section and the stub for the MochiAds Leaderboard.  Eventually this will be tied directly to the keyboard controls.

As for the credits – the majority of credit is due to my family.  They carried the bulk of the work, freeing enough time for me in the evenings and into the late night to work on this project.  I’ll be adding a link and logo to “CounterPunchGames.com” on the Credits page at a later date.

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Strike Eagle – Opening Choices

by Paolo on Mar.03, 2009, under Experiments, Programming

Strike Eagle v 0.4 Menu

Strike Eagle v 0.4 Menu

It took a surprising amount of time to get the buttons correct. Apparently, to properly create an instance of an object in ActionScript 3.0, you need to have the first frame of that object to have the correct instance name. You can’t have a single frame be an instanced object and the other frames not if the object is animated.

In either case, the menu is complete and cycles back in smoothly. Next up is the stubs for the Credits and Leaderboard which will involve making the background look like it is turning. And after that the Briefing.

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Strike Eagle – Taking Off

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

Strike Eagle v 0.3

Strike Eagle v 0.3

After a few false starts, this is the first real working version of Strike Eagle.  The pre-loader, company logo for our soon-to-be-formed game company “Counter Punch Games“, and main menu screen are completed.

Some of the main issues was getting the background to properly scale.  There were a number of glitches in the background scaling that occurred in the first 2 versions of Strike Eagle, that I had to scrap the Flash File and start again.  After I started with a clean Flash File, the problem went away.  I may have just imported something wrong.

The game takes advantage of 2 free 3D-models provided by FreeSpin3D – the F-15 and the Mig-23.  Given the time constraints of creating a game, I took these two models and decided to do a tribute to “Afterburner” in Flash.

Here is a video of the original “Afterburner” by SEGA, one of my favorite arcade games of all time:

The “Danger Zone” by Kenny Loggins, is actually a stub for the Music until I can replace it with something that isn’t copyrighted.  But it is one of my favorite songs of the 80s that I own.

What I have found surprising however is how well Flash performs with the highspeed ground movement and scaling that I’m pushing at it through ActionScript 3.0.  But this honestly shouldn’t be a surprise considering how much a graphical load I was pushing in Space ROX with all the particle effects.

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