unknooooown Posted November 22, 2011 Share Posted November 22, 2011 (edited) Lost all of my files the other day. Project is on standby for now. This is a work in progress! I will update the post with some more info about the resource a little later tonight Will also upload this resource to the community when its complete and bug free. Latest update! [11/27/11] Latest update![11/24/11] https://www.youtube.com/watch?v=1Q628O4b9gc ENJOY! https://www.youtube.com/watch?v=4KGp-SLzTPM Edited January 6, 2012 by Guest Link to comment
0 Castillo Posted November 22, 2011 Share Posted November 22, 2011 Lol, nice one, good luck with it . Link to comment
0 unknooooown Posted November 22, 2011 Author Share Posted November 22, 2011 Lol, nice one, good luck with it . Thank you Needed a break from my server project and I have thought about this a few times before Link to comment
0 12p Posted November 22, 2011 Share Posted November 22, 2011 Well. It's good. BUT The fire is too fast. It seems more like a common old-school shooter than specifically Space Invaders Link to comment
0 unknooooown Posted November 22, 2011 Author Share Posted November 22, 2011 Well. It's good. BUTThe fire is too fast. It seems more like a common old-school shooter than specifically Space Invaders You are probably right.. As it is now, it just fires a shot everytime I press Space. Do you guys think it should be Press,Release,Shoot or Press,Hold,Shoot,Shoot,Shoot....? And thank you Benxamix2 Link to comment
0 unknooooown Posted November 24, 2011 Author Share Posted November 24, 2011 Time for an update! Still havent got an anwser to my last post, so I didnt change anything to the firing mode yet. Here is the new video: https://www.youtube.com/watch?v=1Q628O4b9gc - PRESS THE YELLOW BOX TO SKIP THE SONG. But the song is nice tho! Link to comment
0 12p Posted November 24, 2011 Share Posted November 24, 2011 It's still not looking like Space Invaders, it's more like this Use a timer plus a variable to force the player to not-shoot every 1 sec, the firing rate is too high. Link to comment
0 unknooooown Posted November 24, 2011 Author Share Posted November 24, 2011 It's still not looking like Space Invaders, it's more like thisUse a timer plus a variable to force the player to not-shoot every 1 sec, the firing rate is too high. I still need an answer to one of my first questions guys Benxamix2 wrote:Well. It's good. BUT The fire is too fast. It seems more like a common old-school shooter than specifically Space Invaders . You are probably right.. As it is now, it just fires a shot everytime I press Space. Do you guys think it should be Press,Release,Shoot or Press,Hold,Shoot,Shoot,Shoot....? Also this is not Space Invaders, its MTA Invaders So it doesnt have to be 100% like the old classic. But there is always room for changes. Link to comment
0 12p Posted November 24, 2011 Share Posted November 24, 2011 First option. Press + Release ==> Shoot Link to comment
0 unknooooown Posted November 24, 2011 Author Share Posted November 24, 2011 First option. Press + Release ==> Shoot Cool. I will probably upload another update later tonight. Gonna make that change so it doesnt fire as many shots. Would also help improve the performance. I am also thinking about making some spawn patterns, so it doesnt seem so random as it is now. Link to comment
0 Deagle Posted November 24, 2011 Share Posted November 24, 2011 This is one of the coolest things I saw, even if it looks too simple for some people. Good luck in finishing it! Link to comment
0 unknooooown Posted November 25, 2011 Author Share Posted November 25, 2011 I have opened a test server for the resource, so you guys can come and try the game if you want. I would love to get some feedback from players that have tried it. You need http://hamachi.en.softonic.com/ to access the server, as I cant forward ports on my router. Hamachi Info: Network: MTAInvaders Password: 1234 MTA Info: IP: 5.126.31.219:22003 Game Control: Move Left: ARROW_LEFT or A Move Right: ARROW_RIGHT or D Shoot: SPACE Come to think of it, there might be a bug when several people are playing on the server atm. If it becomes a problem, I will fix it asap. FIXED There is a working highscore on the server, that works with the game! Please note, that there are still some bugs that needs to be fixed and the game is FAR FROM complete. But give it a try if you want I'll leave the server running for the rest of the day. Link to comment
0 Castillo Posted November 25, 2011 Share Posted November 25, 2011 Cool, I've tested it, died twice and my max score was 750 , I suck at this I think . Link to comment
0 unknooooown Posted November 25, 2011 Author Share Posted November 25, 2011 Cool, I've tested it, died twice and my max score was 750 , I suck at this I think . There is a bug in it... Didnt notice before I compiled it. I'll fix it later Link to comment
0 AGENT_STEELMEAT Posted November 26, 2011 Share Posted November 26, 2011 Excellent work Wafamde! Link to comment
0 unknooooown Posted November 26, 2011 Author Share Posted November 26, 2011 (edited) Thank you John_Michael Glad you like it Update! ChangesEntire resoure rewritten. Much better structure and cleaner code.Changed firing mode from Press,Release,Shoot to Press,Hold,Shoot,Shoot,Shoot...Changed move to smoothly(kinda) move the player across the screen when arrow_r or arrow_l is pressed.To do listCreate new custom sounds.Update menu.Add reward drops from killed peds. - Example: health, armor, bigger shots, extra points, speed boost, shield.. etc. etc. ..And much more! Edited November 27, 2011 by Guest Link to comment
0 qaisjp Posted November 27, 2011 Share Posted November 27, 2011 Epic! It's awesome! You should make gameplay slower at first, and gradually get faster. Too many bullets on one screen at once. *add reward drops* - Does this mean we can move up and down, or does the reward also fall down? Link to comment
0 unknooooown Posted November 27, 2011 Author Share Posted November 27, 2011 Epic! It's awesome! You should make gameplay slower at first, and gradually get faster. Too many bullets on one screen at once.*add reward drops* - Does this mean we can move up and down, or does the reward also fall down? Yeah, I agree. I am gonna rewrite that part of the resource today, so its more controlled. Much of the enemy control is VERY random atm. Probably also gonna add levels, so the game increase in difficulty as the level increases. Link to comment
0 qaisjp Posted November 27, 2011 Share Posted November 27, 2011 and the enemy bullets should be a fixed color, to make it less confusing. Suggestion: Maybe different levels have different backgrounds, and powerups include quicker movement, quicker enemy movement, slower enemy movement, slower movement, fast/slow shooting rate, fast/slow enemy shooting rate. Link to comment
0 unknooooown Posted November 27, 2011 Author Share Posted November 27, 2011 and the enemy bullets should be a fixed color, to make it less confusing.Suggestion: Maybe different levels have different backgrounds, and powerups include quicker movement, quicker enemy movement, slower enemy movement, slower movement, fast/slow shooting rate, fast/slow enemy shooting rate. Yeah, you are right about the enemy bullets. I think that I am gonna make a different color for each type of enemy. Atm there are only "runners" and "normal" peds.. But I will work on adding others. Different backgrounds is a great idea. Could use a random one for each level. Powerups will also be added today! - I am probably gonna use all of your suggestions + whatever I can think of during the day. Link to comment
0 qaisjp Posted November 27, 2011 Share Posted November 27, 2011 and the enemy bullets should be a fixed color, to make it less confusing.Suggestion: Maybe different levels have different backgrounds, and powerups include quicker movement, quicker enemy movement, slower enemy movement, slower movement, fast/slow shooting rate, fast/slow enemy shooting rate. Yeah, you are right about the enemy bullets. I think that I am gonna make a different color for each type of enemy. Atm there are only "runners" and "normal" peds.. But I will work on adding others. Different backgrounds is a great idea. Could use a random one for each level. Powerups will also be added today! - I am probably gonna use all of your suggestions + whatever I can think of during the day. Haha thats great! If moving up and down is enabled, maybe a powerup to make barrels, walls and mines. Barrels blow up once hit, walls take 4 hits and mines blow uup 3 secs after being stepped on. You should make enemies hit walls if they encounter one Link to comment
0 unknooooown Posted November 27, 2011 Author Share Posted November 27, 2011 and the enemy bullets should be a fixed color, to make it less confusing.Suggestion: Maybe different levels have different backgrounds, and powerups include quicker movement, quicker enemy movement, slower enemy movement, slower movement, fast/slow shooting rate, fast/slow enemy shooting rate. Yeah, you are right about the enemy bullets. I think that I am gonna make a different color for each type of enemy. Atm there are only "runners" and "normal" peds.. But I will work on adding others. Different backgrounds is a great idea. Could use a random one for each level. Powerups will also be added today! - I am probably gonna use all of your suggestions + whatever I can think of during the day. Haha thats great! If moving up and down is enabled, maybe a powerup to make barrels, walls and mines. Barrels blow up once hit, walls take 4 hits and mines blow uup 3 secs after being stepped on. You should make enemies hit walls if they encounter one Yep! I was also thinking about adding "up/down" movement. Wouldnt take more than a few mins to add to the existing move handler. Also gonna add the walls/shields you are talking about. Easy to add with all the objects of the game! Just need to find the correct objects, so I dont create a piece of solid ground as a wall Mines is also something I am have to think about adding! - Would be fun to add a "helper" as a pickup. Could be one of the RC vehicles that flies/drives around for x number of seconds and helps the player. Link to comment
0 qaisjp Posted November 27, 2011 Share Posted November 27, 2011 Could be one of the RC vehicles that flies/drives around for x number of seconds and helps the player. Win. Link to comment
0 unknooooown Posted December 4, 2011 Author Share Posted December 4, 2011 MTAInvaders has been shared with Maccer on IRC. I will probably release a new video and maybe open a server so people can test the new version very soon. Link to comment
0 Slothman Posted December 6, 2011 Share Posted December 6, 2011 there are side strafing animations, have you tried using them? Link to comment
Question
unknooooown
Lost all of my files the other day.
Project is on standby for now.
This is a work in progress!
I will update the post with some more info about the resource a little later tonight
Will also upload this resource to the community when its complete and bug free.
Latest update! [11/27/11]
Latest update![11/24/11]
https://www.youtube.com/watch?v=1Q628O4b9gc
ENJOY!
https://www.youtube.com/watch?v=4KGp-SLzTPM
Edited by GuestLink to comment
30 answers to this question
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