I decided to switch over to multimedia fusion 2 as it’s much easier to use and it allows me to focus less on code and more on game design. I ran through a tutorial: (http://gamedev.tutsplus.com/tutorials/from-scratch/build-a-canabalt-style-infinite-runner-from-scratch/) to create an infinite runner similar to canabalt. I added some extra features using the extra assets from the tutorials so that running into trees ends your game and running into snowmen slows you down. The whole process was very streamlined and it won’t be too hard to implement my next idea. I’ll be working on an infinite runner with the feel of a racing game. The key point here is the handling. I’ll have to do a lot of tweaking in regards to how the player controls the character on screen so that it feels like there’s a sense of acceleration and speed while rolling through the level.
(unfortunately I can’t publish this tutorial to an exe as I only have the demo version of mmf2 currently)
So I ran through some tutorials at kilobolt.com to make a very simply game in java. The tutorial covered all the basics including animation, input, and movement and I have all the building blocks I need to start prototyping another of my ideas. I hope to release my next game on the google marketplace for android. There are a few more tutorials on the site to get me up to speed on android development, but once I’m done with that I’ll be diving into prototyping.
The wait is over, the game is done. See how quickly you can get through levels using quick bursts of speed. My current best time on normal mode is around 4 minutes.
Disclaimer: Level 5 takes long to load due to its size, dont worry if the game pauses after beating level 4.
It’s not perfect, there are a few bugs, but I’m proud. I was thinking about uploading it to Kongregate so that it can be played without being downloading, but that involves earning money from this and I’m using music that I’m not free to distribute. So the game can be downloaded here:
Ok so after a loooong hiatus due to my internship I’ve finally finished this one up. Of course there’s a lot more that can be done here like adding a start menu (my friend jack even made me a nifty start screen that I could use), enabling pausing the game (which would be pretty simple actually), adding more sound cues for when you or enemies get hit, but I did this as an exercise in understanding flashPunk and I think I have enough of a foundation to begin either prototyping my ideas or work on a more advanced clone to further my skills.
Added health to enemies and set it up so that multiple levels can be created with increasing difficulty. I want to work on the enemy logic to fire more frequently as more enemies die. As it is, the level is most difficult at the beginning when there are the most enemies, although this was a problem in the original galaga as well.
The game is in a playable state now. All the enemies have been placed and there is a bit of a challenge to it, however it’s boringly simple, it doesn’t track your score and it goes by very quickly. My next stages will be making enemy movement more dynamic, adding scoring and score tracking, sounds to make things more engaging, possibly adding hit points to enemies and adding a start screen to wrap things up nicely. You can try it out in its current state here