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Phoenix - Retro Minigame

12-10-2008, 07:12 PM#1
JonNny

This is an quite old Minigame which is created based on a small game on my calculator xD (Space Invaders style)
I created it in a short time and it grew bigger than planned. Because it already found some little fans i want to work on it again and optimise it


-contains three difficulties

-contains eight different weapons

-contains more than 20 different levels with unique enemys

I need support to optimise this map and find bugs
Maybe balancing this map and other stuff
Im thinking of adding a live bar for each Boss
Maybe other good ideas / suggestions

I also want to create a Top Score list , i had a small one with some persons but because the old forum is dead ive lost it
Im planning to generate a code at the end including information about the chosen nic in the game and the score
Then each player can send me his chosen nic , his score and the matching code to prove these informatien


Screenshots




Attached Files
File type: w3xPhoenix 0.06a.w3x (261.2 KB)
12-10-2008, 10:42 PM#2
Saiyuki
pretty nostalgic ~.~
really like this one. ^^

- the fire rate ( on better weapons ) were a bit slow ( only got the plasma though )
- the difficulty also seemed a bit hard, even on novice
- maybe letting the gold move a bit slower
- once the enemies spawned a bit to fast after the dialog, so no chance to evade... :/
- hm... removing the soundset of the units so you won't hear their death sounds? ( seems a bit off in space xD )
- maybe selling the old weapon by 50% ( or maybe: novice 100%, mid 75%, hard 50% ) when buying a new one?
- how about adding an ig option to restart? ( well loading isn't that long but an option would still be great )
- adding some effects ( fire or blue/red color ) when the ship gets more damaged?
12-11-2008, 06:28 AM#3
JonNny
Thanks alot for your Feedback :)

Quote:
the fire rate ( on better weapons ) were a bit slow ( only got the plasma though )
omg , this map is so old.. i see that i even used sleepactions to define thet possible shoting speed , ill chang that ~.~ but atal i thik the speed is Ok

Quote:
the difficulty also seemed a bit hard, even on novice
Playing the first time is alway a little bit hard , e.g. using up and down is extremely important in the later waves to dodge the shots , i have have the clue its way easier
Also you can get hit around 15-20 times till youre dead .. and you can heal each third wave

Quote:
maybe letting the gold move a bit slower
its a bit slower than enemys shots, should no be too easy to get them but i can reduce it a bit

Quote:
once the enemies spawned a bit to fast after the dialog, so no chance to evade... :/
Yes.. this damn Farydragons.. i checkd everything a couple of times but i have NO clue why this trigger is called there.. level 17 spawns after clicking the button and then after the normal delay leven 16 spawns... this engaged me a log time because it makes this already hard leven even harder and mixes both levels.. gotta check that again..


Quote:
hm... removing the soundset of the units so you won't hear their death sounds? ( seems a bit off in space xD )
Hmm.. y , i know - sonds in space
but without any enemy sounds or sth it blank :/ i like to hear them DIE !!! :P

Quote:
maybe selling the old weapon by 50% ( or maybe: novice 100%, mid 75%, hard 50% ) when buying a new one?
Hmm.. i thought about that too , but with it you would have too much gold imo , i recently increasee the gold drop chance

Quote:
how about adding an ig option to restart? ( well loading isn't that long but an option would still be great )
Lets see , should not be very hard :)

Quote:
adding some effects ( fire or blue/red color ) when the ship gets more damaged?
Do you mean when the ship get hit or when it has low healthpoints ?
The amount of damage is most times quite the same (except for your own reflected ones in the farydragon leven , they do less damage)
12-11-2008, 09:45 AM#4
Saiyuki
Quote:
Originally Posted by JonNny
Hmm.. y , i know - sonds in space
but without any enemy sounds or sth it blank :/ i like to hear them DIE !!! :P
well, then play some realistic sound ( no mourning of units but some crashed mechanics ) when they are dying... shouldn't be much of a problem ( Sound - Play <Sound> )
_____
Quote:
Originally Posted by JonNny
Do you mean when the ship get hit or when it has low healthpoints ?
The amount of damage is most times quite the same (except for your own reflected ones in the farydragon leven , they do less damage)
yeah, the latter one, showing some effects on the ship when the hitpoints drops. something like:
81% - 100% >> no change / effect
61% - 80% >> ship color turns a bit green
41% - 60% >> turning into blue color and some fire effect
21% - 40% >> turning into yellow color and some more fire effect
01% - 20% >> turning into a warning red color with fire and lightning ( orb? ) effect
12-11-2008, 06:00 PM#5
JonNny
Quote:
Originally Posted by Saiyuki
some fire effect
I thought you want it to be realistic :P fire can also not exist in space
anyway , your colour change suggestions sound really coloured.. i think most simple colour changes look bad on a good model - green , red , blue and yellow are too different

I can make it darker/red when is has less hp that it looks a bit "burned"
That could match

Dunno if mechanic sounds fit to units, i like it th way it is
12-15-2008, 01:28 AM#6
PenguinEmperor
Looks really well done. I like it. I'll play it sometime next weekend.