Wednesday, 19 December 2007

Newer version of Air Roar

One of the main reason I put up some of the old blog post from my previous blog, on Air Roar was that I'm going to continue my work on this 2D scroller using an entirely different API. This mean stepping out of SDL and using another engine. Not recently though, I have been implementing a version of Air Roar on XNA, and I was to continue to use XNA not until I found Pyrogine2D. Check the API here. This simple API, which I have been messing around with recently, is one powerful tool. It has everything I need for my 2D scroller and right now I'm slightly torn to which API I should use instead. The API is entirely free of use only for non-commercial use.
XNA or Pyrogine2D. I'll do some prototyping. It may be that I'll be doing it on both, since the two are easy to use especially for a 2D top scroller game.

Sunday, 17 December 2006

Air Roar submitted version.

Air Roar was submitted at version 1.1 as it was ready to for the demo. The time frame for the assignment wasn't that long to consider a whole game so a demo was much more appropriate.

[Edit: 14/12/2007] - Removed images and replaced by gameplay video on stage6. Please download the appropriate plugins on your browser to view it here.

Gameplay video:




[EDIT] I've have added YouTube video file version here.

I apologise for the quality. Fraps wasn't able to capture this game due to the fact that it wasn't rendering any 3D and that SDL went through windows display, so I had to use an alternate CamStudio, which isn't that good with on-screen video gameplay capture.

[End Edit]

As from the pictures, enemy skins have changed and I have introduced the "blimp" enemy. The idea was to destroy the minature turrets that are attached to the blimp. The blimp is indestructable if not all of the turrets are destroy, only then that the blimp can be damaged.

Changed variations with the enemies appearing onto the screen, varying their speed aswell. Introduced boss fight at the end of the level, just like usual top scrollers. The end level boss can extend both of its arms to reach you. Any hit from them can be instant death. The idea behind the boss is to destroy every part of it until the main body is left. This is when the boss will start shooting particles at you that collide with your bullets, to try and prevent itself from getting hit.

I think I've already mentioned this before but the design of all the assets in this game is made by me, including the background theme. If you've noticed, that song I produced was made simple fron TechnoEjay a long time ago, so I dediced to use the tune as it seems to fit this type of theme.

Anyways I'll see about future updates for this game. Whether or not I'll be continuing to work on this depends on various things. I will be updating here though any new improvements I have done to the this game.

If you require a running executable version please e-mail me about it and I'll see to it. Any questions about the game you can comment here or e-mail me.

[Edit 14/12/2007] My new e-mail addresses: ronb4ne1@gmail.com or ron_b4ne1@hotmail.com

Ron

Sunday, 12 November 2006

Air Roar first version

Version 1 of my top scroller, with some changes to the gui and other things. I have included a score multiplier, similar to Gun Roar. Each enemy you kill your multiplier goes up. This multiplier doesnt stay up, as its going to decrease every frame, primarily leading trying to take down all the enemies that fly by. Here's a coupld of images:






Also further notes:
A version of the game must be executable on the PS2s, therefore there will be changes to the initial UI screens in further versions due to simple game control mappings to the PS2. I hope to eventually update the PC version more and optimise it.

Wednesday, 25 October 2006

Air Roar prototype version

Here it is my very own top scroller version Air Roar, inspired heavily by Gun Roar. All assests in the game are created by moi and some scenes resemble that from the game. Like I said, Gun Roar is my inspiration to make a top scroller shooter of that style. Abstract images are always an eye candy to me.
Here's images of the first prototype version of Air Roar. The test cubes are on Geometry Wars, which will not be used in the final version.





This is gonna become the assesment work for GHAP.
The top scroller uses SDL libraries and wrapper codes from Andrew William's AWSprite classes.