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Re: 2D Parralax Scrolling

Posted: Wed Oct 21, 2009 4:19 pm
by Big Grizzle
Here is my latest attempt.

Added some new power-ups and features. I also added the ability to die!

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Please ignore the developer art used for the main player sprite. This will be changed as I hate it. It is only there because I needed a sprite with alpha to create my bit_mask.

Re: 2D Parralax Scrolling

Posted: Wed Oct 21, 2009 5:15 pm
by Pickzell
Big Grizzle wrote: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/1ArkiT08Yew&co ... ram><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/1ArkiT08Yew&co ... edded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object>[/youtube]
This video contains doing it right.

Re: 2D Parralax Scrolling

Posted: Wed Oct 21, 2009 7:26 pm
by Big Grizzle
Thanks, but trust me there is plenty still wrong.

Re: 2D Parralax Scrolling

Posted: Thu Oct 22, 2009 8:52 pm
by dandymcgee
Big Grizzle wrote: Please ignore the developer art used for the main player sprite. This will be changed as I hate it. It is only there because I needed a sprite with alpha to create my bit_mask.
Looks more than fit for testing purposes. Your project appears to be coming along nicely, keep us updated as you continue to add new things. ;)

Re: 2D Parralax Scrolling

Posted: Fri Oct 30, 2009 9:06 am
by Big Grizzle
This time I have changed the plasma cannon into a beam weapon. My first attempt was very basic and simply created a larger instance of the bullet class. Each one had an alpha value and they were set up to overlap. I didn't like this and neither did the frame rate as it would create a couple hundred instances with a decent enough charge. I have re-written it to be made up of 64 rects that dynamically change their size depending upon collisions.

I have also, as per Tru Fun's suggestion, implemeted a particle effect for when an enemy is hit and also a larger particle effect for when an enemy dies. Another suggestion I have implemeted came from a friend of mine. He commented that he wanted the options to shoot in both directions.



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