Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Bushstar

I've just started working with Impact and have started on a game that I intend to work on for some time to come. I may end up scraping the code a couple of times as I learn. I'll publish whatever completed work I've done to my live server linked in below.

http://project.dnsalias.com/

I'm pulling together very basic elements into the game. You might get the idea from the current state of the game that it is going to be about some kind of egg war, it's not. The graphics are place holders due to be replaced if I ever find someone who can do graphics.

Any technical advice would be appreciated. If you see a problem and know how to fix it then please tell me.

Changelog
Added health bars to player and enemy entities - 19-05-2012
Pressing P now toggles pause
Implemented z-order - 20-05-2012
Mouse now used for shooting and aiming
Added AI to certain enemies - 22-05-2012
Upgrade to Impact Engine 1.20 - 23-05-2012
Proximity enemies. Return after death or player out of sight for 3 seconds
Added localStorage for saving current level - 25-05-2012
Created entity for changing game
Implemented seperate gun entity - 27-05-2012
Added gun HUD for ammo, clipsize and reloading status - 28-05-2012
Added assualt weapon - 30-05-2012
Added HUD for weapon selection
Created HUD class - 02-06-2012

1 decade ago by Joncom

I love top-down shooters. Good work man, I like it so far!

If I might leave a suggestion, it would be to allow player to keep shooting by simply holding down the mouse (instead of clicking once per shot). It should be possible using ig.Timer and ig.Input.state instead of .pressed.

1 decade ago by Bushstar

Anything for you Joncom. Autofire is enabled but you now start without a gun which you have to pick up before you can fire it.

I've created a separate Gun entity which I will extend for other weapons. There's only one gun so far but I will create an assault rifle to pick up when I have a reload timer when the clip is empty. I also want to start building a HUD for the current weapon (ammo left, clip size, reloading status) and a bar showing which weapon you have equipped to which slot. You'll press num keys to change weapon slot.

1 decade ago by Bushstar

Due to changes in the automatic save game function if you've checked out the game before there is a chance that no level will load. To resolve this press the "Reset Save Game" button underneath the game.

1 decade ago by Joncom

Good call on having the hand gun still require one press per shot. This is coming along nicely. One thing I noticed (which I'm sure you have as well) is that your shots don't always go in a straight line to the cross-hair. It seems to change depending on the angle too, because this isn't always the case.

1 decade ago by Bushstar

I've put in a quick fix for the problem of bullets not going where you want them. Though the bullets do not spawn from where I want them to. I have to delve into the maths for the bullets to factor in the axis offsets when spawning them.

I'm spending a lot of time restructuring the code, for example moving the HUD elements from entities to their own class. I think it best to get the structure right now rather than have to restructure later on.

1 decade ago by paulh

LMB doesnt work on macbook chrome.

looks nice, like how the character fades in on a new level.
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