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E____B
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Posted: Fri Dec 26, 2014 8:39 am |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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Hey everyone, I'm working on an Earth Defence Force "de-make" for VOGJam (hope that's ok Bobby - I'll be using all original assets and probably avoid the title "Earth Defence Force" for the final thing). I've never made a game before, but as a web developer I'm finding PixelJS fairly easy to get to grips with. So far I have a player character who walks around and, erm, that's it. No screenshots to show yet. Maybe something in the coming days.
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skie
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Posted: Fri Dec 26, 2014 3:14 pm |
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Orange Lounge Radio |
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Joined: Thu May 31, 2012 10:33 pm Posts: 344
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Good luck with your project can't wait to see it-- you know, even though your working title might be inspired by a classic video game series, maybe another name will come to you as you work on it.
_________________ 
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Bobby Blackwolf
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Posted: Fri Dec 26, 2014 3:29 pm |
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The Bobby Blackwolf Show |
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Joined: Thu May 31, 2012 10:21 pm Posts: 425 Location: Georgia
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_________________ Bobby Blackwolf Co-Founder, Editor in Chief: Technical Host - The Bobby Blackwolf Show LIVE Sundays 8PM ET/5PM PT
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E____B
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Posted: Sat Dec 27, 2014 1:33 pm |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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Great! If it's even half as fun as Assasseed's Crin, I'll consider it a roaring success.
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E____B
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Posted: Thu Jan 01, 2015 11:11 am |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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I spent some time today working on the sprites, so I finally have a screenshot to show off!  Will probably replace the building sprites but I'm fairly happy with the player and bugs. I'm trying to keep it to an Atari 2600 style to minimise the amount of work it'll take  Side note... having spent some time working with PixelJS now, I realise that (a) it's missing some pretty important features, and (b) practically zero games have ever been built with this thing. So I guess I'll have to work around it for now, and make sure to spend a bit more time researching game engines next time 
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E____B
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Posted: Sat Jan 10, 2015 11:02 am |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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11 hours to go... the bugs now have normal walking patterns, and I have a level system. Although I've at this point ruled out health or score systems.
Still on my to do list: - Sound effects, and maybe music - New building sprite - More intelligent spawning of bugs and buildings - Collision detection for buildings - A gun that fires every time you press shoot, and doesn't inexplicably jam (or maybe this is a cool accidental feature)
I better get on with it!
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E____B
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Posted: Sat Jan 10, 2015 5:15 pm |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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I've just sent off my submission email, so time to share the finished(?) game with the world. Check out the working game here: http://ejb.github.io/the-last-exterminator/And with that, I'm off to bed - it's gone midnight here 
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slyredpanda
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Posted: Sun Jan 11, 2015 8:57 am |
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Joined: Wed Dec 17, 2014 8:03 pm Posts: 5
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Looks great! I find it amazing that you were able to learn how to use an engine so quickly!
I'm jelly, i'm such a slow poke.
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hitstun
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Posted: Thu Jan 15, 2015 2:02 am |
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Joined: Wed Jun 06, 2012 7:33 am Posts: 57 Location: Columbus, Ohio, USA
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Wow, this game is tough! The game runs nice and fast on my machine even with the absurd amount of enemies on stages 5 and 6, though reloading the page every time I get killed really shows things down. I ought to try PixelJS with my next HTML5 game. Good job! Edit: You ought to add gamepad support to this using Google Chrome's Gamepad API. It'll make the button mashing feel better.
Last edited by hitstun on Thu Jan 15, 2015 4:58 pm, edited 1 time in total.
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E____B
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Posted: Thu Jan 15, 2015 1:32 pm |
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Joined: Sun Jun 03, 2012 7:08 am Posts: 11
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Thanks both! Not sure if I'd recommend pixelJS so quickly. It kept a high frame rate even with all those bugs onscreen, and has a very shallow learnin pg curve. But I couldn't get it to spawn entities (ie. Enemies, bullets) mid-level, or even clear between levels (hence the reloading of the level each time). And since basically no one has ever used it, there wasn't much I could rely on outside of the (admittedly very good) documentation.
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