T
TinyGamesLab
Guest
Hello Folks! This is my first post.
I've been developing (but not finishing) on and off games since 2004 on my spare time, albeit always having a lot of fun coding them!
I tried about everything you can imagine, GameMaker (Earlier versions), text based PHP, javascript, Unity and Scirra Constructor. Just this year I participated in my first game jam and actually published a game so that game the renewed my energies to try to finish an old concept, hence Space Flyer was born.
This is a solo project, so I'm doing all (From coding to art and sounds). Since I'm doing it on my spare time, I have no great ambitions but maybe if I find the right partner, I could team up with someone to improve it.
Game Idea
You are in charge of getting a rocketship out of earth while earth is under attack, without getting destroyed, out of path or run out of fuel.
Since it is a mobile/browser game, controls are pretty simple. If you touch the left side of the screen (Or left arrow key), you turn the left booster on (right arrow key). Likewise, if you touch the right side of the screen, you turn the right booster on. Whenever a booster is on it consumes fuel, which can be gained by gathering satelites as you go up.
The ship is affected by gravity, inertia and drag. You control the boosters but you have to take into account that your actions do not result in immediate reactions of the ship.
I intend on adding some reward system, such as getting "coins" in other games. This way the player can buy special equipment to help the next run.
Also there will be achievement goals, such as getting over certain height or running for some amount of time. This would serve as an incentive to fulfill all available goals.
Coding
All coding is being done on GameMaker v1.4 (I know version 2 is out but I cannot afford it).
Breaking the coding down into segments, this is what I have:
Menu System - About 20% done. I have the state machine working but have not spent a lot time creating the different menus.
Game - About 40% done. I have a working version of the game with the physics engine working. The ship has a thrust acceleration and torque drag, so if I start one thruster before the other it will rotate until both of them have the same acceleration (Takes a few milliseconds but you can feel it).
Reward system - 0% done. I have not though this through yet.
Shopping system - 10% done.
I can "shop" for different ships, which will have different abilities such as life, thrust power, fuel consumption and drag characteristics. As of now the only thing that changes is the sprite, but I"ll be adding this differences in a future test.
Art
All art is being done in a pixel-art style. I'm not a very good artist, but I like trying to do it.
Most likely all art will be changed at one point or another.
Sprites
Main ship:
Asteroid:
Fuel tank:
GUI
The GUI is the part I'm most proud of. It needs a lot of polishing yet, but I got a lot of things working already. The idea is to add a few more background animations to get it to feel "alive".
Other info
Audio effects - 20% done. I have basic sounds produced using Bfrx, such as hitting something, running out of and gathering fuel. Some polishing needs to be performed.
Intro
Just for the fun of it I started to work on the initial game sequence, with the rocket ship actually being launched from a platform and player can only play after 3 seconds (To give you a head start from the ground, since if you crash you now die). I still have to do a proper "screen countdown".
Latest preview
This is a preview as of 20 of June of 2018, recorded from my mobile while playing the game.
All criticism and suggestions are welcome! I would love to hear your feedback!
I've been developing (but not finishing) on and off games since 2004 on my spare time, albeit always having a lot of fun coding them!
I tried about everything you can imagine, GameMaker (Earlier versions), text based PHP, javascript, Unity and Scirra Constructor. Just this year I participated in my first game jam and actually published a game so that game the renewed my energies to try to finish an old concept, hence Space Flyer was born.
This is a solo project, so I'm doing all (From coding to art and sounds). Since I'm doing it on my spare time, I have no great ambitions but maybe if I find the right partner, I could team up with someone to improve it.

Game Idea
You are in charge of getting a rocketship out of earth while earth is under attack, without getting destroyed, out of path or run out of fuel.
Since it is a mobile/browser game, controls are pretty simple. If you touch the left side of the screen (Or left arrow key), you turn the left booster on (right arrow key). Likewise, if you touch the right side of the screen, you turn the right booster on. Whenever a booster is on it consumes fuel, which can be gained by gathering satelites as you go up.
The ship is affected by gravity, inertia and drag. You control the boosters but you have to take into account that your actions do not result in immediate reactions of the ship.
I intend on adding some reward system, such as getting "coins" in other games. This way the player can buy special equipment to help the next run.
Also there will be achievement goals, such as getting over certain height or running for some amount of time. This would serve as an incentive to fulfill all available goals.
Coding
All coding is being done on GameMaker v1.4 (I know version 2 is out but I cannot afford it).
Breaking the coding down into segments, this is what I have:
Menu System - About 20% done. I have the state machine working but have not spent a lot time creating the different menus.
Game - About 40% done. I have a working version of the game with the physics engine working. The ship has a thrust acceleration and torque drag, so if I start one thruster before the other it will rotate until both of them have the same acceleration (Takes a few milliseconds but you can feel it).
Reward system - 0% done. I have not though this through yet.
Shopping system - 10% done.
I can "shop" for different ships, which will have different abilities such as life, thrust power, fuel consumption and drag characteristics. As of now the only thing that changes is the sprite, but I"ll be adding this differences in a future test.
Art
All art is being done in a pixel-art style. I'm not a very good artist, but I like trying to do it.
Most likely all art will be changed at one point or another.
Sprites
Main ship:

Asteroid:

Fuel tank:

GUI
The GUI is the part I'm most proud of. It needs a lot of polishing yet, but I got a lot of things working already. The idea is to add a few more background animations to get it to feel "alive".

Other info
Audio effects - 20% done. I have basic sounds produced using Bfrx, such as hitting something, running out of and gathering fuel. Some polishing needs to be performed.
Intro
Just for the fun of it I started to work on the initial game sequence, with the rocket ship actually being launched from a platform and player can only play after 3 seconds (To give you a head start from the ground, since if you crash you now die). I still have to do a proper "screen countdown".
Latest preview
This is a preview as of 20 of June of 2018, recorded from my mobile while playing the game.
All criticism and suggestions are welcome! I would love to hear your feedback!
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