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1026583 Posts in 41153 Topics- by 32765 Members - Latest Member: sethgray

July 25, 2014, 03:17:51 AM
TIGSource ForumsFeedbackPlaytestingInner Space - A Classic shoot-em-up
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Author Topic: Inner Space - A Classic shoot-em-up  (Read 532 times)
jackf
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« on: March 22, 2013, 08:52:38 PM »

Hello! Inner Space is a retro shoot-em-up I've been working on with some friends. Here's a video of the first boss battle. It's written in HTML5/Javascript, we should have a first level demo online in the next few days.

Level 1:
http://vgdevclub.org/games/InnerSpace/is.php

Video:
https://www.youtube.com/watch?v=-Qd2g9nAVSc
« Last Edit: March 29, 2013, 08:40:51 PM by jackf » Logged
TestTrek
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« Reply #1 on: March 23, 2013, 11:26:32 AM »

looks interesting but hard. I hope you add lots of lives
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jackf
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« Reply #2 on: March 29, 2013, 02:23:18 PM »

Demo!

It's hard so there's a link straight to the boss fight

http://vgdevclub.org/games/InnerSpace/is.php
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jackf
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« Reply #3 on: March 29, 2013, 02:46:13 PM »

Boss 1: Living Head "Biorock"

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dto1138
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« Reply #4 on: March 29, 2013, 05:01:19 PM »

cool video. I like the terrain/walls/enemy graphics. They remind me for some reason of games on my old Tomy Tutor. For some reason the colors on the ship don't seem to match the rest of the graphics, however that could be intentional since it DOES help the ship be more visible.
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eviltaco
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« Reply #5 on: March 31, 2013, 05:34:05 AM »

   Tiger
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Udderdude
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« Reply #6 on: March 31, 2013, 05:51:38 AM »

When I press space to start, all I get is a black screen.  Using Firefox.
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eviltaco
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« Reply #7 on: March 31, 2013, 05:38:59 PM »

awesome  game!!!  Waaagh!
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Alec S.
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« Reply #8 on: March 31, 2013, 09:59:11 PM »

Pretty nice start.  I like the enemy movement patterns and curves.

There should be more sound effects, for instance for when you destroy an enemy ship and when the boss shoots at you.

I'd also pace enemy encounters closer together, as there were a lot of sections where I'd just be flying around waiting to get to another bit with enemies.

Also, I'd recommend adding a bit of acceleration and friction on player movement, so that you don't immediately jump to full speed.
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