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TIGSource ForumsCommunityDevLogs[RELEASED] Helicopter Mega Splash
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Author Topic: [RELEASED] Helicopter Mega Splash  (Read 2924 times)
JoeManaco
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« on: June 13, 2015, 04:22:41 PM »

I'm proud that today I released the shoot'em'up / wreck'em'up game for iOS: Helicopter Mega Splash. It's free with a few ads here and there (not too much I swear  Cool ).

DOWNLOAD NOW
OMG IT'S FREEEEEEEE!!!!

Video:







Swing your helicopter’s wrecking ball and smash attacking opponents.

This action game won’t leave a dry eye in the house - you’ll fight against hordes of oncoming enemies. Collect power-up items to transform your helicopter into an all-destroying fighting machine. A new challenge awaits you each day at midnight.


  • Swing the wrecking ball by touch
  • Fight and destroy hordes of enemies
  • Collect power-up items and use super weapons
  • New level awaits you each day
  • Feel the adrenaline-pumping, rocked out soundtrack
  • Get your game on and show the world what you're made of (only iOS 9)

DOWNLOAD NOW
WHOOT? YOU'RE STILL READING THIS BROING POST?Huh?




ORIGINAL POST:

I just stumpled upon some assets my friend Emmanuel had made over 10 years ago for a game project we've never released. I used them to test a few new features of my engine. As it was fun playing around with it I started to create a shoot'em'up game with them.  Big Laff Big Laff

I don't know if I will ever finish it it - but for now it's a lot of fun implementing new features and playing around with it.



My simple Wave Editor:
« Last Edit: October 15, 2015, 10:09:53 AM by JoeManaco » Logged

crbonilha
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« Reply #1 on: June 13, 2015, 06:01:42 PM »

Quite interesting Wave Generator.
I can't help but ask how you did that Smiley
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weashell
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« Reply #2 on: June 14, 2015, 12:37:47 AM »

I like that curve component. It can be very powerful if you can combine/sync it with another system. Music for example.
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JoeManaco
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« Reply #3 on: June 15, 2015, 02:02:40 AM »

@crbonilha

Thanks. It's very simple algorithm based on bezier curves. This is my javascript (I'm using cocos2d-js) code for my path/waveform class:

https://gist.github.com/JochenHeizmann/1033ee84c1998a906737

@weashell: Very cool idea to move the enemies along the path based on the rythm of ths music. I definitly wil play around with your idea. What I already tried is that I can switch formations smoothly in real time. For example: They are moving in to a traditional space invaders-like formation, then when the player collects an item or something they instantly change the formation to an letter or icon-like-picture made out of enemies, which looks quite cool.

Edit: Wow, Overfall looks awesome!!
« Last Edit: June 15, 2015, 02:09:30 AM by JoeManaco » Logged

lithander
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« Reply #4 on: June 15, 2015, 02:31:31 AM »

+1 for the wave editor! =) Can you edit the waves at runtime ingame?
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oasix
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« Reply #5 on: June 15, 2015, 03:33:51 AM »

You wave editor is just awesome, it could be great to have multiple curves for each enemy type !
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JoeManaco
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« Reply #6 on: June 15, 2015, 08:51:02 AM »

Thanks.

The wave editor just defines waves and saves them into a slot.

I script each level with javascript. Those scripts generates enemies, applies various AIs to a FSM of those enemies, and those AIs can also use any of the paths I definied. The scripts are very simple, and I can update them in the client on the fly. But I'm not quite sure if I require it, but I'm also thinking of putting some effort in a Level-Editor (but it's hard to design something simple that has the flexibility of scripting everything).

So I can switch waves off an enemy on the fly and I also manipulate them on the fly. For example I assign a path to 10 enemies, and than move the last point of the path so all enemies build a cool formation at the end of the wave Wink
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JoeManaco
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« Reply #7 on: June 16, 2015, 09:54:09 AM »


Laser!!!! Zip! Zappp! Zip!

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JoeManaco
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« Reply #8 on: June 17, 2015, 01:21:49 AM »

Spreadshot Wink

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JoeManaco
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« Reply #9 on: June 17, 2015, 12:05:37 PM »

Here is the brand new sideshot. And Asteroids!!  Well, hello there!

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JoeManaco
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« Reply #10 on: June 18, 2015, 02:28:03 AM »

Flamethrower.. Wheeew...

« Last Edit: June 18, 2015, 08:30:27 AM by JoeManaco » Logged

JoeManaco
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« Reply #11 on: June 18, 2015, 08:30:39 AM »

Just added new fire shot:  Cool

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tterlinden
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« Reply #12 on: June 18, 2015, 09:15:23 AM »

This is looking fairly rad so far Grin Keep up the good work!
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C# developer by day, C++ developer by lunch break

- Halley Devlog
JoeManaco
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« Reply #13 on: June 19, 2015, 01:09:32 AM »

Thanks ;-)

Added one more weapon: Electricity Beam!

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Patomkin
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« Reply #14 on: June 19, 2015, 07:25:28 AM »

Quote
Added one more weapon: Electricity Beam!
That's hypnotizing! Shocked
Maybe a little randomized movement? Tongue
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JoeManaco
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« Reply #15 on: June 19, 2015, 02:11:47 PM »

Hehe Wink

Mega Bomb (Drag'n'Drop it on enemies)!

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JoeManaco
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« Reply #16 on: June 20, 2015, 03:37:17 AM »

Mines!

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Patomkin
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« Reply #17 on: June 20, 2015, 03:43:18 AM »

Wait, you do it with a mouse? But how you control your ship then? Don't tell me it's wsad! Tongue
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JoeManaco
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« Reply #18 on: June 20, 2015, 04:07:53 AM »

No, you have to stop moving the ship around when you use the special weapons Wink

For now it works quite well with the mouse or with touch on my ipad.
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JoeManaco
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« Reply #19 on: June 23, 2015, 01:00:25 AM »

Ladies and Gentleman,

The wrecking ball  Well, hello there!

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