Helicopter With a Magnet XTREMEA physics-based arcade game.
You have a helicopter, and you have
a spiky wrecking ball a huge electro-magnet. Have fun!
You can test the tutorial here.Latest version is 0.40 - This number should be shown on the main menu just below the title.
If you're seeing an older version, try disabling any ad-blockers you may run - I think they interfere with the dark magic of the Mochi updater.
Currently available:A placeholder level 1. Not a
real level, but an area to test stuff out.
Left and right arrow keys to tilt, up and down to adjust thrust.
Space to toggle your giant electro-magnet on and off.
R to restart current level.
Q to quit back to the main menu.
If anything (including your dangling magnet) hits the main rotor blades of your helicopter, you'll crash. The rest of your helicopter is completely invulnerable.
Use your magnet to pick things up. Throw and smash them about for points!
Objectives not implemented yet, but it'll involve throwing and smashing things.
--Change Log--3 minutes after original post:-Fixed objects sometimes appearing/vanishing whilst on screen.
-Something breaks if you fly very far to the right. Working on it!
Half an hour later:-Fixed the crash for going out of bounds (although the helicopter will still freeze if you keep flying past the end of land.)
-Fixed a leak which was causing progressively worse performance the longer you flew back and forth (trucks were leaving their wheels behind.)
Two hours later:-Added a training mode - Press B to toggle.
1st March:Found myself busy with non-game things much of this week. Have done some work on this, but mostly stuff you sadly can't see!
-Added little puffs of dust when things hit the ground. Will change the smoke-when-you-die effect to be similar to this soon.
-Added ability to have self-moving objects other than the helicopter. None in this version, but I've experimented with little stompy creatures which are working well - but I'm too ashamed of their art at the moment.
-Added a popup message/tooltip/tutorial/something system which I'm rather proud of. A textbox appears with a nice simple animation, and has an arrow that will point to an object in the world, tracking it if it moves. Haven't made the thing to decide when to show the popups yet, so again not actually visible in this version.
-Whole lot of fiddling with the dynamic loading stuff. Should be smoother when loading the next chunk and overall performance slightly increased. I was able to generate a 4 million pixel length world and it has the same performance as the 40,000 pixel world in the example SWF above (but does take a long time to generate.) Utterly pointless in this game of course, but I'm sure I can use it again in something more suited to huge worlds.
-Changed flips so that they just reset the timer on your multiplier, without actually increasing it.
-Testing on the chain-falling-apart bug: It can still happen, but only if you get your wrecking ball caught on something whilst moving very fast. I've changed a parameter in how constraints are calculated by Box2D, so it's now less likely to happen.
-Seeing objects fall to the ground as they first appear on the screen is due to extremely lazy map generation and will be fixed soon enough.
-Added a cliff at the far right of the map to stop you flying off into nothingness. You
will crash into it. Watch out!
17th March-Title/menu screen added.
-Tutorial added.
-Drew some monstrous fruit. You can see an apple at the end of the tutorial.
-Palette system added - it picks from a selection of palettes each time you start a new level, each palette is just three colours which are used to colour everything. Some are delicious, a couple are hideous. To force it to change palettes start the tutorial and straight away use Q to go back to the menu.
-Pauses if the game loses focus, or if you press P.
-Wrapped it with the Mochi preloader/version control thing.
21st March-Replaced the wrecking ball with a magnet.
Need a new name.-Changed tutorial to match the new mechanic, also made the messages much shorter and to the point.
-Added funky screen shake when large collisions happen.
21st March again-Added in a placeholder level. 'Select Level', '01', then 'Play' to get to it. There's no fruit to smash or any objectives implemented - it's just a big area for you to fly around and throw cars in.
23rd March-Made the dynamic loading of stuff into simulation more awesome. Now spreads the load over a number of frames, which removes a brief hitch that used to occur when moving between sections. Downside is that if you make a pile of cars, fly far away then fly back, it may not be exactly as you left it.
-Implemented new way of adding objects to the game world, which is much more friendly to adding objects during play. This will make generating debris possible.
25th March-Chopped out the tutorial and integrated it into the first level. Offers contextual information to explain stuff as you play. The game now also pauses whilst the message is displayed to make it easier to read.
26th March-Spent ages trying to work out what's up with framerate, slightly simplified a few shapes to help speed it up. There's also now a pretty graph showing how long each frame took to process: further from the top of the screen the line goes, the more time it took.
-Tidied up the contextual tutorial system - you can now skip messages.
-Added progress bar showing target score and current score.
27th March-Added clock showing a time limit to complete the current level. Time limits vary between levels.
-You can now complete the level! Get the target score before the (very generous) time limit expires, and you get to see level 2.. which is very similar to level 1 for now, except a different colour. Complete level 2, and it'll probably break.
-When you crash, you are now able to have your helicopter reset back into the air and carry on playing without having to restart the level. Probably need to add in some penalty for death - uses up some of your time, maybe.
Short term to-do list:-Look for more places that would benefit from a tutorial message (suggestions very welcome.)
-Simple message at start of level stating objective. Description of objective is already given in tutorials, but those are only shown the first time you encounter that objective type.
Longer term to-do list:-Level generating algorithms for cave and town type levels (currently it just produces "hilly" type.
-Maybe stick a fancy lighting engine in for the cave-based levels.
-Many more "props" to sprinkle around the world. Some magnetic, some not. All ready for smashing!
-Some system for allocating props in a sensible way. Especially if I have a very wide selection - doesn't make much sense to have petrol tankers in a cave. Then again, having a helicopter in a cave doesn't make too much sense.
-Implement other objective modes. Destroy a few specific targets, kamikaze mode, and think of some more.