Last Starfighter video game project - COMPLETED

Updating still- Should have more pics soon and a new demo on the site soon- Will hopefully add a bunch of new stuff to the site in November including an updated Starfighter Demo, new Space Paranoids stuff and a couple of new front ends-

Doc
 
Well with work slowing down and hopefully uneventfull holidays I should be able to get the art finished for the stickers.
Been putting in some overtime to get my knight rider parts
 
Another update- Finished a bunch of subroutines including:

1) New lasers and Particle beam
2) Moving and static star fields
3) Simple light targets
4) Passable explosion algorhithm

Still a ton left to do (including integrating the above- all individual subroutines and hoping the slow down isn't a killer).

Now some help required. I have watched the game segments over and over and would find a novel pair of eyes helpful. My biggest questions are weapons. There are only 2 seen in the game as far as I can tell. Some questions:

1) Particle Beam- I assumed these were the little balls moving at targets in some of the scenes. I was informed they were targeting, but the ships seem to explode when the little stream of balls (dare I say particles) hit them without any projectile lauched (i.e. I don't see what weapon they are targeting for).

2) Lasers- The 2 top analog gauges seem to be the same weapon (always symmetric drop). Agreed?

3) Proton Bolts- I assume these are missiles but the gauge fills and drops smoothly during gameplay (I doubt you get a hundred missiles) and I don't ever see one fired (except those launched from enemy ships). Probably will incorporate them as seen in the battle sequences.

4) Texture planning for the rest of the gauges (the little circles on either side of the lower HUD) as well as ancillary text.

Love some input on these as things are getting to collision mapping, enemy flight patterns, rail patterns (programmed ship movements during and between sectors). I sincerely hope there won't be too much slow down when everything gets put together (I went with a 100 sphere star field which was the closest to the effects seen in the game but incorporates 100 3d objects- Tried textured plains but that wound up generating more 100 iteration subroutines during gameplay). Will post pics soon-

Doc
 
Just some progress photos-

Here are the explosion algorhithms- Mine is the rendered set on the left, the right is a capture from the flick- The program actually generates the pattern with 80-120 individual objects then saves each image- There are 5 sets of 7 enemy explosion images, 3 target sets-

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2 of the full sets . . .

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Screen cap with 2 primitive targets and new starfield

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New starfield in motion- Really can't get the sense of motion from a capture- Stray LIS bubble fighter in range (using for the time being as Koh-Dan)

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The particle beam weapon and new lasers (textured objects now)

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So it really is coming along- Every step takes me a long time because I am a novice at best but definitely moving-

Doc
 
Looking good eaviii, looks really god I like the way things are looking. I think with all of us pitching in we should be gettign this done sooner than you think
 
Just keeping the thread up- Integrated the new weapons- Got enemy ships done (temporary)- Working on enemy movements-

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Did you ever get the "custom" graphics done Trixter?

Still looking forward to this. As always.
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Rook
 
Working 2 jobs plus my most recent setback, I havnt had much time. Im working on them as fast as I can and will soon have the side art finished. With Eaviii's help it should be actual scale to the side graphic.

Just need to get the curvs of the stripes correct and add the wings and its done. The rest should be cake after this.
 
Just keeping the thread up- Updated intro with new landing model care of Miniaturizer Ray- Got enemy flight patterns scripted and working on enemy arrays (for enemy properties, multiple on screen enemies), working collision and missile algorhithms. Definitely coming along after business hours- May (hopefully) have a working demo up on the site soon (or maybe at the DFW prop party- Hopefully))-

Doc
 
The old demo is still up there but it is:

www.roguesynapse.com

Need to update the site big time in terms of arcade/prop additions and software (still haven't set up the Exidy Death Race emulator . . . for you old farts like me out there)

Doc
 
Just another update- Moving along nicely indeed- Incorporated multiple enemies with unique flight patterns and behavior, enemy missiles, accompanying data arrays, death sequence (early), light target primitives with orbit and explosion sequences- Very pleased thus far with the enemy fighter movements (very much like the film)- Posting some captures of a single squadron attack (sequential shots every 40 frames or so)-

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Pushing on . . .

Doc
 
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