Monday, 2 July 2007

Lets blow some shit up


Well I finally did it, over the weekend I rolled out the new version. A big thanks to a colleague of mine (the Mad Dog) for pointing me in the right direction - I solved the duplicating external resource and onLoadInit not triggering issues by duplicating the bitmap contained within the loaded movie clip instead of the clip itself.

So finally I have updated my work in progress demo here which shows off the collision detection using a small asteroid field. Shooting the larger asteroids splits them up into smaller ones, hitting them with the player ship will damage the shield and eventually destroy the ship.

There is a fair bit of optimisation on this whole process still to come. For example, the player ship is using pixel perfect collision which can look a little odd when an asteroid passes inside the ship's shield boundary diagram. So maybe I will switch to radial collision in the next version for certain assets.

1 comment:

Knight of Maea said...

Don't know if you're still working on this game. Just thought I'd comment though. I worked on and created almost the exact same thing as your freeform space. Oddly enough I got as far as you got in this post before giving up. I was using darkbasic at the time and it's collision detection was all broken.

For the last year I've been thinking about it again and trying off and on to get something working in C# using XNA game studio. (XNA is just a framework for graphics that lets you make games on both pc and xbox 360)

On a side note, you should take a look at videos of the recent battlestar galactica game.

http://www.battlestargalacticagame.com/

Beautiful. Although the reviews say the game sucks. :>