Chain reaction game with source for all :)

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  • Here's my upcoming chain reaction game.

    It's very early in development, so there's only placeholder graphics for the most part.

    I also supply the .capx here, for everyone to use - feel free to use the embedded graphics too (not that there's much to use, but I won't mind if you do). ^_^

    Link:

    jakobdam.dk/0-GAME-DEV/ZooFlu

    Target platforms

    • HTML 5-compatible browsers (preferrable WebGL enabled)
    • Mobile devices (preferrable WebGL enabled, but Canvas must work satisfyingly on current generation midend-highend hardware)

    Performance

    • Runs smooth right now, even with particles being spawned so much
    • Even better performance can be archieved by limiting the particles seeds
    • MUCH better performance can be archieved by removing the rotation (but this has a huge visual impact)

    Known bugs

    • The score is not updated correctly; something is wrong, and I haven't quite figured out yet what it is. 90 bubbles are spawned at launch, so if you clear the level, you should have score 90. This is not the case; what happens is, if 2 or more are triggered at the exact same time, the score is only added once. Or so I think... I need to investigate this.

    To do

    • A lot. Levels, game over conditions, level completed conditions etc... there's a lot of preparations for these things in place already, so it shouldn't be too tough a job to do.
    • Graphics, sounds and other resources (maybe change the font)
    • Game/level balancing, story etc...
  • Good start, maybe chain 1 colour at a time. also maybe reconsider particals spawning more partical to improve speed

  • Have you looked at my capx...?

    Because I do chain (and spawn for that matter) one color at a time, in the event sheet - but I'm not entirely sure that what I've done, is what you mean...?

    About particles spawing; what would you suggest as an alternative to spawn/destroy them...? Or did you mean to decrease the number of particles seeded/spawned for each "explosion" (this I wrote a little about under my section "Performance" in OT...)

  • thank for share your app look great, but i found something more interesting and usefull ... your container... from the ball bounces cause i cannot make that effect in my game xD... check my preview game and u will notice that

    here the link:::::http://gamejolt.com/games/arcade/monstar-pez/34481/

  • hneuman - you can download my capx and see how, but here's the short version:

    On your ball, simply add the Bullet behavior. Then set "Bounche off solids" to "Yes".

    Now create 4 walls (you can import graphics of a square and define it as a sprite 4 times); then give each wall sprite the Solid behavior.

    That's it - without adding any events, your ball can now bounce off of things

    Btw., are you Brazilian...? Am I mistaken or is your game in portuguese...?

  • Thank's for sharing the capx, you can put the logo and the menu in one layout and add Persist behavior to the logo so it will show only one time.

  • A0Nasser >

    Thanks for the tip!

  • Have you looked at my capx...?

    Because I do chain (and spawn for that matter) one color at a time, in the event sheet - but I'm not entirely sure that what I've done, is what you mean...?

    About particles spawing; what would you suggest as an alternative to spawn/destroy them...? Or did you mean to decrease the number of particles seeded/spawned for each "explosion" (this I wrote a little about under my section "Performance" in OT...)

    I know its not a complete game yet, but i guess 1 click shouldn't destroy them all, so limiting by clicking on a red only destroy chained reds, could give the game more dimension. Maybe another option is to make the circles smaller

    Yep I saw that performance section. it looks cool to use a particle that spawns a particle object itself but it probably sacrifices too much performance.

    Only suggestions nice work!

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  • IndieKiwi -

    It's not particles that I use for collision - I use an old trick; I spawn an invisible circle (sprite). Along with this circle is also spawned the particles.

    In runtime; the circle expands its diameter, and the circle is used for collision detection.

    This is the exact same way I made an actionscript 3 (flash) game of the same type, a few years ago - and back then, performance was dazzlingly good, even on weaker computers and with many objects. Thus, the great performance stealer is not the particles - but the £$! rotation.... ^_^

    As this is kind of a "tech demo", more for showing the performance and game mechanics, I haven't made any load balancing.

    I want to make this game different than the majority of chain reaction games; typically, you only have 1 click; I want to work on ideas with power ups to enable more clicks.

    Thanks for feedback!

  • Update - now in the first revision of version 1.

    Lots of updates;

    The collissions misbehaved a lot, and the particles for the bursts didn't match the boundary circle sprite, of which I made the collissions. This is fixed now, by means of math, which I had the time to figure out this weekend.

    Also - nicer and more rich graphics all over.

    Still a lot to do, but now, it's somewhat playable.

    I've tested on Chrome for Windows 7, iPhone 5 and iPad 4th gen - nice fluent experience on across these platforms.

    Multitouch seeds planting works for iPhone and iPad also; pretty cool effect on level 8 and onwards...

    Here's the link to the update:

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