Air Sea Rescue Released
by Dean Parker · in iTorque 2D · 05/13/2010 (3:41 pm) · 25 replies
Air Sea Rescue lets you fly a Bombardier CL 215, scoop up water and douse it on wild fires. Watch out for Canadian geese and the Rocky mountains.
FEATURES
- Intuitive controls using the touch interface
- 5 levels increasing in difficulty making it more and more challenging
iTunes Link
itunes.apple.com/us/app/air-fire-rescue/id370926349?mt=8

www.serendipgames.com
FEATURES
- Intuitive controls using the touch interface
- 5 levels increasing in difficulty making it more and more challenging
iTunes Link
itunes.apple.com/us/app/air-fire-rescue/id370926349?mt=8

www.serendipgames.com
About the author
I started programming in early 80's on an Atari 800 and now I am coding on VS 2008 C#.
#22
Thanks, working with graphics is a never ending thing. With creating tutorials, I just dont have a lot of extra time to work on them.
The following link is the video of the flight game, for some reason, when I record on my computer, the audio sounds like it is under water and it skips frames.
The game doesnt have a name yet and the graphics are still a work in progress. The window is 1024x768, downsized to 640x480.
Anyways, here is the protype video...
www.serendipgames.com/bomber.mov
06/28/2010 (9:26 pm)
@markThanks, working with graphics is a never ending thing. With creating tutorials, I just dont have a lot of extra time to work on them.
The following link is the video of the flight game, for some reason, when I record on my computer, the audio sounds like it is under water and it skips frames.
The game doesnt have a name yet and the graphics are still a work in progress. The window is 1024x768, downsized to 640x480.
Anyways, here is the protype video...
www.serendipgames.com/bomber.mov
#23
Graphics is always the hard part for me, as I am not an artist, but I still enjoy working on graphics and I'm getting better as I am now able to make better use of the tools. What tools do you use for your graphics? Currently, I am using GIMP, as my budget is basically zero, but in the future I hope to spend a lot more time on the artistic side, and perhaps take some classes in photoshop and 3D Studio Max or Maya (I want to get into 3D also). I feel as though I have the creative skills, as I can visualise in my head what I want, but I struggle to get that down on the screen because of my lack of skills with the tools.
Anyway, nice job on the new game, and I look forward to seeing more of it in the future.
ps. how do you find working with the iPad?
06/28/2010 (9:51 pm)
Dean, I've just been viewing your video, and it looks good. It reminds of the arcade game 1942. I can see that you're into planes, and that you like that style of game. Do you remember the 1942 game? it was a very popular arcade game in the 80s.Graphics is always the hard part for me, as I am not an artist, but I still enjoy working on graphics and I'm getting better as I am now able to make better use of the tools. What tools do you use for your graphics? Currently, I am using GIMP, as my budget is basically zero, but in the future I hope to spend a lot more time on the artistic side, and perhaps take some classes in photoshop and 3D Studio Max or Maya (I want to get into 3D also). I feel as though I have the creative skills, as I can visualise in my head what I want, but I struggle to get that down on the screen because of my lack of skills with the tools.
Anyway, nice job on the new game, and I look forward to seeing more of it in the future.
ps. how do you find working with the iPad?
#24
I played the 1942, the game was fun back in the day, but I find the AI is not strong and it's more of a limited scroller game.
In the bomber, I am trying to design game that is 1/3 part simulator and 2/3 arcade. You can fly around and you are not forced to fly forward. Meaning you can turn your plane around and fly back.
The enemy aircraft AI will come up behind your plane, fly over you shooting, fly past, turn around, slow down (let you pass) and take another run at you from behind.
There are 4 levels of AI that control the planes and the ships, the flak has 2 levels of AI. The enemies will follow you until either you kill them or they kill you.
The plane graphics are not final, those are just stand in graphics. The final version will include larger plane with turn graphics, the engines are designed to run independently. My aircraft algorithm has equation for engines, size, weight, etc. Which means, when you get hit and one of the engines get knocked out, you will have less power.
My games go through a lot of revisions before I release them. The air fire rescue, went through 6 revisions before release and 4 iterations since. Once I have the code, I work on the final graphics.
I like learning other ways to develop and hearing ideas from other developers. I look at it this way, it does not matter how good your code is, there are 10 people that can look at it and make it better. Some coders don't think that way.
Here is the detail of the plane, before its shrunk down..

I use Maya 2009, 3D studio Max 2009, Photoshop CS4 and PNGOUTWin to compress images.
A good free program for graphics is paint.net from www.paint.net and for 3D graphics Blender.
One other thing, in some of the job posting, there are artists, that are looking for work to for free or food.
I love the screen size of the iPad, as I don't have to limit my screen real estate. The other is the speed, which allows for more complex computations (discrete mathematics).
I wrote zuluhotel the UO shard and created over 1600 scripts to run the entire system. I have been kicking around the idea of creating a online rpg game. I have been working on some protype engines, but haven't spent a lot of time on this.
06/29/2010 (2:07 am)
MarkI played the 1942, the game was fun back in the day, but I find the AI is not strong and it's more of a limited scroller game.
In the bomber, I am trying to design game that is 1/3 part simulator and 2/3 arcade. You can fly around and you are not forced to fly forward. Meaning you can turn your plane around and fly back.
The enemy aircraft AI will come up behind your plane, fly over you shooting, fly past, turn around, slow down (let you pass) and take another run at you from behind.
There are 4 levels of AI that control the planes and the ships, the flak has 2 levels of AI. The enemies will follow you until either you kill them or they kill you.
The plane graphics are not final, those are just stand in graphics. The final version will include larger plane with turn graphics, the engines are designed to run independently. My aircraft algorithm has equation for engines, size, weight, etc. Which means, when you get hit and one of the engines get knocked out, you will have less power.
My games go through a lot of revisions before I release them. The air fire rescue, went through 6 revisions before release and 4 iterations since. Once I have the code, I work on the final graphics.
I like learning other ways to develop and hearing ideas from other developers. I look at it this way, it does not matter how good your code is, there are 10 people that can look at it and make it better. Some coders don't think that way.
Here is the detail of the plane, before its shrunk down..

I use Maya 2009, 3D studio Max 2009, Photoshop CS4 and PNGOUTWin to compress images.
A good free program for graphics is paint.net from www.paint.net and for 3D graphics Blender.
One other thing, in some of the job posting, there are artists, that are looking for work to for free or food.
I love the screen size of the iPad, as I don't have to limit my screen real estate. The other is the speed, which allows for more complex computations (discrete mathematics).
I wrote zuluhotel the UO shard and created over 1600 scripts to run the entire system. I have been kicking around the idea of creating a online rpg game. I have been working on some protype engines, but haven't spent a lot of time on this.
#25
Thanks for the advice. I will check out those programs that you mentioned also.
06/29/2010 (3:37 pm)
Dean, thanks for the reponse. The plane graphics look awesome. My background in is programming, but since I've been working on my game I've found that I actually enjoy working more on the artisitic side, even though my skills are fairly limited at this point. So I definitely intend learning more about that side of things.Thanks for the advice. I will check out those programs that you mentioned also.
Torque Owner Mark Davies
BTW, I agree about the knowledge sharing. I think it tends to work out that the more you put into the community the more you get back, and it creates a positive vibe for everyone, which certainly cannot be a bad thing. Once I get my game out I'd like to put something back into the community, perhaps a beginner-type tutorial (maybe an improved version of my breakout example, but with some documentation).