Missle Command clone
by Corey Martin · in Torque Game Builder · 03/01/2005 (6:47 am) · 46 replies
UPDATE - March 5th: New screenshots, demo added!
The name of this project is now Pyrotechnics. I've implemented the scoring system and connected all the game logic mechanisms; the game is playable. Once you start the game, you take out the incoming asteroids, losing as few buildings as possible. Once all of your buildings are lost, the game is over. The asteroids increase in spawn rate and speed over time. The game does not currently save the high score, but this is a simple addition, and will come soon. Also coming soon is sound, hit multipliers (for when you take out more than one asteroid with one missle), prettier score font, some other secret goodies :)
UPDATE - March 7th: Updated demo!
A new build of the Pyrotechnics demo is online. Many bugs were pointed out and fixed. Score now resets in-between games, no more playerMap.pop errors, no more building generation errors, reduced cpu usage. More important, sound has been added. This makes the whole experience a hell of a lot more fun, especially if you have a subwoofer :).
UPDATE - March 10th: New screenshot, new demo on the way!
I've been working on a lot of gameplay elements lately. Most notably, there are now two sources of missiles; a left missile truck and a right missile truck. You fire from the left truck with a left click, and you fire from the right truck with a right click. I also raised the maximum number of onscreen missiles for the demo to 3. I've introduced money to the game. You start the game with 100$. Firing a missile costs $10. Hitting one asteroid yields 15$. Hitting multiple asteroids with one missile not only yields a score multiplier, but a money multiplier as well. The formula is, Number of asteroids hit * Number of asteroids hit * 100 for score, and Number of asteroids hit * number of asteroids hit * 15 for money. This figure is likely to change. Depending on difficulty, the cost of ammo and the yield of asteriods should thin out, and make missing painful on the harder levels. I've also added floating numbers that pop up after you kill asteroids which report the points you gained from the explosion, which depends on the number you hit. A new demo is on route, I want to add more stuff before packaging up the build, because this time plan on rolling it out for Linux and (hopefully?) Mac at the same time. It's so easy to port Torque 2d projects to other OS'es that it's really not that much of an issue. Josh, Melv, thanks for that one :).
UPDATE - March 11th: New demo added!
The new version is up for grabs. Included are the dual, animated cursor-tracking missile trucks; buildsings now turn black after being set on fire, and slowly fade out (at which point their flame effect is extinguished, hopefully this will help alleviate some of the slow down a few people have reported); the floating score numbers; and the new 'Money' counter.
There is a playable demo for Pyrotechnics. It is public safe (no .cs files, source to follow soon).
(Win) Pyrotechnics v1.40 - Grab the file here. (Save as..)
(Linux) Pyrotechnics v1.40 - Grab the file here. (Save as..)
(Mac) Pyrotechnics v1.40 - Grab the file here. (Save as..)
-
(Previous screenshots removed in the interest of bandwidth)

The name of this project is now Pyrotechnics. I've implemented the scoring system and connected all the game logic mechanisms; the game is playable. Once you start the game, you take out the incoming asteroids, losing as few buildings as possible. Once all of your buildings are lost, the game is over. The asteroids increase in spawn rate and speed over time. The game does not currently save the high score, but this is a simple addition, and will come soon. Also coming soon is sound, hit multipliers (for when you take out more than one asteroid with one missle), prettier score font, some other secret goodies :)
UPDATE - March 7th: Updated demo!
A new build of the Pyrotechnics demo is online. Many bugs were pointed out and fixed. Score now resets in-between games, no more playerMap.pop errors, no more building generation errors, reduced cpu usage. More important, sound has been added. This makes the whole experience a hell of a lot more fun, especially if you have a subwoofer :).
UPDATE - March 10th: New screenshot, new demo on the way!
I've been working on a lot of gameplay elements lately. Most notably, there are now two sources of missiles; a left missile truck and a right missile truck. You fire from the left truck with a left click, and you fire from the right truck with a right click. I also raised the maximum number of onscreen missiles for the demo to 3. I've introduced money to the game. You start the game with 100$. Firing a missile costs $10. Hitting one asteroid yields 15$. Hitting multiple asteroids with one missile not only yields a score multiplier, but a money multiplier as well. The formula is, Number of asteroids hit * Number of asteroids hit * 100 for score, and Number of asteroids hit * number of asteroids hit * 15 for money. This figure is likely to change. Depending on difficulty, the cost of ammo and the yield of asteriods should thin out, and make missing painful on the harder levels. I've also added floating numbers that pop up after you kill asteroids which report the points you gained from the explosion, which depends on the number you hit. A new demo is on route, I want to add more stuff before packaging up the build, because this time plan on rolling it out for Linux and (hopefully?) Mac at the same time. It's so easy to port Torque 2d projects to other OS'es that it's really not that much of an issue. Josh, Melv, thanks for that one :).
UPDATE - March 11th: New demo added!
The new version is up for grabs. Included are the dual, animated cursor-tracking missile trucks; buildsings now turn black after being set on fire, and slowly fade out (at which point their flame effect is extinguished, hopefully this will help alleviate some of the slow down a few people have reported); the floating score numbers; and the new 'Money' counter.
There is a playable demo for Pyrotechnics. It is public safe (no .cs files, source to follow soon).
(Win) Pyrotechnics v1.40 - Grab the file here. (Save as..)
(Linux) Pyrotechnics v1.40 - Grab the file here. (Save as..)
(Mac) Pyrotechnics v1.40 - Grab the file here. (Save as..)
-
(Previous screenshots removed in the interest of bandwidth)

#2
03/01/2005 (9:11 am)
Awesome!
#3
My god, it's only Tuesday here and we've had several cool little games!!!!!!
- Melv.
03/01/2005 (10:07 am)
Totally cool.My god, it's only Tuesday here and we've had several cool little games!!!!!!
- Melv.
#4
03/01/2005 (10:11 am)
Behold, the awsome power of Troque 2D!
#5
03/01/2005 (10:59 am)
Sweet Corey - looking forward to playing it and digging through the source!
#6
03/01/2005 (5:56 pm)
Awesome awesome awesome, loving this, keep it up guys!
#7
03/02/2005 (2:52 pm)
Updated status and screenshots..
#9
03/02/2005 (3:22 pm)
Love the new screenies :)
#10
03/02/2005 (3:38 pm)
Sweet! I want to play!
#11
03/02/2005 (4:31 pm)
It's an orgy of particle goodness!! Looks nice.
#12
03/02/2005 (6:51 pm)
That's looking great and in such a short time.
#13
03/02/2005 (7:28 pm)
The only thing I have to say is maybe tone down the particle effects juuust a little. Only cause in that last screenshot it's hard to make out the missiles from the stars and the asteroids from the smoke, at first glance anyways. Other than that it's looking suhwheet :)
#14
03/03/2005 (6:18 am)
Updated status and screenshots.. Thanks for the suggestion, Drew :)
#15
Love the effect of the burning buildings. And in some cases, less is more, good choice on turning down the particles.
03/03/2005 (6:27 am)
Excellent stuff!Love the effect of the burning buildings. And in some cases, less is more, good choice on turning down the particles.
#16
03/03/2005 (11:48 am)
Nice, nice :)
#17
Demo available! New screenshots added.. info updated..
03/05/2005 (8:14 pm)
New name for the project is Pyrotechnics.Demo available! New screenshots added.. info updated..
#18
03/05/2005 (8:38 pm)
*Note: If anyone would like to help me with packaging Mac and Linux versions, do contact me!
#19
I think there are a couple of things you need to look at:
I get a console error about client.cs not being able to find object 'PlayerMap' attempting to call function 'pop'
Also, 'Failed to properly generate building! Loop count hit!'
After the game is over, the Asteroid spawn rate and Asteroid base speed timers are still running and continue to echo their values to the console.
Once you get the sound in, I reckon the gameplay will move up a couple of notches :)
03/06/2005 (7:48 am)
I gave it a quick whirl, and I like it.I think there are a couple of things you need to look at:
I get a console error about client.cs not being able to find object 'PlayerMap' attempting to call function 'pop'
Also, 'Failed to properly generate building! Loop count hit!'
After the game is over, the Asteroid spawn rate and Asteroid base speed timers are still running and continue to echo their values to the console.
Once you get the sound in, I reckon the gameplay will move up a couple of notches :)
#20
Do you mean Direct3D? Or am I missing a DirectX option on my configuration? I tried Direct3D, 1024x768, windows, and couldn't seem to reproduce these problems. I played a few games through, but no slow down as of yet.. can you reproduce this symptom each time?
@Phillip
the PlayerMap error is fixed.. was just pop'ing control from the player in the wrong place. Failing to properly generate a building is fine, its just put in to keep from trying for too long to place a building inside a certain area (I first check to make sure the chosen area is clear), but i'll get it cleared up. Didn't know about the spawn rate and speed timers still running, i'll fix that.
Another bug is, the score doesn't appear to reset inbetween games. Ooops! :P
Expect a new build soon, and a huge thanks to you guys for reporting this stuff!
03/06/2005 (8:33 am)
@RobertDo you mean Direct3D? Or am I missing a DirectX option on my configuration? I tried Direct3D, 1024x768, windows, and couldn't seem to reproduce these problems. I played a few games through, but no slow down as of yet.. can you reproduce this symptom each time?
@Phillip
the PlayerMap error is fixed.. was just pop'ing control from the player in the wrong place. Failing to properly generate a building is fine, its just put in to keep from trying for too long to place a building inside a certain area (I first check to make sure the chosen area is clear), but i'll get it cleared up. Didn't know about the spawn rate and speed timers still running, i'll fix that.
Another bug is, the score doesn't appear to reset inbetween games. Ooops! :P
Expect a new build soon, and a huge thanks to you guys for reporting this stuff!
Torque Owner Philip Mansfield
Default Studio Name