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)

#42
03/11/2005 (9:11 am)
There's a new demo available! This one features the new dual missile sources (two missile trucks, with animated missile racks which follow the mouse cursor), buildings blacken from fire (and fade out, extinguishing their flame effect), and the new score indicators. Any feedback, comments or suggestions are greatly appreciated!
#43
A huge thanks to Gary "ChunkyKs" Briggs for the help with the linux release!
03/11/2005 (3:07 pm)
The Linuxy build of the latest (1.40) release of Pyrotechnics is now available! Check the top post for the link.A huge thanks to Gary "ChunkyKs" Briggs for the help with the linux release!
#44
03/11/2005 (6:47 pm)
Will this version run a Mac?
#45
03/11/2005 (6:58 pm)
Unfortunately, I don't have a Mac version available, but only because I don't have access to a Mac. If anyone would like to help me package a Mac release, do send me an email! I've got a Mac Mini on the way, but probably not for another week or two.
#46
03/11/2005 (8:05 pm)
The Mac build of the latest (1.40) release of Pyrotechnics is now available! Link is up top. A big thanks goes out to Seth Willits for helping me with the Mac build!!!
Torque Owner Corey Martin