Pod Fighter Screenshots
by Ben "Flash" Amos · in Torque Game Builder · 01/08/2006 (11:07 pm) · 24 replies
Please forgive the goofy name ...
This game was just a little private project to see what I could do with Torque 2D and really hammer my skills into place. I've put lots of man hours in just tinkering with it, seeing what I could add to make it better based on my own thoughts and the suggestions of others who've playtested it and given me some feedback.
Pod Fighter is a top-down spaceship shoot-em-up. That said, it has many of the things you would expect from a traditional 'shmup' plus a few nifty extras. The arrow keys fly the ship, while the mouse aims and operates a multi-directional cannon. There are a diverse number of enemies, each with their own specific behavior and flight patterns. It has more powerups than you can shake a stick at, too, including nanos to repair your ship, overshielding, rapid fire, spread beam, missiles, bombs, and more.
There are two things that really stand out in this game, though. One would be the tractor beams used by certain enemy ships. What's bad is that these ships can latch onto asteroids that drift onto the field periodically. What's worse is that they're smart enough to hide behind said asteroids. And the worst thing? If they can line up a shot, they'll reverse the polarity and fling the oversized space boulder right at your ship. Nasty.
The other unique thing would be the gears, a concept that's evolved time and time again since I started with Pod Fighter. In their current incarnation, your ship starts at gear 1, with basic maneuverability and firepower. Destroyed enemy ships will often leave behind small 'charge' powerups. Collecting these builds your charge meter. When the charge meter is full, you can 'upshift' to the next higher gear as long as you have sufficient charge. With higher gears comes faster movement, better firing rates, and faster shield regeneration. If your charge runs out, you drop to the next lower gear. On the other hand, if you fill up the charge meter again, you can keep shifting up and up to greater levels of power.
Okay, enough blab. On with the screenshots.
A nice shot of the player in combat with one of the boss ships
One of the player's missiles hones in on an enemy stinger. Here you can see the HUD at the bottom is filled out a bit more, now that some additional powerups have been collected. Nice explosive flare in the bottom right.
A nice capture of the ship firing in standard pattern ... 4-way spread shot accompanied by a trio of missiles in formation.
This is the aftermath of a bomb, the most destructive weapon in the player's arsenal. Note that's a boss ship getting cooked in the upper right there.
This game was just a little private project to see what I could do with Torque 2D and really hammer my skills into place. I've put lots of man hours in just tinkering with it, seeing what I could add to make it better based on my own thoughts and the suggestions of others who've playtested it and given me some feedback.
Pod Fighter is a top-down spaceship shoot-em-up. That said, it has many of the things you would expect from a traditional 'shmup' plus a few nifty extras. The arrow keys fly the ship, while the mouse aims and operates a multi-directional cannon. There are a diverse number of enemies, each with their own specific behavior and flight patterns. It has more powerups than you can shake a stick at, too, including nanos to repair your ship, overshielding, rapid fire, spread beam, missiles, bombs, and more.
There are two things that really stand out in this game, though. One would be the tractor beams used by certain enemy ships. What's bad is that these ships can latch onto asteroids that drift onto the field periodically. What's worse is that they're smart enough to hide behind said asteroids. And the worst thing? If they can line up a shot, they'll reverse the polarity and fling the oversized space boulder right at your ship. Nasty.
The other unique thing would be the gears, a concept that's evolved time and time again since I started with Pod Fighter. In their current incarnation, your ship starts at gear 1, with basic maneuverability and firepower. Destroyed enemy ships will often leave behind small 'charge' powerups. Collecting these builds your charge meter. When the charge meter is full, you can 'upshift' to the next higher gear as long as you have sufficient charge. With higher gears comes faster movement, better firing rates, and faster shield regeneration. If your charge runs out, you drop to the next lower gear. On the other hand, if you fill up the charge meter again, you can keep shifting up and up to greater levels of power.
Okay, enough blab. On with the screenshots.
A nice shot of the player in combat with one of the boss ships
One of the player's missiles hones in on an enemy stinger. Here you can see the HUD at the bottom is filled out a bit more, now that some additional powerups have been collected. Nice explosive flare in the bottom right.
A nice capture of the ship firing in standard pattern ... 4-way spread shot accompanied by a trio of missiles in formation.
This is the aftermath of a bomb, the most destructive weapon in the player's arsenal. Note that's a boss ship getting cooked in the upper right there.
#2
I'm having some trouble with my website at present. Trying to get the screenshots up as soon as I can, though. Check back in a few minutes.
01/08/2006 (11:20 pm)
Wow, you're fast ... I just put up the post.I'm having some trouble with my website at present. Trying to get the screenshots up as soon as I can, though. Check back in a few minutes.
#3
01/09/2006 (12:30 am)
Okay ... for some reason it took longer than expected, but the pics are up. Sorry for the wait.
#4
How close are you to a demo version so we can all play with it too?
01/09/2006 (1:26 am)
Looking good :) Some of the features you have (particuarly the enemy grabbing a rock, hiding behind it, and then lobbing it at the player) sound great!How close are you to a demo version so we can all play with it too?
#5
01/09/2006 (1:31 am)
At present, I need to resolve an issue with the AI. There are times when the enemy ships get 'stuck' off screen. Try as I may, my attempts to get the ships on screen to stay on screen keep backfiring on me. And for some reason the ships with tractor beams aren't functioning properly - they used to before I made a change to the code. But as soon as I get those issues resolved, I'll happily pack up a demo. :)
#6
01/09/2006 (2:37 am)
Excellent stuff. Looking forward to it :)
#7
01/10/2006 (12:09 pm)
Okay. I have a working demo up and running and ready for distribution. In the future, I will try to make this demo available for download at my website. Unfortunately, geocities keeps timing out during the file transfer. If you'd like to play, you'll have to email me directly at flashguardian@yahoo.com to request the file, and I'll try to make some arrangements. Meanwhile, I'll be looking for a new place to host my entire website, as this geocities thing is getting ridiculous. >_<
#8
bursar at phils pc mods dot com (remove spaces from the domain name).
01/10/2006 (12:20 pm)
If you want to mail it to me, I don't mind hosting it for you :)bursar at phils pc mods dot com (remove spaces from the domain name).
#9
01/10/2006 (12:31 pm)
That would be great! Very gracious of you, thank you. At least until I can find a place to host it myself.
#10
I have several different IM's. I have mIRC open. Is there any OTHER way I can get this file to you?
01/10/2006 (1:10 pm)
My email is a yahoo mail also. >.< Trying to attach the file ... same issue. Yahoo's file transfer servers are all choked up at present apparently. I've never had problems this bad before.I have several different IM's. I have mIRC open. Is there any OTHER way I can get this file to you?
#11
01/10/2006 (1:33 pm)
Which irc server/channel ? i can mirror it up on my webspace also if you like. i've got a fair chunk of bandwidth not being used.
#12
01/10/2006 (1:37 pm)
I'm on irc.maxgaming.net, in the #garagegames channel, or #torque2d. Either channel. My nick is Flash_Guardian.
#13
01/10/2006 (1:41 pm)
OK, I've setup an FTP login for you. I've dropped you an email with the details.
#14
01/12/2006 (1:20 pm)
Okay, the Pod Fighter beta is up and running! We managed to get it hosted on Biggz's site - many thanks, Biggz. You can find the links to download it by following the link I gave to my website earlier. Or just click here. :) Enjoy.
#15
01/12/2006 (2:56 pm)
There's a minor problem in that you forgot to include the main.cs file. This is about the only exclusion to the 'don't supply your .cs files' rule.
#16
I'll upload a version with that in now.
can i ask why that file is the exception to the rule?
01/12/2006 (4:02 pm)
That would be my fault, i went through and removed them all. We had to go a long way to get that zip together so i ended up packing it. I'll upload a version with that in now.
can i ask why that file is the exception to the rule?
#17
looks awesome..
couldnt find the directions tho.. so all I could do is fire.. and maybe lock the mouse in the window during game play.. I kept going out of the window and covering the game with other windows..
01/12/2006 (4:11 pm)
If you own T2D just swap your main.cs and change the name :)looks awesome..
couldnt find the directions tho.. so all I could do is fire.. and maybe lock the mouse in the window during game play.. I kept going out of the window and covering the game with other windows..
#18
01/13/2006 (12:11 am)
The main.cs is sort of the bootstrap that runs before the rest of your game, and gets the T2D executable ready for use. Because of that, T2D isn't quite ready to read the .dso files until main.cs has finished doing its thing.
#19
Also, I wanted the game to start running things in full-screen mode right out of the .zip ... another solution to having your mouse leave the window on accident. I believe I set the prefs so that the game should start in full-screen, but for some reason it still starts in windowed mode when running for the first time on a new computer.
They're both fairly minor things, really. In fact, you can just press alt-enter to manually toggle between full-screen and windowed mode at any time. But is there a way to fix the settings in code so that the game starts with these changes?
01/13/2006 (11:06 am)
Glad to hear it looks good. I had the same problems after I installed this game on a friend's comp, though. The mouse is supposed to be locked to the window - I wrote the code so that it would. At the beginning in setupT2DScene(), it makes a call to lockMouse( true ); in order to keep the mouse inside the window. If you pause the game, it unlocks the mouse so you can do other things ... but when you return and unpause it, it locks the mouse to the window again. This is how it works on my machine, at least.Also, I wanted the game to start running things in full-screen mode right out of the .zip ... another solution to having your mouse leave the window on accident. I believe I set the prefs so that the game should start in full-screen, but for some reason it still starts in windowed mode when running for the first time on a new computer.
They're both fairly minor things, really. In fact, you can just press alt-enter to manually toggle between full-screen and windowed mode at any time. But is there a way to fix the settings in code so that the game starts with these changes?
#20
01/13/2006 (12:13 pm)
And there is a readme.txt file ... or there should be. If not, I'll post a link to that on my website so you can get that. In the meantime, I'll see about fixing that lockMouse() and fullscreen business.
Torque Owner Josh Moore