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Pegasus

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A member registered Oct 24, 2020 · View creator page →

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It was informative watching your realtime thought process as you tackled the various elements of Galaga. Thank you for doing this.

Thank you for tackling Galaga today.


BTW, I cannot "Access Weekly Loadout' even though I bought "Gameplay Library".  Once I click on the link, it just says "We couldn't find your page" =/

Yes, that all sounds great.

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I spoke with my boss today and she is letting me have this Friday off work. So I can attend your webinar.

I believe that 10:00 AM São Paulo Time is the same as 8:00 AM in US Central Time--which is my timezone. I just need a link to join up once you have it ready. I look forward to this.

What I would like to see is much like Galaga when the enemy swoops onto the screen in various patterns and then form up into a formation like in Galaga. And I would like to also see "Pattern Attack Waves" where they break out of formation to attack and then, after making their attack run, they return to their place in formation. While they are in formation, I would also like to see the formation expand with wider gaps between the individual units and then condense back to their original formation--basically everything the bugs in Galaga do.

 Perhaps the whole formation can even move left and right--something like in Space Invaders.

My guess as to how you might approach this is to use a Path2D to make the units enter the screen. Then they leave the Path2D to move into formation. Perhaps the various positions in the formation are Marker2Ds. And then, when the units attack, they follow a different Path2D to attack and, then once their attack is done, they leave the attack Path2D to return to their position (their assigned Marker2D) in the formation.

I don't know if this is the approach you are thinking about, but it is what popped into my head while thinking about how I might do this myself.

BTW--I would love to see how you would do destructible terrain in Godot -- like in Worms

) and also how you would do the destructible shields from Space Invaders ( 

) or Phoenix ( 

).

I have some ideas on how to do these types of destruction, but I would love to see your approach to these problems. Perhaps you could tackle these types of destructible terrain in a separate video later.

I look forward to your webinar this Friday!

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I may be be able to request the day off, but other people in my area have higher seniority so I may not be able to get it off. 

While I would love to, unfortunately I will be working at my regular job during that timeframe =(

But I will certainly watch any replay if made available.

I really want to see a Galaga (or similar) Wave Pattern Attack Shoot'em up.

What I would like to see is something like Galaga where the enemies come in various wave patterns. Sometimes they come in onto the screen, do an attack pattern, and then exit the screen. Sometimes they come in, do an attack pattern then take up a formation.

Or a horizontal (or vertical) wave shooter where various enemies come in waves in various patterns to attack and then leave the screen.

Something like this would be great!

Nice!

What about a PDF?

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I didn't like the previous movement mechanics you used--it felt clunky.


I prefer controls like asteroids where you rotate left with one button, rotate right with another button, thrust forward with yet another button (and maybe a move back button acts like a break to slow you down, or perhaps it has some sort of Special function).

Basically, movement exactly like the classic Asteroids. If you let got of the thrust, the 'drag' decelerates your ship, but you don't stop rapidly, you drift for a bit as you slow down.


So like:


W = Thrust/Accelerate the direction your ship is currently facing (adjusting the thrust vector if you are currently travelling a different diction than you are currently facing).

A = Rotate the ship counterclockwise.  If the Thrust key is being held down, the thrust vector rotates as the ship rotates.

D= Rotate the ship clockwise.  If the Thrust key is being held down, the thrust vector rotates as the ship rotates.

S= Special function (like a shield or something) or Breaks/ Decelerates the ship opposite the direction it is facing, until the speed is zero.


Mouse cursor acts like an aiming reticle and the laser turret quick turns to face that spot and fires the direction the turret is facing when the Left Mouse/Fire button is pressed regardless which way the ship is facing.


If you don't want a turret, then fire the direction the ship is currently facing (which may not be the direction the current thrust vector is taking the ship. You could be flying upward, let go of the thrust, rotate your ship to the right to fire while while still drifting upward until the drag reduces your speed to zero or you hold down the Thrust button again and then rotate your ship upward again after firing and reengage your thrust).


I have a little spaceship game you should play in your browser. It's a short game and only takes a few minutes to play through since I made it for a game jam. This ship does not have a turret (but I think the turret idea is cool), but the movement is like what I am trying to explain. (BTW, the enemy saucer ships are pretty accurate, so watch out =p )

https://pegasusgames.itch.io/spacecadetfirstmission


Regarding the dialogs, I find they interrupt the action. I'd prefer a fast forward button or skip button or something to speed through the dialogs. I read them the first time I play, but if I play the game more than once, I'd rather have the option to speed past since I don't want to read them every time I play the game. 


Regarding the energy bar, I would prefer to shoot unlimited and maybe the bar charges up a little each time I blow up an asteroid or hit an enemy. And when it maxes out, you have a special attack available (which depletes the energy bar when used) that does something cool--like maybe an attack radiates out from your ship and damage all nearby enemies/asteroids. Then the bar starts charging up again. Something like that maybe. Alternatively, the bar could start charged and once used, it recharges over time (or perhaps you have to collect some ore that comes out of blown up asteroids), or maybe the bar doesn't start charged, but slowly charges up either by time passed or by collecting or from destroryed asteroids.

I hate running out of energy and having to recharge--I find it so annoying. I dislike that I cannot fast forward through the dialog. I also dislike that you stop so abruptly after let go of the thrust; I'd prefer your momentum carry you ship a bit further after letting go of the thrust. The controls are better than the last version, but...I would prefer asteroid controls (A=Rotate Left, D=Rotate Right, W=Thrust, S=Special) with a turret that rotates towards the aiming reticle (mouse pointer).

Sounds interesting!

This is really great!

This is very awesome! Great job, Henrique!

I'm glad you enjoyed playing it!

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Woot! =3

Super Mario Galaxy mechanic! Woot! =)

Very good points! Most people only seem to think to have a single state machine on their player character, but I find it better to have one state for movement actions and separate state machine for attack actions --for the reasons you mention. Two small state machines working in conjunction are easier to manage than one giant state machine unless the player character is very simple.

Nice tutorial!

Yes, please =)

"I’m thinking about writing a book about 10 Enemies Archetypes and how to implement them in your game, let me know in the comments if you’re interested."

Ah, okay. I didn't look there. Nice. I use Godot myself. It's a good game engine.

Out of curiosity, what new game engine are you learning?

Maybe add a button/slider to speed up the passage of time. Nice result for your first game.

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Being able to shoot faster by pressing the shoot button repeatedly was an intentional choice - you get a benefit if you put in the extra effort =)

You are not imagining things. Each saucer ship is giving a random speed from a limited range to make them more interesting. Also, they are now each a different color so you can better tell them apart. There is also a little arrow indicator that circles around your ship that points to the nearest enemy saucer ship (or the green asteroid) to help you track them.

I updated my game if you want to give it another go.

I like how the enemies come in as shadows. Nice idea! I suggest that the health bars be invisible until the enemy takes damage for the first time. The music is too loud.

I found it to be rather hard. I couldn't make it past the first spiky thing =p But good job! It looks good and the wall jump works well.

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Thank you for taking the time to play and review my little jam game =)

Yes, the voice is my own. I'm happy it amused you and that you enjoying playing my game.

I have a new build in the works that I plan to release after the judging period is over. I put a little arrow on the Cadet Ship that rotates around it and dynamically points towards either the Big Green Asteroid or the nearest Saucer Ship. Additionally, the edge barrier is now visible once you get close to it. Hopefully, these improvements will help players locate their targets. 

Neat game. Audio was a bit loud. Maybe very the pitch slightly on repeated sounds also. Graphics were great! Neat to see an isometric game with animated sprites. Good job!

Cute game. The left shift boosts, but the right shift key didn't seem to work.

Assembling a biplane is an interesting concept. Music seems loud. I like the character art.

Thank you for taking the time to play and review my little jam game =)

I've been thinking about this situation. It does feel bad when you are sniped and don't know where the shot came from. I will shorten the distance of both the Cadet Ship bullets and the Saucer Ship bullets to about half there current distance in the next build. That should make for a better experience. Thank you for your suggestion.

I'm not sure what I want to do with the game after the judging period is over other than putting out the new build I'm working on that addresses issues and incorporates some of the suggestions giving here. But I will think about extending the game and adding upgrades/power-ups.

Interesting idea. Rats!

This game is too hard for me  - hah hah. But interesting idea =)

Thank you for taking the time to play and review my little jam game =)

I'm happy you are having fun with it! I am working on a new build that incorporates feedback. I plan to release after the judging period is over. I have already implemented the ability to 'autofire' by holding the attack button down . So you'll will be able to fire each time you presses the attack button, or just hold it down to autofire instead. I was also thinking about having the asteroids break up into smaller asteroids like the classic Asteroids game. 

I appreciate you informing me about the music being a tad too loud. I'll lower it a bit in the next build. I'll consider adding a volume control in the future.

I had to reuse the same 'bullet' for the saucer ships as I did for the Cadet Ship because I ran out of time, but I'll look into this idea.

Thank you for pointing out the bug. I intended to have Cadet Ship's weapons 'locked down' until you move her ship close to the Green Asteroid, but I was under time pressure and I forgot to add it. I'll address this in my next build.

Thank you for taking the time to play and review my little jam game =)

I'm happy you felt my little game was fun to play. I try to make games that seem fun to me and then hope others also find them fun.

I get you about the minimap. If I zoom it further out though then everything will be too small for the minimap to be of any use (unless I switch to a stylized minimap with icons instead) and I don't want to make the minimap any larger since it would take up more screen space.

I kind of like the idea of 'hunting' down the saucer ships instead of being shown where they all are, but I might consider adding a pointer arrow to show the nearest enemy saucer ship to the Cadet ship.

I'm also considering whether to add light and shadows to make it more 'hide and seek', but that might change the flavor of the game too much. I might test it out and see how it feels with lights and shadows.

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Thank you for taking the time to play and review my little jam game =)

I'm glad you found the voices funny. They turned out better than I expected. I laughed the first time I heard them and was still amused even after playing the game repeatedly while making it =p

I wasn't expecting 4 mini games inside the game. Creative! I found it hard to grab the cake parts since they were moving so fast along the line hah hah =p