by vaclav.mazany » 19 Apr 2012, 21:14
Video is here on Taurris web
If anyone has some ideas about "bullet" dodging for this kind of game, let me know plz
I will try that out.. Right now, I'm using navmesh and it's working.. quite nice, but I'm really afraid about performance. I did tests on two 1GHz Android Mobiles. Both of them handled it with no problems. But on my slow HTC Wildfire S, it lags.
So I'll be investigating more approaches. Any tips appreciated
by vaclav.mazany » 23 Apr 2012, 19:17
You did a great job with your HUD, very nice looking buttons.
Today I have something that you can actually test ofcourse, if you want to.
Shiva3D webplayer is required.
Shooting : Mouse -> left mouse button click & drag
Here you have realtime demo of the dodging thay I will "most probably" use. Right now it is set so, it is REALLY hard to hit them. I'm planning this for something like... "hard" settings.
Right now, they're just dodging and you cannot destroy them. But you can test your skills and post your score (hits vs fired shots) in the comments on the homepage, or here
You can take it.. as a.. sort of "open betatest"
by vaclav.mazany » 23 Apr 2012, 21:51
BTW my best ratio: 0.125
Cool it's meant to be this hard.
Looks like you are making a really strong framework for your game!
yep, sort of... I need something, which is easily scalable. Because the game should be open ended, so I need a ways to keep the challenge even after hours(hope so) of gameplay.
by vaclav.mazany » 01 May 2012, 20:06
I'm working on a Big Boss battle scene, where the fight should be separated into 2 stages. One is that your closing to the huge battleship and trying to avoid its projectiles. Second one is already a battle with the enemy, where you try to destroy all that's necessary to blow the Boss apart.
Video and some info is here, on my web :
by vaclav.mazany » 05 May 2012, 20:47
Today, I'm starting my campaing on IndieGOGO.com to raise funds for my game Codename : STARSHOOTER.
You can find the campaing here http://www.indiegogo.com/starshooter
I hope you'll find all the needed information there, I tried to describe everything as clear as possible.
More info on the campaing web, or my homepage http://www.taurris.com/
As I'm mentioning in the campaing,
Every help counts !
If you cannot or just don't want to contribute, but this project still interests you, please, spread the word. Tell about Codename : STARSHOOTER to everyone you know, family, friends. If you have your own blog about games, I will gladly read your opinion about the project there. If you're a editor for some internet magazine, please spread the news. Write about it, curse or praise. Any reaction will help me make the game better. Personally I hope, that you wont let me alone in this !
Thank you for your time,
by vaclav.mazany » 08 May 2012, 21:30
I'm pretty much finishing the Boss fight scene and I was thinking about posting the scene on the web as a playable demo. I thought I might ask, if there's anyone who would appreciate it and actually try to play it ?
I'm not sure if it's a good idea to post such things, but hey it might be interesting to see some fragments of the game, no ?
More info here :
Yeah and some new screenshots on the web, be sure to check them out
I had a bit hard time optimizing the scene, but finally I did it.
Before I was making the nebulas with particles, but it was causing too much overdraw on mobiles. So I changed it to few textured billboards instead.
by giggsy » 13 May 2012, 10:19
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by vaclav.mazany » 13 May 2012, 11:05
giggsy wrote:the motivation to do it in the end ... this brings it up again
It's quite easy, frankly.
Then, take a look here http://www.Shapeways.com. You should find all the info there.
It's actually only about modelling. You just need to make closed mesh, rest is only about measuring thickness, to be able to print it. Just try the service, you'll get the price quote instantly(in about 10mins), it's self service.
by vaclav.mazany » 19 May 2012, 22:05
You can play it RIGHT in your browser, or on your Android phone/tablet.
Shiva3D helped me in this a lot
The iPhone version isn't ready yet, because I haven't time to set-up the account (yet).
Be sure to check it out !
And tell me what you think !
And if you haven't contributed for the development yet, you can still do so !