MoreSpaceInvaders

Hi everybody!

Just made another little game for my “More”+[classic] series! (MorePong, MoreTetris)

This time it is SpaceInvaders.
You are controlling a lonely orbital defense station trying to protect your planet from endless hordes of aliens!

Controls:
Space or Ctrl to fire
Right/left arrow or D/A key to rotate clockwise/anti clockwise
ESC/P/PAUSE to pause/continue

Download:
v 1.1.3

And the screenshot:

Great job, Drenius. I look forward to the next installment in this awesome series ;D!

Nice game, interesting concept. :stuck_out_tongue: I managed to get 149 over 107 seconds or so but I can’t get any further the swirling has an odd affect on me if I don’t stay focused on the middle…

One thing, I tried but could not quit the game using the window close and eventually I got this:

The crashed program seems to use third-party or local libraries:

/tmp/pRoman/liblwjgl64.so

It is highly recommended to check if the problem persists without those first.

Do you want to continue the report process anyway?

This is on Ubuntu 14.04 with OpenJDK. The second time around it seemed to close okay, when I opened it form the terminal, but then I noticed it hadn’t returned my prompt. It seems like something keeps running?

@wessles: Thank you! Slowly running out of ideas I like though. :slight_smile:

@danieldean: Thats odd… The warning you see is thrown because the program extracts the needed LWJGL natives there and uses them then. This should not relate to the window closing though… Maybe it is the JFrame doing some multithreaded stuff in background where it is not supposed to do hmm… :clue:

Thank you both for testing!

You can probably forget about it, it’s been fine for another few tries. Sometimes I think Ubuntu just likes to complain about anything using it’s own natives for the sake of it.

Can’t beat my score though. :’( I always seem to get the planet shot by an alien at the same point. Is this how it happens? You let them get too close any they open fire?

It’s interesting because I’ve been making my own Space Invaders and I couldn’t think of a way to put spin on the original. Looking at your series it seems to do it well for all them all!

Thank you! ;D
The enemies are indeed supposed to drop their bomb once they reach their final orbit at a random angle between 0 and 90 degree clockwise. Did not find a better way to avoid overlapping other ones…

In my attempt, which you can find here should you wish to try it, I take the central x-coordinate of the alien, the central y-coordinate of the cannon and then see if the resulting point is inside the cannons hit box, if it is then the alien has a 0.001 probability to fire each tick. To get around the the overlap the aliens simply cannot collide with their own shots. I think this is how the original worked, maybe it’s wrong but it works okay. In my mind there’s some funky z-ordering going on and it’s all good.

Yours is a good game and I like it but it’s a bit predictable in that you know when you’re safe. Maybe have the aliens aim for and shoot at the defence station until they get to final orbit then fire at the planet instead. In either case it’s game over.

I feel a bit wrong suggesting this as it’s probably a lot harder than what I’ve done and I’ve not graduated myself from Java 2D yet but hey ho… ::slight_smile:

Just updated OP with version 1.1! :

- The enemies do not longer spawn and mostly drop bombs all at the same position but the spawn position rotates around the center
- New enemies fade in more smoothly
- The survival timer does no longer progress while the game is paused

Nice! looks polished already and I’m adoring the screenshake.
Keep it up. :slight_smile:

@mag Thank you! :slight_smile:
The screenshake is probably the most important effect in this, but there was at least one complaint about it so there is v1.1.1! :slight_smile: :

  • options menu with adjustable screenshake intensity and sound volume! (press “O” in pause screen)

v1.1.2: Added A/D keys to rotation control and CTRL keys to shoot, so the game is more flexible to control!

Drenius

the game si very nice

a Technical question

how do you draw the planet so bright?
is it a circle with a white circle texture and the blend active or samething else?

@alesky: Erm, it is a circle out of white triangles with another such circle running from white at center to black outside under it. Not quite sure what your question is about, there is no brighter color than white, maybe your eyes play you a trick because of the second mentioned circle, the atmosphere, in contrast?

yes the atmosphere generated was nice

so it is just a circle of withe triangles and another circle of interpolated triangle from white to black
very simple and the result is very nice!

instead how did you obtain the effect of the shields around the enemies?

Just found and fixed a bug of casting longs to integers at the wrong position causing the enemy textures to vanish, so there is v1.1.3!