Asteroid Danger

Hi!

My first attempt to make a game with gdevelop.

You will need a controller to play, cause it’s a twin stick shooter. :slight_smile:
[Asteroid Danger | Play on gd.games](Start here)

I haven’t used 2d physics nor top down movement behaviour in my project.
Use right stick to aim and shoot, or press (A)-button.

Regards,
Mischa

2 Likes

Has anyone looked at it? I mean 10 Views. How small is the GDevelop community? I think it deserves a bit more, i mean the size of the community. :wink:

Aside from that, is my little game a good stress test for dealing with many objects.
There are up to 2000 objects and more, up to 450 are moving, up to 300-500 are animated. There are many tweens also.
By the way i love tweens. (except for text object resize tweens, they are pure evil)
I’ve implemented also a fps counter.
However, my code is not optimized, but rather developed randomly. :slight_smile:
Nevertheless, it runs relatively well on my small Ryzen 5 2600, 1660 GForce.
Thumbs up for GDevelop. :+1:

Regards,
Mischa

Hi @mibrandt!

Yes i looked at it but i have not joystick!

A+
Xierra

Ver nice you have looked at it. Sorry you can’t play it. I mean it’s a “twin-stick-shooter”. You need “sticks” for it. That’s the concept since the 80’s. Ok, in the eighties
you only needed one stick and a button. :slight_smile:
The only one who wanted to test my game has no controller. Oh man. :expressionless:

Sorry then in the past, i had of course 2 joysticks, one for Commodore 64 and the other for Apple IIe.

Generally, i like test the games of GD’s members.

Xierra

Very funny. :slight_smile: I had also a few competition pro’s and a quickshot ii joystick for my c128/64. in the year 1986. Without the joysticks the whole thing wouldn’t have been any fun. And before commodore I thought the Intellivision controller was cool, but a bit strange. The Atari 2600 controller was more natural, somehow, similar to the Competition Pro.

It’s perfectly normal to own a controller today, as many games work significantly better with them. Using a keyboard is nothing more than a conditioned crutch, even in first-person shooters. Of course, you can aim faster with a mouse, which is fine, but using a letter keyboard has always been a makeshift solution. There are special gaming keyboards with clever layouts and matching programmable key sets. This combination is the exception. But even with the full acceptance of the keyboard as an equal game control method, the majority of games are still better played with a regular game controller, if you learned to use it. A quick side note to all consoles from the past to the present. 99% game controller control. Cough.

In reality, it was simply too much effort for me to implement. :wink:
This is just an apprenticeship in my game development journey.

@mibrandt i have also a Dreamcast with 2 joys and very large number of games.
All depends of the game of course but also of your practice and of your preferences.

Xierra

For me, I can only look at games on a day off from my full time job, when I really should be working on my own project, but sneak in an hour or two to check out all the games mentioned in the Community topic the past week.

I borrowed a controller and gave it a try. I don’t have a controller because I don’t play games and because I haven’t made the sort of project where an object is controlled by a player and needs moving about, not because I feel strongly for or against them. I really liked your game. If I had a few hours to kill on some mindless asteriod danger I would have kept playing it.

It loaded very quickly. It seemed to be running smoothly to me and I did not notice any stuttering or whatever.

The fps stayed around 40 according to the counter.

Music didn’t start till after I died and restarted. Actually no sounds did because I pressed A to begin and forgot to click the game at least once so that the browser would know I was interacting with it an allow sound.

I loved the mini map, teleporting from the edges of the screen, and the ship animation that showed part of the underbelly of the ship. The music was good.

I preferred the A button to fire because it felt like the movement stick and the firing stick were competing when I used the stick to fire, and the speed of my ship movement would slow to half. So I used the stick when I was stationary only, and A when I was aggressively tailing a target.

I wish the ship movement was a little faster or felt more maneuverable.

I played long enough that my pc screen started to dim and I had to jiggle the mouse to let it know I was still here.

Really solid project, good job.

Hi!

First of all, thank you for the reply. :slight_smile:

Music didn’t start till after I died and restarted. Actually no sounds did because I pressed A to begin and forgot to click the game at least once so that the browser would know I was interacting with it an allow sound.

Maybe I haven’t fully understood GDevelop’s system yet.
I also had the problem that no music was playing in the first (Startmenu)scene. So I added a scene that was only responsible for preloading the music.
After that, it worked for me.

I loved the mini map, teleporting from the edges of the screen, and the ship animation that showed part of the underbelly of the ship. The music was good.

To be honest, none of the resources was created by myself. I just made the most of free resources and used them well. :slight_smile: My animation logic of the spaceship was not easy. The songs and most of the sound effects, for example, are from pixabay.com It’s a great resource site.

I preferred the A button to fire because it felt like the movement stick and the firing stick were competing when I used the stick to fire, and the speed of my ship movement would slow to half. So I used the stick when I was stationary only, and A when I was aggressively tailing a target.
I wish the ship movement was a little faster or felt more maneuverable.

That’s the nature of a twin-stick shooter. Movement is often slowed when flying, aiming and shooting simultaneously. It’s only logical to fly slower when simultaneously aiming at a target. So that’s intentional.

Apart from that, I’ve built an upgrade system into the game that allows you to level up attributes like flight speed, fire power, fire distance and fire rate/speed. Whenever the orange bar is full, you’ll be able to select an upgrade, increase your health, and be fully healed. Upgrading your flight speed also affects your speed in aiming mode (right stick).
It takes about 10-15 minutes to get all the upgrades. As I said, this is only my first attempt at GDevelop. However, the game isn’t over after that; it just gets a bit harder with each healing.

Really solid project, good job.

Thank you!

Regards,
Mischa

Hi!

I made a small update to improve performance during later object loads. The loot boxes that drop from destroying an asteroid now have a 10-second timer, so they don’t slow down performance when the screen is full of them.

Regards,
Mischa