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    afgho
  Thu Mar 22, 2012 3:31 am
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Play the game

Project file (.capx)


Screenshots


Description:

Star Conquest is a space shooter game, the goal is to conquer the entire 'galaxy', reach and conquer the last star, the galaxy is generated at startup, each stars have a set of planets that the player have to 'conquer', on startup the player is limited to one star, for each planets conquered the territory will expand, the game have a shop, highscores, 4 levels of difficulty (with various degree of random), different enemies and highscores. :smile:


Controls:

- Left Click to fire and arrows or wasd to move, mouse to rotate in planet view


Credits

  • Graphics: No skills in graphics so most sprites are taken from the free space sprite pack bundled with C2, others are customs, planets miniatures are generated using Space Engine.
  • Sound: Some fx sounds are from C2 free resources bundle, also generated by the tool sfxr
  • Music: Intro by myself, fight made specially for the game by Antoine R


Stats

100 events, don't use plugins
Work best in Chrome/Chromium


Changelog

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Star Conquest


Last edited by afgho on Sat Mar 31, 2012 10:55 am, edited 28 times in total.

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    So fist
  Fri Mar 23, 2012 6:02 am
Has fist, will travel.
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Hey, cool little concept. I like how the space ship handles but i think it could do with some more drifting.


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    Venetia
  Fri Mar 23, 2012 7:25 pm
venerable inertia
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Location: velocitating a straight line
This is actually a pretty neat little space shooter -- and it's fullscreen (woo!). I have some recommendations for it though.

First, I found a bug ... It feels like it worked when I started, but at some point, I lost the ability to use my left thruster while firing the gun. (i.e., if I were holding down [space], and [up] and [left], it would only go forward). The right thruster still worked while firing.

Secondly, it feels like the little spacebug dudes that shoot at you have too much HP. It's hard to make your bullets contact with the dudes when you're flying and avoiding their projectiles, so, especially on "easy" difficulty, it should be possible to take one dude down in only 1 or 2 bullets. Then, obviously, there'd be harder dudes and harder difficulties.

Even though you're using stock graphics, you're using them nicely. The presentation of the game itself is nice.
Good work!

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    afgho
  Sat Mar 24, 2012 5:49 am
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Thank you, the demo was updated with latest version, apparently there is some problems when using arrows and the space key at the same time so i changed the control for firing to left mouse click, tell me what you think.

The difficulty have also been a little bit balanced and the ship physics changed a bit.

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    afgho
  Mon Mar 26, 2012 1:07 am
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Conquest mechanics is nearly finished now, would like some feedback :grin: , conquering others stars is possible by 'capturing' planets (killing all enemies), the player territory around the star will then raise depending of the planet difficulty you was on.

Now going to focus on adding more enemies, difficulty balancing and making the shop.

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    CrayFlail
  Mon Mar 26, 2012 4:03 am
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....you have been busy. My goodness. That was my reaction from the first demo to the latest.

Impressive : Mini-radar, custom control settings between WASD and arrow keys (that must have cost you some events but still), gravity on the planets! (I believe, anyway, I might have been drifting)

I would greatly prefer the mouse controlling the rotation of the ship, as in always having the ship pointing to MouseX, MouseY instead of having it dependent on keyboard turning. This would improve my aim tremendously and would feel more natural since I'm firing with the mouse anyway. If the mouse cursor itself could change to crosshairs of some sort, I'd be a hero in this game. For right now, I could just suck. :) Even with my less than stellar aim, I was able to get through an Easy Planet and proceeded to be demolished by a Medium Planet. I feel like that shop should be open. :) But again, great strides from when I first tried it (not that it was bad, just empty with no damage being dealt) and I'll probably be clicking daily just to check my Shop Options.

CF

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    afgho
  Tue Mar 27, 2012 12:43 am
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Thank for the suggestion, now the mouse is used to rotate and right/left (or a/d) key is used to drift, shop will be coming tomorrow i hope. :grin:

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    rosareven
  Tue Mar 27, 2012 2:28 am
House Vidae
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Location: Australia
I was loading it on my trashy work computer using FireFox and this happened:

Image

That's all it shows on the screen when the progress bar is there, and it stops loading from there.


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    Bob Thulfram
  Tue Mar 27, 2012 5:59 pm
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Quote:
Graphics: No skills in graphics so most sprites are taken from the free space sprite pack bundled with C2, others are customs, planets miniatures are generated using Space Engine.


What is Space Engine?

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    afgho
  Wed Mar 28, 2012 5:53 am
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Fixed the firefox bug also added two musics (20mb though now :barf: ) and some upgrades to buy in the shop, weapon upgrade add multiple fire.

Space engine is a free 3d space simulation software, it require a good machine but it render awesome procedural planets/galaxy.

Edit: Lol, it seem as everytime i update there is something broken, weapon upgrade don't work it seem altough shield sometime work.

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    Kaludan
  Mon Apr 02, 2012 1:47 am
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I am a fan of this game.

Is there a way to make the FoV larger so you can see the enemies coming? Going fast in any direction lands you in a gigantic wall of enemies.

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    Wink
  Mon Apr 02, 2012 2:05 am
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I like your game afgho :) I haven't gotten very fare yet, I keep getting killed. But I will keep trying. I love these type of space games :D

Good luck with the contest :)

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    Venetia
  Mon Apr 02, 2012 2:13 am
venerable inertia
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Location: velocitating a straight line
This game is so haaard!!! Pretty awesome though! I'm stuck on the last world XO, can't seem to beat it!

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    afgho
  Mon Apr 02, 2012 12:41 pm
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Kaludan wrote:
I am a fan of this game.

Is there a way to make the FoV larger so you can see the enemies coming? Going fast in any direction lands you in a gigantic wall of enemies.


FoV of the radar? Right now no but i plan to do it or scaling up the 'screen' dynamically when moving, will polish the game after the contest is completely over anyway. :)

Also yeah can be quite difficult in hard/madness mode, the key is to upgrade the weapon (lvl 3 or 4), max out the shield and buy the damage upgrade if you can for the madness mode, side thruster upgrade can help too as you can rotate around enemies fighters with it and blast them from secure distance.

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    joannesalfa
  Tue Apr 03, 2012 3:50 am
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Very well done! I liked this.

Doesn't matter you have no skill to make graphics, but you made an awesome engine!


There is my feedback:
Sometimes fullscreen may cause performance issues for some users, i tried to resize and it goes very well FPS performance. You may research how to get good FPS for some users in your future. I have no doubt about your game, is quite very good. There some free tutorials and softwares you may learn how to create sprites, it's easy if you do a lot of practice.


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    farsmile90
  Fri Apr 06, 2012 5:13 pm
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:)) space game always be the best choice for me, your game have nice gameplay and large area of combat, :box: well done, mate ! good luck to you.

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    Cpryd001
  Sat Apr 07, 2012 3:52 pm
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This is really cool! I spent the past 15 minutes playing it.

Also thanks for sharing the project file. It's super helpful for people who want to learn how things work. And I aspire to code like you, and hope to beef up my code-fu to your levels!


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    afgho
  Sat Apr 07, 2012 5:38 pm
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Thank, i don't think it is that good to learn from this project file however :biggrin:

I am in the process to ameliorate it a bit before putting it on the arcade, the truth about the game is that it was not intended as a multidirectional shooter at first but as a 4x Master of Orion style game however i didn't had enough time, gonna fix that.

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    vrety
  Mon Apr 09, 2012 12:54 pm
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Yeah, Your capx is extremely hard with me :crazy: , can't belive you code very much with C2. I often use only 1-3 condition and 1-5 action for each event :shock: .

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