This is a free fan game trying to capture the style of Raptor: Call of the Shadows.
Download - https://drive.google.com/file/d/0B0uVh- ... sp=sharing
Status
- Base Project: Movement, Resolution, Shooting
Update 1: Added Enemies, Enemy Patterns, Level System
Update 2: Enemy: Movement Functions, Enemy Health, Bullets, Player: Health, Other Menu / Settings, Credits
Update 3: Menu: Fade, Controls | Basic Pause (F1), Collisions Stuff, Enemies Stuff, Bullets, Basic Sprites, Score
Controls
Arrows / Mouse - Movement
Space / Left Click- Shoot
F1 - Pause
the only difference from classic and new is hitting left and right at the same time in classic stops the ship
To Do:
Spoiler
Player: Sub Gun (Lasers, Swapping)
Add Shadow Sprites
Design WIP: still scribbling down some enemy patterns
Add Shadow Sprites
Design WIP: still scribbling down some enemy patterns
I can consider this done when I get 3-4 Levels, some Basic Sprites. Out of scope would be anything too advance. Raptor was a very simple game and while what is currently in the project looks like it will develop into something crazy, its really just set up that way to test out the code. Getting the feel for things, making the patterns, well the design is probably going to take the longest because the coding itself is something anyone can do.
First Post Msg
Hi everyone, my name is maru, and I'm a fan of "Raptor: Call of the Shadows" and so that's the feel I'm trying to make. if anyone's interested in helping with sprites and music pls do. keep in mind that it is going to be a free game so wont be getting paid for it.
Also I've looked up some things about fan made games so apparently I cant used any sprites from the original game nor the name itself q_q. I think I'll call it "Code Veloci." BTW, I have the base of the project still tweaking it for feel.
Level Designing
Spoiler
Some code for the level system add_enemy(enemy,timer). this means bosses can control the timer so they can last as long as the boss is alive.
switch (Pos) {
case 0:add_enemy(e_raptor_left,1);break;
case 1:add_enemy(e_raptor_right,1);break;
case 2:add_enemy(e_raptor_left,1);break;
case 3:add_enemy(e_raptor_right,2);break;
case 4:add_enemy(e_raptor_right,1);break;
case 5:add_enemy(e_raptor_left,1);break;
case 6:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,1);break;
case 7:add_enemy(e_raptor_left,1);break;
case 8:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,1);break;
case 9:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,5);break;
case 10: room_goto_next();
default:
//game_end();
show_debug_message('This should never happen')
break;
}
switch (Pos) {
case 0:add_enemy(e_raptor_left,1);break;
case 1:add_enemy(e_raptor_right,1);break;
case 2:add_enemy(e_raptor_left,1);break;
case 3:add_enemy(e_raptor_right,2);break;
case 4:add_enemy(e_raptor_right,1);break;
case 5:add_enemy(e_raptor_left,1);break;
case 6:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,1);break;
case 7:add_enemy(e_raptor_left,1);break;
case 8:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,1);break;
case 9:add_enemy(e_raptor_right,1);
add_enemy(e_raptor_left,5);break;
case 10: room_goto_next();
default:
//game_end();
show_debug_message('This should never happen')
break;
}