Rapid Wars by jkari



Author & File Information


Submitted: 08/29/2008 | 04:05AM EST

File Info: Game | 182.8 KB | Add Game to Favorites

Current Score: 3.69 / 5.00

357 votes | 3,017 views

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Author Comments

Newest on ooPixel. I have been working hard to get gameplay as smooth as possible. And I would say it runs very well if you think about number of bullets, monsters, particles and effects simultaneusly on screen. This game is very much influenced by Geometry Wars and other games alike.

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Average Score: 8.0 / 10

Score: 7
kareashca

"decent"

date: January 11, 2009

a bigger arena would be nice

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Score: 10
delco343

"gooodd!!!!!!!!!"

date: January 10, 2009

so hard but do fun!!! it burns ahhhhhhhhh!!!!!!!!!!!!!!!

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Score: 9
angripengwin

"Great Job"

date: January 5, 2009

I loved playing, but when I paused the game, after unpausing my spaceship was 'glued' to the top wall. This seriously hindered my enjoyment and I can't understand what caused it

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Score: 9
jack-o-sticks

"Excellent"

date: October 9, 2008

Hello, I quite like the work you have done on this, and I myself am creating a geometry wars style game for my IPT major this year. I would like a hand, if you would.

When creating the ripple effect, what did you use, a mask that is played over the top of the grid at the point where the enemy was killed, or something else?

The way you make the enemies follow the charachter, is it similar to making an object follow a mouse at a delayed speed? if not could you please post the code. (i would appreciate it if you could post it either way, I just can't find a way to implement it right : P)

Your tracer and particle effects, what technique did you use for this ??

If you could answer these questions, it would help me a great deal.

Thanks

Jackson Bradshaw

Oh and good job on the movie as well 9/10 (I don't like mouse aiming :P)

January 13, 2009

Author's Response:

Sorry I haven't read this before. Short answers for if you are still interested (or someone else is).

Ripple effect is made using AS3 filter DisplacementMapFilter.

Enemies following are made so that enemies have speed vector. This vector is corrected a bit towards the player in each frame. This makes enemies follow ship but not directly towards it if ship is moving.

The game consists of two overlapping bitmapdata objects with alpha enabled. Particles are drawn using copyPixels to top layer. So sprites in this game. I prefer drawing everything myself (works usually faster than display lists).

Oh, and I wouldn't suggest keyboard aiming. Having 8 keys that are used at a same time definitely causes problems on many keyboards as thay cannot handle too many simultaneus key presses.

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Score: 10
Adamalous

"daaaaaaaaaamn!!!!"

date: September 15, 2008

that was fun. it's my kind of game alright. just a few complants...
1.how does the "active movement" hidden star work?
2. can you tweek the difficulty just a liiiiiittle bit down? I can't stay alive very long xD
other then that, this game ran extremely well, and the graphics are amazing. good job, this game isn't absoulute crap like other things are! (srsly, most other games are crap)

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