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Rapid Wars

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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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I really did like this game, but it was really lacking something. That was sound. Seeing as how the rating isn't too high, I don't think that's just something with my computer. I really do like how much mobility you have. The enemies seem to actively hunt you down. I thought they were just randomly moving at first.

The visuals are quite nice. It's just that, well, I needed to be able to hear this! You did make something good. I always look at the positives. You had to look out because sometimes they reformed when they hit you and you died on the spot.

decent

a bigger arena would be nice

gooodd!!!!!!!!!

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

Great Job

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

Excellent

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)

jkari responds:

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.

Credits & Info

Views
9,702
Faves:
19
Votes
25
Score
3.65 / 5.00

Uploaded
Aug 29, 2008
4:05 AM EDT