Browse Search Popular Register Upload Rules User list Login:
Search:
Space Rocks

Image:
screenshot of the scene

Author: TheBumpkin

Group: Default

Filesize: 44.62 kB

Date added: 2014-02-26

Rating: 5.9

Downloads: 1477

Views: 508

Comments: 8

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

TheBumpkin's Dippy Asteroids Clone v1.1

While working on another project, I had a need for a routine to generate polygons. Once I create it, I wondered what would happen if I added randomness to the angles and radii. While playing with that, one of the polygons produced looked like an asteroid from the classic arcade game. This triggered the following thought. “I wonder if I could make an Asteroids clone in Algodoo?” I believe I have succeeded, but I will let you be the judge. The game is not 100% like the original (see the in game notes), but it is close enough to bring back fond memories (without the quarters).

Enjoy!

Update: Fixed the problems with the "demo" asteroids on the title screen not going away when you click start. They were a last minute addidition that wasn't really needed anyway so now they are gone.
Last edited at 2014/02/26 23:39:30 by TheBumpkin
Please log in to rate this scene
edit
Similar scenes
Title: playable psp v4
Rating: 7.5
Filesize: 220.63 kB
Downloads: 344
Comments: 7
Ratings: 14
Date added: 2008/12/28 17:56:18
Made with: Phun
Rating: rated 7.5
download
Title: phun on mars 1.3- without motion blur
Rating: 6.7692
Filesize: 62.7 kB
Downloads: 1512
Comments: 6
Ratings: 7
Date added: 2009/05/09 08:18:43
Made with: Phun
Rating: rated 6.8
download
Title: ROCKS ROCKS ROCKS
Rating: 5
Filesize: 0.57 MB
Downloads: 213
Comments: 0
Ratings: 1
Date added: 2020/08/12 10:36:17
Made with: Algodoo v2.1.3
Rating: rated 5
download
Title: Freestyle map V4
Rating: 6.25
Filesize: 407.85 kB
Downloads: 300
Comments: 5
Ratings: 4
Date added: 2008/12/29 16:21:59
Made with: Phun
Rating: rated 6.3
download
Title: Vibrating Machine
Rating: 5
Filesize: 34.8 kB
Downloads: 653
Comments: 3
Ratings: 1
Date added: 2014/09/12 21:02:05
Made with: Algodoo v2.1.0
Rating: rated 5
download
Title: Weird rocks season 1 episode 1
Rating: 5
Filesize: 15.18 kB
Downloads: 133
Comments: 0
Ratings: 1
Date added: 2015/04/11 18:36:51
Made with: Algodoo before v1.8.5
Rating: rated 5
download
Not bad! :tup:

There are a couple of issues that I noticed:

1. The game starts out Okay and seems to run at a "normal" speed, but it very quickly begins to lag, probably after numerous poly's are spawned. Also, some asteroids are effected by missiles, and some are not. Also, some will crash into my spaceship, ending the game, and some will pass right through and have no effect at all. Would it make sense to give the asteroids different colors to indicate which ones are active and which ones are cosmetic only?

EDIT: I just now noticed that the lag is caused by the missiles that I fire. The more missiles, the more lag. Also, after the game has been running for a while, the asteroids no longer have any effect on my rocket, and my missiles have no effect on the asteroids. :s
Last edited at 2014/02/26 19:02:51 by Xray
Found the problem and fixed it. As the new description states, those asteroids floating around before you click start were supposed to go away. Somewhere in the last minute testing the game got confused and decided not to remove them on game start. So, I did away with them.
Just played a game to 10,000 points, other than a little laggy with all 5 shots on the screen at the same time, I couldn't find any other issues.
Yes, it works much better now! :tup:
Great game, but why you use postStep analysis instead of simple onCollide? It lags like hell.
is my faborite game!
I took a look on you scripts, and you did a great job! :tup:
Why no onCollide? If I set a collideset on the asteroids to allow them to collide with the bullets or the ship, then they would collide with each other as well. In the original game, they didn't collide. I thought about different collidesets for each asteroid, but there can be more than 15 on the screen at a time so they would start to collide with each other. There should never be more than 15, but there can be. Lastly, the main reason I do these scenes is to amuse myself and learn new stuff. I found coding my own collision detection to be fun and I got to relearn some of that math I was supposed to have learned long ago.:)