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astroshooter-2d's Introduction

astroshooter-2d

Unity2D using C# -- space shooter.

Super huge thanks to Kenney for the amazing art assets that he put out for free use. It makes game programming and design a much quicker process.

If you want to try the most recent build of the game, go to Demos, choose your operating system. All the packages are 32-bit. Unzip the package, and run the application. With regard to Windows or Linux builds, the _Data file is essential for building the game. Make sure that they are stored in the same location and they should be found fine. (In a folder called "Astroshooter".)

Directions This Game is Taking

  • Customizable ships. You get score, then that is converted to galactic credits. Those credits are used to buy upgrades for powerups, your ship, and other aspects of the game.
  • Standard ships that can be used.
  • More enemies, with AI. Specifically the already implemented Saucers.
  • An powerup system based on the current score? Trade in score to last longer?
  • A difficulty system based on the score and time played.
  • Movement system based on mouse input. (Based on upgrades.)

Coming Soon

  • Main Menu (semi-CHECK!)
  • Default ships to choose from.

Recently Implemented

  • Consistent UI

astroshooter-2d's People

Contributors

elijahscherz avatar s0mbiez avatar

Stargazers

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Watchers

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Forkers

s0mbiez

astroshooter-2d's Issues

"Dead in the water"

Description:

The "dead in the water" bug occurs in many different circumstances. When this bug occurs, the player is unable to move or fire, and is sometimes invincible to certain situations which would usually cause death. The glitch can also cause the invincibility cloak to stay on longer than normal, or the booster animation to play when the player is not moving.

Cases:

% = sometimes causes bug
@ = always causes bug
<----------------------------------------------------------------------------------->
% being shot by a flying saucer while invincible cloak is still on
% spawning on top of a large rock with the invincibility cloak on
...more causes will be added as they are observed...

hold on tight, this one's gonna be a doozy

Powerups linger when game ends.

This is a simple fix, I am just reminding myself to do it. (Also consider solving this same problem that is had with saucers, but is less noticeable.

Shield powerup when already shielding.

Remember: the problem occurs when you are already shielded and then pick up the power up. If that happens, animations are skewed and the Collider2D likely doesn't disable correctly, leaving you vulnerable.

When shielded, saucer bullets are lethal.

Pretty sure that somehow, even when you are shielded the saucer's still manage to shoot you. (Even when Collider2D is disabled?)

Look into this. (I mean this as a note to me, and @s0mbieZ if you have noticed anything.)

Ship respawn movement.

This is a reminder to disable movement and stop velocity upon the player's death, so they don't respawn and are already moving,

Player starts with 0 lives when restarting after a loss

When the player hits enter to start a new game, the lives counter shows 0, even though the player actually has 3 lives

@elijahscherz I did some debugging, here's what you need to do to fix this bug:
add

UpdateLives (0);

to the GameStart() method

That's it! The problem was that livesText was not being updated at the start of a new game.

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