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At a glance, this build will not look like I've done much. However, I've really overhauled a bunch of systems and added a bunch of development tools that will make things easier for me to update and tweak things going forward. Below I'm going to add a big list of the dev tools you can use to mess around with things. Also a word of caution. I have changed the level to be "infinite", so you can play to your hearts content without needing to close and reopen things repeatedly. That said, this could get potentially very unstable through extended use. By extended I mean it should (hopefully) take hours before there are problems, but just as a word of caution.

Changelog:

Added "Infinite" level generation.
Added a quit screen when pressing [ escape ]
Added a developer screen which can be accessed by pressing [ / ]
Developer mode can be exited by pressing [ escape ] this brings up the quit screen. I don't have a good way to avoid this happening at the moment.

Developer Commands:

This is the fun stuff. So by accessing the developer command screen you can type in these commands and affect the stats for mobs and the player. Note that I take no responsibility if you create 1000 bullets and the game crashes. These values aren't capped in anyway. It's very possible to completely crash the game. I'll to my best to describe each value and what is a respectable amount, but advanced warning if this is extremely unstable.

Developer Command Syntax - /variable:target value
The syntax is very important. Slash Variable Colon Target Space Value.

Targets:

player
jet
asteroid or ast

Value:

A number only. Can include decimals.

Variables:

/hp: or /hitpoint: or /hitpoints:
Changes the hitpoint maximum of the target. It does not heal to that value.
/shield: or /shields:
Changes the shield maximum of the target. Does not currently affect mobs.
/size:
Changes the size of the target.
/fireRate:
Fire Rate acts more like a fire delay. It determines the number of steps of delay before the target can fire another bullet. A step occurs 30 times per second. Setting the firerate to 30 means you fire once per second. Setting firerate to 1 means you fire 30 times per second.
/bulletSpread:
Bullet Spread affects how inaccurate the bullet is fired in degrees.
/bulletSpeed:
Bullet Speed is how quickly the bullets fire. Note that increasing this very high will currently cause bullets to phase through targets. I'll be working to correct the movement calculations to reduce the chances of this happening soon.
/bulletSpeedVar: or /bulletSpeedVariance:
Bullet Speed Variance adds a random value from 0 - bulletSpeedVariance to the bullet's speed on creation.
/bulletDamage:
The damage a bullet does on a hit
/bulletDamageVar: or /bulletDamageVariance:
Bullet Damage Variance adds a random value from 0 - bulletDamageVariance to the bullet's damage on creation.
/bulletSize:
The size of the bullet. Default value is 4.
/bulletSizeVar: or /bulletSizeVariance:
Bullet Size Variance adds a random value from 0 - bulletSizeVariance to the bullet's size on creation.
/bulletCount:
Bullet Count determines how many bullets are created when fired. Increasing this, as well as bulletSpread can create shotgun like effects.
/bulletLife:
BulletLife is how long a bullet remains active in the room. This value is counted in steps. There are 30 steps per second. A bullet life of 30 means the bullet remains in game for 1 second. 90 is the player default.
/bulletHoming:
Bullet Homing takes a value of 1 or 0. 1 is true, 0 is false. If bullet homing is true, bullets will home in on their target. Homing bullets take extra processing power and will be more prone to causing lag.
/bulletHomingRadius:
Bullet Homing Radius is less of a literal radius, and is more of a distance in front of the bullet that it will search for a target. This combined with bulletHomingAngle create a cone in facing the direction the bullet is currently traveling. If there are any potential targets in that cone, it will find the closest one and attempt to target it.
/bulletHomingAngle:
This is the angle in degrees that the bullet will search for a homing target. The higher the angle the less accurate the bullet has to have been to find a target. The angle is searched to the left, right, top and bottom of the bullet. This means a value of 5, creates a 10 degree cone.
/bulletHomingSpeed:
Bullet Homing Speed is the number of degrees the bullet's trajectory will shift towards it's target each step. 30 steps occurs every second. This number is best set as a decimal.
/split:
Split is a true or false value. A value of 1 is true, a value of 0 is false. Split means the enemy will split, creating copies of itself when it's HP reaches 0.
/splitChance:
Split Chance is a value from 0 - 1 that determines if an enemy splits. When an enemy reachs 0 hit points, if split is true, a random number is generated between 0 and 1. If the value is equal to or less then splitChance the enemy will split.
/splitVar: or /splitVariance:
Split Variance is the number of copies will potentially be made. On a split 1 - splitVariance enemies will be created.
/splitMin:
Split Min is the minimum size modifier value that is needed for an asteroid to split. This only currently affects asteroid. An asteroid has a size modifier that is multiplied to it's size, hp and damage. When it reaches 0 hit points, it splits and the resulting copies have a sizeMod equal to half the original. If their splitMod is lower then splitMin they will not split.

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