AIR ROAR

 

Description

Top scroller 2D shooter. Began in SDL development (with AWTools), and now currently in a development upgrade to the XNA development environment. Another version is also in progress for an Nintendo DS version of the game. Much more simplier but using the touch screen to better effect. More on this soon.

Project Details

Name: Air Roar X
Developer: Ronie-Rey Nixon
Status: XNA Development
Lastest Version: Game Demo(SDL Version)
Source Code: Game Source(SDL Version)
Started Date: 03-Oct-2006

Air Roar SDL Demo version - simply extract files in the .zip file into your HDD and run .exe files within the new folder.
Source code(SDL version) requires Visual C++ Express 2005 with the Microsoft Platform SDK. Check here for more information: http://www.microsoft.com/express/2005/platformsdk/default.aspx

My top score: 1,125,435

Great Games Experiment

DEVELOPMENT UPDATES

After some time, I’ve managed to spare an hour or so to make the SDL version of Air Roar available for download. The demo version is packed into a zip file. This zip file contains 2 versions of the game with the difference is full-screen mode.

I’ve also included a separate download for the source code, which is also available in the Air Roar project page. The source project works mostly on Visual C++ 2005, the version used when coding the game.

XNA C# version of the game is also in the works. Screenshots of the new layout and design of the game will come soon. There’s still a couple of game play issues I’ve to fix.

The DS version of the game is also slowly building up. I’m currently testing the touchscreen controls for the game. The design is to hold the DS like a book, using the the touchscreen to move the aimer around the screen. Your score will be displayed on the other screen. I’ve also planned to allow the player to select whether they are left-handed or right-handed.

Lots more to come for Air Roar. It hasn’t died yet. *smiles*

—————–

Edit: 04/06/08

I’ve re-uploaded another compiled version, since there were problems with the program running alot faster on other PCs. Also updated the project file to link to all dependancies locally rather than directly.

One of the main reason I put up some of the old blog post from my previous blog, on Air Roar was that I’m going to continue my work on this 2D scroller using an entirely different API. This mean stepping out of SDL and using another engine. Not recently though, I have been implementing a version of Air Roar on XNA, and I was to continue to use XNA not until I found Pyrogine2D. Check the API here. This simple API, which I have been messing around with recently, is one powerful tool. It has everything I need for my 2D scroller and right now I’m slightly torn to which API I should use instead. The API is entirely free of use only for non-commercial use.
XNA or Pyrogine2D. I’ll do some prototyping. It may be that I’ll be doing it on both, since the two are easy to use especially for a 2D top scroller game.

Air Roar was submitted at version 1.1 as it was ready to for the demo. The time frame for the assignment wasn’t that long to consider a whole game so a demo was much more appropriate.

[Edit: 14/12/2007] – Removed images and replaced by gameplay video on YouTube. Please download the appropriate plugins on your browser to view it here.

Gameplay video:




No video? Get the DivX Web Player for Windows or Mac

YouTube video can be found here: http://www.youtube.com/watch?v=A3BW7vfEYqA
[EDIT]

I apologise for the quality. Fraps wasn’t able to capture this game due to the fact that it wasn’t rendering any 3D and that SDL went through windows display, so I had to use an alternate CamStudio, which isn’t that good with on-screen video gameplay capture.

[End Edit]

As from the pictures, enemy skins have changed and I have introduced the “blimp” enemy. The idea was to destroy the minature turrets that are attached to the blimp. The blimp is indestructable if not all of the turrets are destroy, only then that the blimp can be damaged. Changed variations with the enemies appearing into the screen, varying their speed aswell. Introduced boss fight at the end of the level, just like usual top scrollers. The end level boss can extend both of its arms to reach you. Any hit from them can be instant death. The idea behind the boss is to destroy every part of it until the main body is left. This is when the boss will start shooting particles at you that collide with your bullets, prevent some of you bullets from hitting hit. I think I’ve already mentioned this before but the design of all the assets in this game is made by me, including the background theme. If you’ve noticed, that song I produced was made simply fron TechnoEjay a long time ago, so I dediced to use the tune as it seems to fit this type of theme.

Anyways I’ll see about future updates for this game. Whether or not I’ll be continuing to work on this depends on various things. I will be updating here though any new improvements I have done to the this game.

If you require a running executable version please e-mail me about it and I’ll see to it. Any questions about the game you can comment here or e-mail me.

[Edit 14/12/2007] My new e-mail addresses: ronb4ne1@gmail.com or ron_b4ne1@hotmail.com

Ron

Version 1 of my top scroller, with some changes to the gui and other things. I have included a score multiplier, similar to Gun Roar. Each enemy you kill your multiplier goes up. This multiplier doesnt stay up, but decreases every frame, leading to taking down all the possible enemies that fly by. Here’s a couple of images:

  



 
Also further notes:
A version of the game must be executable on the PS2s (PlayerStation 2), therefore there will be changes to the initial UI screens in further versions due to simple game control mappings for the PS2. I hope to eventually update the PC version more and optimise it.

Here it is my very own top scroller game Air Roar, inspired heavily by Gun Roar. All assests in the game are created by moi and some scenes resemble that from the game. Like I said, Gun Roar is my inspiration to make a top scroller shooter of that style. Abstract images are always an eye candy to me.
Here’s images of the first prototype version of Air Roar. The test cubes are on Geometry Wars, which will not be used in the final version.






This is gonna become the assesment work for GHAP.
The top scroller uses SDL libraries and wrapper codes from Andrew William’s AWSprite classes.