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Max Tingle's Website - C# Side Scrolling Speller (Game)
C# Side Scrolling Speller (Game)
Created by maxtingle on Tue 27th May 2014 in category C#. 845 Views | Tags: SideScrollingSpeller, Game, GameDevelopment, GameDev, C#
This is what I originally made my game engine for, it was going to be a clone of DinoCap, a silly IOS game I have enjoyed from time to time in my spare time. I was really enjoying it, but unfortunately the person who was supposed to do the textures for the game couldn't deliver and I suck at graphics so I called it quits for that project. But I already had the base systems for a side scrolling shooter in place and I didn't want my time to be a complete waste so I re-developed the game (After some time trying to find free textures online, that could do the job) using textures online as a side scrolling game with a moba style combat system.

The textures I could find online were few and far between and even the ones I did find needed editing to make them usable, this severely limited my options and really opened my eyes to just how important a graphic designer is. Sure I could have drawn some stick men with some stick guns, but I have no desire to make a game that looks like arse, I couldn't bring myself to do that. And so I went on with the few textures I had, limiting my attacks to two and my enemies to few, some don't even have attack animations. But I still love those people that did put their hard work online for me to use because I couldn't have done it without them.

Download with source

The game's feature list is:
  • Game sessions (Can pause the game and continue from where you were at or start a new game)
  • Rebindable keys
  • Sound effect and music volume sliders as well as buttons to enable or disable both of them
  • Graphic settings which have low and high options (Smoothing mode and interpolating mode)
  • Credits menu which supports custom speed and pausing
  • Side scrolling world which you can travel through infinitely
  • Four different types of enemies (Two with attack animations) + 1 hidden 0.1 spawn chance enemy. Each have different damage, speed, health, etc and must be fought in a different way. You can't always run away!
  • Score system with different death messages based upon your score
  • Difficulty scaling based upon the amount of kills you have. Will scale enemy damage, health, speed and spawn time.
  • Distance traveled tracking
  • Player animations for everything including two attacks, death and movement
  • Two different attacks for the player to use, one which is AOE and the other direct. Both have cooldown timers in the top in the form of a box which ticks down like a clock until you can attack again


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