Nathan Strum, on Sun Dec 18, 2005 5:30 PM, said:
dneuman@brasscrafthq.com, on Sat Dec 17, 2005 11:58 AM, said:
My name is Dave and after reading the tutorials here and looking at code samples I have coded my first game. Any feedback is appreciated
Good start! I agree with the feedback so far - especially about bombs appearing out of nowhere, and having a specific enemy when you hit it, rather than just one out of the group.
Although I think the color-change of the missiles could be used as a gameplay element. For example - have them all start out as white objects, but they wouldn't reveal their true selves until they got close to the bottom of the screen (where the bottom row of enemies is, for example). Perhaps that could be saved for a higher level of difficulty. Or maybe the more your shields get damaged, the closer the missiles get before you can "detect" what they truly are.

Hi again,
I've done a bit more coding on my first attempt and additional feedback is always helpful.
Changes:
Title screen has animated drop down title with flashing colors.
Alien drop down animation at beginning of level.
Correct alien in group flashes and then dies when shot.
Alien projectile drops from lowest row of surviving aliens.
True identity of alien projectile is not revealed until bottom band.
Color matched alien projectile transforms into either a double width green fuel pod or a single width red bomb.
Dropping bomb makes a bomb dropping sound.
Three alien speeds per level slow, stepping, fast.
Four different enemy patterns as level increases.
Fuel gauge with low fuel warning sound and FUEL LEVEL warning message.
CATCH FUEL message synchronized with fuel pod drop.
Bomb/Fuel pod impact sound and ground flash for bombs.
Missile and Alien projectile collision pushes projectile upwards and increases score.
Alien row is shielded and appears as an "S" after being hit until another alien row is hit.
Thanks,
Dave