Galaga
+2
!C8Hypela/M!!fN+hj5w
AlphaCatalyst
6 posters
- AlphaCatalystAspiring PPT Creator
- Posts : 7
Join date : 2022-02-04
Location : Calgary, Canada
Galaga
Mon Feb 07, 2022 7:57 pm
Galaga
A twist on the Arcade classic.
Takes about 5 min to play with regular one shot enemies and a sub and final boss both which take multiple hits.
A twist on the Arcade classic.
Takes about 5 min to play with regular one shot enemies and a sub and final boss both which take multiple hits.
rusnakcreative likes this post
- !C8Hypela/M!!fN+hj5wFeatured Creator
- Posts : 147
Join date : 2021-04-28
Location : Nusantara
Re: Galaga
Tue Feb 08, 2022 5:40 am
Honestly, I'm impressed this is even Powerpoint in the first place. The graphics really, REALLY, REALLY, didn't do justice to the amount of work poured into it.
Also, the download link broke somewhat. So I replaced the URL's ?dl=0 to ?dl=1 to get it.
https://www.dropbox.com/s/ogc4v72u57rts15/Galaga.pps?dl=1
Also, the download link broke somewhat. So I replaced the URL's ?dl=0 to ?dl=1 to get it.
https://www.dropbox.com/s/ogc4v72u57rts15/Galaga.pps?dl=1
Re: Galaga
Wed Feb 16, 2022 4:42 pm
Sorry, I thought I had already posted my thoughts on this game, but obviously not. So here they are. Better late than never!
The most striking this for me about this game were the animations. More specifically the synchronised dances that the aliens performed. That must have taken some doing. From the screenshot you sent it looks as if you used Custom motion paths rather an any pre-set ones. Bravo!
I liked the alien figures too even if they were a bit pixelated. Where did you get them from?
I didn't test this out fully, but can you still get through the early rounds without shooting anything? I couldn't resist doing some shooting, but I was enthralled watching the 'dancing' and then the 'success' message came up. I realised that I had to do something with the bosses, but not sure about the other synchronised aliens.
I'm intrigued to know how you got the boss figure to expand / judder very slightly every time it was hit. My initial thoughts were that you aligned a whole bunch of them and each one had some kind of Exit animation applied (a very fast 'Stretch' or something similar?) when clicked-on. Anyway...it looked cool.
So, overall I was really impressed with this game. It looked great and I enjoyed playing it.
Sorry again about the late posting of this.
The most striking this for me about this game were the animations. More specifically the synchronised dances that the aliens performed. That must have taken some doing. From the screenshot you sent it looks as if you used Custom motion paths rather an any pre-set ones. Bravo!
I liked the alien figures too even if they were a bit pixelated. Where did you get them from?
I didn't test this out fully, but can you still get through the early rounds without shooting anything? I couldn't resist doing some shooting, but I was enthralled watching the 'dancing' and then the 'success' message came up. I realised that I had to do something with the bosses, but not sure about the other synchronised aliens.
I'm intrigued to know how you got the boss figure to expand / judder very slightly every time it was hit. My initial thoughts were that you aligned a whole bunch of them and each one had some kind of Exit animation applied (a very fast 'Stretch' or something similar?) when clicked-on. Anyway...it looked cool.
So, overall I was really impressed with this game. It looked great and I enjoyed playing it.
Sorry again about the late posting of this.
- AlphaCatalystAspiring PPT Creator
- Posts : 7
Join date : 2022-02-04
Location : Calgary, Canada
Re: Galaga
Wed Feb 16, 2022 7:03 pm
Thanks for the feedback.
Yes those are custom paths. I watched some gameplay of the actual arcade game and did my best to recreate. Then I copied the path multiple times. And just swapped out the alien for a different one and delayed the start of the path a bit each time to get them to follow each other. I also mirrored the paths to get them on the other side.
The boss is indeed multiple just overlapped with different exit animations.
The aliens I grabbed from actual sprites used in the original.
Yes those are custom paths. I watched some gameplay of the actual arcade game and did my best to recreate. Then I copied the path multiple times. And just swapped out the alien for a different one and delayed the start of the path a bit each time to get them to follow each other. I also mirrored the paths to get them on the other side.
The boss is indeed multiple just overlapped with different exit animations.
The aliens I grabbed from actual sprites used in the original.
- JarekFeatured Creator
- Posts : 341
Join date : 2018-12-06
Location : Poland
Re: Galaga
Thu Feb 17, 2022 10:55 am
I like the game very much! It was fun playing it. One thing I noticed - my mouse clicks couldn't keep up with the animations - increase in number of animations meant more stalling of my mouse (MX Master 3)!
Thr game reminded me of old times...
...speaking of which I also remember a classic favourite of mine - Space Invaders. Maybe it's possible to recreate that?
Thr game reminded me of old times...
...speaking of which I also remember a classic favourite of mine - Space Invaders. Maybe it's possible to recreate that?
Re: Galaga
Thu Feb 17, 2022 1:01 pm
MX Master 3!! You've got an MX MASTER 3!!!
I've only got an MX Master 2S.
NOT FAIR!!! I'm going to complain to a Forum Administrator!! (Oh, hold on. That's probably me).
But seriously. I think I've found, like you, that a cheaper or less sensitive mouse can work better with some games.
The MXs are probably adjustable, but I don't really ever feel inclined to put the effort in make changes to the set-up I've already got.
Now, my good friend Jarek, as you have set a kind of challenge for AlphaCatalyst, I would like to set a similar challenge to you (and anyone else who reads this).
Please see if you can make a game with one cannon (like the space invaders one - or better) and one alien (like a space invaders one - or better) that descends in a straight line, or other approach, which you must fire at to make it disappear, bit-by-bit, before any part of it reaches the cannon. Otherwise it's Game Over.
What do you think?
I've only got an MX Master 2S.
NOT FAIR!!! I'm going to complain to a Forum Administrator!! (Oh, hold on. That's probably me).
But seriously. I think I've found, like you, that a cheaper or less sensitive mouse can work better with some games.
The MXs are probably adjustable, but I don't really ever feel inclined to put the effort in make changes to the set-up I've already got.
Now, my good friend Jarek, as you have set a kind of challenge for AlphaCatalyst, I would like to set a similar challenge to you (and anyone else who reads this).
Please see if you can make a game with one cannon (like the space invaders one - or better) and one alien (like a space invaders one - or better) that descends in a straight line, or other approach, which you must fire at to make it disappear, bit-by-bit, before any part of it reaches the cannon. Otherwise it's Game Over.
What do you think?
- JarekFeatured Creator
- Posts : 341
Join date : 2018-12-06
Location : Poland
Re: Galaga
Fri Feb 18, 2022 3:14 am
HAHAHA!
I don't want to readily accept the challenge John - as you know I have only my set of MiniGames to account for and some animations and there's no shooting - but I'm willing to give it considerable thought!
I don't want to readily accept the challenge John - as you know I have only my set of MiniGames to account for and some animations and there's no shooting - but I'm willing to give it considerable thought!
Re: Galaga
Mon Feb 21, 2022 4:51 pm
Wow. That was just beautifully done. You brought Galaga to PowerPoint! This was my childhood right there, lots of quarters eaten up on Galaga back in the day. Thanks for the nostalgia feels.
Re: Galaga
Mon Feb 21, 2022 4:52 pm
johnr wrote: I would like to set a similar challenge to you (and anyone else who reads this).
Please see if you can make a game with one cannon (like the space invaders one - or better) and one alien (like a space invaders one - or better) that descends in a straight line, or other approach, which you must fire at to make it disappear, bit-by-bit, before any part of it reaches the cannon. Otherwise it's Game Over.
What do you think?
I think I could make this happen through VBA. You can track a shape's position (the space invader) and use the position of your cannon to fire shots at the space invaders that are within a certain threshold of your cannon's position.
Great, now I've gotta go try to make a prototype of this thing now instead of the backlog of stuff I want to do to my games lol.
If this is successful, this could be a whole new genre of VBA based games with an actual shooting mechanism, and not just click on the object directly to shoot.
More to come in a couple weeks.
Re: Galaga
Fri Mar 18, 2022 10:59 am
Actually, I could make a single column of shooting-based action using audomatic slide-timings to have the alien fall closer toward your weapon, thus ending the game with a "Retry" button on the game-over slide.
I could then (whilst being sure to use the correct slide-ordering) add a hyperlink to the artillery-trigger button on the "properly-ranged" slides to set-off the scene where the enemy is shot and either damaged or entirely-ended. Obviously, where the villain is still thriving, it would still continue to fall closer toward the player's gun.
Once I had a base-rig, I could use this "two presentations, each with the same number of added, blank ‘buffer-slides’ as one Slide-Show's original total"-technique to connect all the different firearm-positional-variants together, using a little bit of basic multiplication-slash-addition to on-mouse-over-hyperlink all the different cannon-locations together.
It sounds like more work than it would actually be, since copying data back and forth between an original presentation with the same number of added buffer-slides, and an exact-duplicate of thus, makes it really easy to handle large chunks of data at a much faster rate. This method of adding the same number of extra "buffer-slides" as the original bufferless "game-engine-code", enables all the links to stay in tact, whilst still pointing to the content from the pasted-in slides, instead of back to the very-first set.
However, I did discover that this doesn't work when both presentation-files use Slide-Zooms, as only the first slide-zoom ever linked-to is the one on which all the duplicates also rely. Kind of a massive bummer in games where you make your own character, as the Zoom-transition has audio issues that almost-always stop any music that's playing.
Anyway, I was just giving you a bit of a tip on how you could achieve the goal of your challenge. Unfortunately, I have too many ProJects on my plate to add any more at the moment.
I could then (whilst being sure to use the correct slide-ordering) add a hyperlink to the artillery-trigger button on the "properly-ranged" slides to set-off the scene where the enemy is shot and either damaged or entirely-ended. Obviously, where the villain is still thriving, it would still continue to fall closer toward the player's gun.
Once I had a base-rig, I could use this "two presentations, each with the same number of added, blank ‘buffer-slides’ as one Slide-Show's original total"-technique to connect all the different firearm-positional-variants together, using a little bit of basic multiplication-slash-addition to on-mouse-over-hyperlink all the different cannon-locations together.
It sounds like more work than it would actually be, since copying data back and forth between an original presentation with the same number of added buffer-slides, and an exact-duplicate of thus, makes it really easy to handle large chunks of data at a much faster rate. This method of adding the same number of extra "buffer-slides" as the original bufferless "game-engine-code", enables all the links to stay in tact, whilst still pointing to the content from the pasted-in slides, instead of back to the very-first set.
However, I did discover that this doesn't work when both presentation-files use Slide-Zooms, as only the first slide-zoom ever linked-to is the one on which all the duplicates also rely. Kind of a massive bummer in games where you make your own character, as the Zoom-transition has audio issues that almost-always stop any music that's playing.
Anyway, I was just giving you a bit of a tip on how you could achieve the goal of your challenge. Unfortunately, I have too many ProJects on my plate to add any more at the moment.
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