BitRoamer Update-V

BitRoamer Updates:

  • Turned the mobspawner sprite effect into a singleton class which makes it run more effeciently but reduces the number of independent effects to one that is shared by all spawners. More than one and performance was impacted significantly.
  • Added a pulse to the mobspawner sprite

BitRoamer Update-IV

BitRoamer Updates:

  • Add healthbars to user and enemies
  • Add visual effect to mobspawners. This will become more dynamic as development continues

BitRoamer Update-III

BitRoamer Updates:

  • Add user healthbar
  • add enemy healthbars
  • add more mob spawners

Follow @Liquid_Software on Twitter

I noticed that we have had an increase in User accounts on this site. It made me think maybe I should get a twitter hooked up, so here it is!

BitRoamer: Upcoming Features

Let’s list some of the things I have planned to implement in BitRoamer very soon. I generally try to plan based on “what can I get done tonight” It keeps development moving faster, and prevents me from getting overwhelmed or burnt out. I have a large backlog of other stuff to add, but I am prioritizing the stuff that makes this a game first. That means, penalties for bad actions and rewards for good actions.

  • Enemies drop items that represent cash or credits
  • 3 credits will let you place a “fence post”
  • 2 fence posts make a wall (do you see where I am going with this)
  • 2 credits will get you a widespread weapon:  shotgun
  • killing a mobspawner drops a special item that allows you to plob a mobAttractor.
    • MobAttractor will act as a beacon that… attracts mobs and takes the heat off of you.
    • If the player gets out of the range of the beacons attraction, the mob will start coming at you again
  • Add some sort of penalty for the player taking a hit (reduction in health) and when the player dies put up the “Game over/Restart?” screen
  • Add new healthbar
  • 1 credit allows you to buy a healing item

Let me know what you think about the credit/buying system or anything else by signing up and leaving a comment on this webzone.

BitRoamer Update-II

New things added to BitRoamer:

Update 02:

  • Enemy and player now have burst fire and reload mechanics.
  • lowered enemy HP
  • optimized renderer to fix framerate issue
  • change play area to widescreen
  • Removed old Top bar. will replace later


BitRoamer Update

I add some more features to BitRoamer:

Update 01:

  • Enemy now faces target.
  • Player marker follows mouse.
  • Better centering of image data so that it corresponds to hitboxes


AS3 Physics Liquid and bitmap effects

This is also a cool thing I found in the past couple days that is related to my BitRoamer work. It’s related because they both render to bitmaps and use distortion effects, which I had just recently learned for the trail effects in BitRoamer. The technique demonstrated explains how 2D games have done such good water effects, like World Of Goo