The game, now with sound!

The game goes from a small indie project to a small indie project with sound once you add the associated .wav files and code! I searched “Spaceship noises” at first and was somewhat disappointed to find ambient spaceship noise as the first 20 results. Once I refined my search and figured that the shooting sound needed to start simple and repeatable. I was looking for a sound that the thrusters would make but eventually settled on a shooting sound since it seemed a lot easier. With a lot of editing and failed creations, I’m relatively happy with the shooting sound with some cool sounds for the future.

The initial sound was really long and useless for my purposes.
I sped up the initial sound and then amplified it in several ways with some industry-secret methods to help refine the sound to a place where it felt natural in a space game.
A potentially useful fiery noise
If I implement bouncing off walls which I don’t plan to, a metallic hitting sound could be useful.

The first change: Animations

Frames 1-5 of the ship’s thruster animation

There was a major gap in development was partially to blame on vacation without computer, but I’m back on track. The initial ship was just a basic triangle, this new sprite has 5 frames of animation as it retains the triangular shape of its predecessor.

The change to animation was unexpectedly difficult. Once the ship’s image and clones were created, a good way of forcing the code to recognize the multi-framed nature of the new sprite was needed. Using variables describing the size of what’s displayed combined with frame number, it’s possible to cut up the wide image into different usable sprites. With some moving of code and cutting off the previous geometrical drawing to create the old ship, the animated ship is live. The next step is to fix moving around and possibly implementing walls.


This is the beginning of my summer project blog!

The general concept of the game is you’re a spaceship who has to race through zero-gravity as quickly as possible, avoiding obstacles along the way.

This is an example of a normal room. The player is completely enclosed and there are both passive hazards in the form of spikes and moving lasers and active hazards in the form of turrets. The star represents the end and the white triangle represents the player.

This is an example of a boss room. The Star in the middle represents a boss who would shoot at the player. There are lines that would shield the player from being detected by the boss however all angles are covered by turrets, forcing the player to constantly move. The numbers represent switches that need to be grabbed in order and the boss has to be rammed after all switches have been pressed.