Well, this is it people, we finally reached the last part of our 2D shoot ’em up tutorial. Today we are going to finish and wrap things up, and you are going to be able to download (and play, of course) the full thing by the end of this post (don’t worry, the full source is available on Github, right here).
I’m going to cover the main and more important changes and updates that I made to the code, so minimal things like the game over and stage completed messages won’t be covered in order to be able to focus on the most important and “difficult” things to do.
By the way, since our tutorial game is obviously a Gradius tribute (which is a fancy word for clone) there was only one possible way to call it, and that is…
Well well, things are starting to take shape don’t you think?, our “game” is starting to feel and play like one, but before we can say the thing is finished we need to start wrapping and polishing things up. That’s what we are going to start doing on today’s post. Let’s get cracking!
And here we are, back again with what is already part IV of our HaxeFlixel 2D shoot ’em up tutorial. I hope you are following up nicely until this point. But if you are not, don’t fret; by the end of the tutorial I will do a small recap through the most delicate parts of the whole process and I will post the full game code on Github, so you can all have the whole thing on your computers so you can tweak and modify it to your hearts content.
Ok, today we are going to do a few subtle things that we were missing and that must be addressed right now, let’s get to work!
Hi there!, ready for more 2D shoot ’em up making? Good, let’s continue from where we left off last time.
As you know, we finally had a way to load tiled levels and populate them with walls, destroyable blocks and some enemies. That’s great, but we need to be able to slowly scroll the level to the right, or our ship won’t be able to actually get anywhere.
On top of that, we need to build a collision system so we can collide objects between each other, and to be able to keep the player inside the game stage bounds. And those two things are exactly what we are going to do today. Let’s rock!