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September 2nd- :lol: The highscore website I used is back!! the highscores are still there. :woohoo:
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:turbopoke: MAKE SURE YOU HAVE FLASH PLAYER 10 :turbopoke:
:bulletgreen: Here it is, The finale to the Steady Hand series. I have worked extremely hard and through frusteration and help got all of the code working. :D :bulletgreen:
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:bulletgreen: EASY- 25 levels, level 23 unlocks BOSS mode, :star: CLICK HERE FOR WALKTHROUGH :star:
:bulletred: HARD - 10 levels, :star: CLICK HERE FOR WALKTHROUGH :star:
:bulletblack: EXTREME- 5 levels, must be unlocked, No walkthrough, I couldn't record and complete it fully without dieing... :lol:
:bulletpurple: SURVIVAL- 6 levels, level 5 unlocks EXTREME mode, :star: CLICK HERE FOR WALKTHROUGH :star:
:bulletblue: BOSS- must be unlocked, Good luck! :eager:

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I appreciate everyone who supports me and because of you this game was made. Thank you! :woohoo:
This game has 3 highscore boards and thanks to my geniosness :D the game automatically saves your scores and what you unlocked. :lol:

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Controls

:star:Use your mouse to get through the maze, make sure not to right click! :D
:star:Use the left and right arrow keys to change the current soundtrack
:star:Use the spacebar to show/hide the info bar
:star:Press "M" to mute and unmute.

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Credits

Created by =ZEGMAN
Preview image =jedi22
Beta Tester =jedi22
Special Thanks ~thoughtmaker

Music:
Boss Music- Weeping Demon - Nemesis Theory
Menu Music- ASAF - Menu - Datnoob
Track One - When The Devil Awakes - Meonly70
Track Two - Hardstyle Era - Meonly70
Track Three - Vigilance - Helix6

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I'm positive there are no bugs, if there is notify me please! :boogie:
Enjoy all of my hard work! :nana:


Hurray! :D
This flash game got daily top 5 award on Newgrounds! :woohoo: I'm happy!
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Okey guys :) This is version with changes. No all bugs were fixed so far and not everything i polished to level I wanted but for me it seems as big step forward for the game :)
You can find info on how to play in How to Play menu.

Version for ludum dare 48 hours is still accessible in my scraps: [link]

Tools used

Flash CS3 and ActionScript3, Box2D Physics engine for ActionScript3 [link] and bunch of utilities and components of my previous making :)

Download standalone exe version here
[link]

Changes 0.7:

Movement Now they accelerate and don’t loose speed when you release button.

Rotating Now they rotate on whole 15 degrees. Easier to controle this way.

Block spawning Block spawn with random angle and you still have 1 second to adjust them after they hit something.

Replay code Tried to make code smaller but changes in controles made it beiger again so no much change from the outside :)

Camera Camera does not center at controlled object anymore but looks above it.

Bug fixes :
- Problem with Space dropping resolved because of control style changes.
- Added wordwrap to replay menu so that all code is seen.
- Fixed highscore row sizes and redesigned scroll bar.
- Fixed problems with controller class sometime remembering last game input in next game.
- Fixed some menu navigation bugs

Known issues:
- Changes broke replay system…

Changes 0.8:
Graphics options
Next block
Optimized a little

Bug fixes :
- Fixed replays problem. Seem to be working now but may cause problems with old replay codes.
- Fixed preview mode bug.



Still things to add:
Well until 1.0 version will be out I plan to add sounds and music (even checking idea with internet radio stations :) ) Also adding speed up to replay mode and adding more graphical features too :)
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Voice "acting" test

:iconfellalol1-plz::iconfellalol2-plz::star::star:Please read this
:iconfellalol3-plz::iconfellalol4-plz: I need your opinion :
:star::star:
I started the "voice acting" in english, please, let me know if my french accent isn't too pronounced, if the voice is credible.
Thanks in advance for this feed back, I really want to know in order to go on this way, or to "recruit" actors :P

Well, I don't even know why I ask.. There's so few people following my 'works'...

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Hello, here's the last version of Starfield 0, coming with few updates, smoother engine with lighter file, sexy particles effects on damages and explosions etc.
You can now shield your ship pressing 'F' key.

:star: Sounds bug may occur skipping the chat on the third sentence. Soon fixed.


CONTROLS :
Move : Arrow keys
Shoot : "d" or "s" keys
Shield : "f" key
Pause : "p" or "pause" keys
Quality : "q" to toggle quality settings

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Graphics, sfx and Coding by me *Zappan

Musics from newgrounds audio portal :
MM7 intro by mikeblastdude7
End of an era by Va10r65


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Other engines :
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CONTROLS AT THE BOTTOM OF THE PAGE

Background Scrolling (test) update


Update(s) flying through 2010
Great engine revamp, a new ennemy... And that's all.
Nothing trully visible if you didn't tried the old versions.

There are so many things I have done for this game that I don't have yet implemented to it, such as first boss and second level, menu, upgrade menu etc...



Update on xx-07-09 to xx-09-09

Since it's quiet a long time I haven't submitted anything... And my computer died last month... (RIP.. stands here for Rest In Pieces...)
I deceided to submit a quiet newer version, with an overall engine optimization, new characters design, new explosions, new flame reactor etc...

And a french version for the introduction.

New ennemies and a boss ending the first level in the next update.

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Update on 20-06-09
Deep optimisation, fps rate increased on slow computers

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New version 0.2 on 12-06-09
~Starfield ZERO, several new sexy updates~

Instead of keeping updating the older submission, I start a new one since several new features are implemented.

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Update on 25-05-09
~Starfield ZERO, new FX and global optimization~
As Growl talked me about, the screen now shakes when ennemies explode, and there's a new sexy FX when protonic blasts hit the ships.
I've slowed down the fire rate and decreased ennemies life

'Coming soon' hotfixes :
- Ennemies will be bumped if a ship explode near them. -probably won't be done
- The health bar will be moved so that the chat skip button will be visible again. - done
- Life and first ship updates.
- Enhanced explosions - done

Try to destroy ships by bumping them !

Enjoy ! :)

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Update on 23-05-09
~Starfield ZERO, new title, new ennemy, new skin~

Ok guys and gals, here are some updates :
New skin the the dumb ennemy
New tough ennemy, (he can shoot but not damage you at the moment)
Realistic collisions
And last but not least, space bar during character's chatting makes words appear instantly.

Enjoy ! :)

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Submitted on 17-05-09
~Starfield Raider, an old School Shoot'em Up~

Keeping on doing several things without finishing anything, here is my last work, an old school shoot them up.

At the moment, you can't be hurt by ennemies, some are tougher than others but they can't shoot nor hit you.

CONTROLS :
Move : Arrow keys
Shoot : "d" or "s" keys
Pause : "p" or "pause" keys
Quality : "q" to toggle quality settings

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Graphics, sfx and Coding by me *Zappan

Musics from newgrounds audio portal :
MM7 intro by mikeblastdude7
End of an era by Va10r65


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Other engines :
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SUBMITTED AT 4:06 PM PACIFIC TIME (-800) ON 17/2/2010
FOR THE #Flashers LOVE/HATE CONTEST

CODED BY ME (~HiddenSpartan) AND GRAPHICS BY ~yadu

UPDATE - Version 1-1
--- Love The City --- A game of love vs time.
In Love The City, you play from a bird's eye view of a small landmass where you are tasked to build and maintain a small city. To finish the game, get all your houses combined producing 200 love. If 100 turns pass before the love total is reached, the game ends.

CONCEPTS:
Love: Love is (like) a resource produced by houses in the radius of a flag (not a road). Each house produces +1 love for having access to food, access to blok and access to their interest, for +3 total. Once 200 love is being produced, the game is won.

Turns: When you have finished building for that turn, hit enter to go to the next. On a turn update, resources are calculated and set, including love. You also receive tax income from shops on the turn update.

Predicted resources: The resources that are going to be set next turn. There was a design reason for these, which I now can't remember. They aren't always 100% accurate.

Structures: Buildings basically. They are the only way you can interact with the world.
Food: Feeds citizens. Comes from farms.
Blok: A luxury. Makes people who get it happy. Comes from factory.

Fertile Soil: Slightly greener, more saturated squares. Can build farms on them
Bloksource: Tiles with that orange mound on them. Can build factories on them.

Roads: Roads are a cheap way of increasing your building radius. If you want to build on a singular square a distance away from your flags, then you could build a road out there for a fraction of the price
Houses' Interests: Every house wants a certain thing from you. Providing them with it makes them provide an extra love point. On the right hand side of the bar at the bottom of the screen there should be some text like 'struct-flag' or 'struct-farm'. This is because I was too lazy to write out a switch statement that'd put 'Flag' and 'Farm' down instead. When hovering over a house, this area shows something like 'struct-house wants struct-library'. This shows the house's interest. If the house in in range of this building, then it will provid an extra love point.

'struct-library': House is interested in education, build a library close by.
'struct-station': House is interested in protection, build a station close by.
'struct-cinema': House is interested in entertainment, build a cinema close by.

CONTROLS:
Arrow Keys: Move The Cursor
Enter: End the Turn
Backspace: Demolish buildings. You do not get any refunds for demolishing a building.
Number Keys: Build Buildings
1: House. Provides 3 Population. Costs 25 credits
2: Grocer. Provides food to nearby houses. Costs 70 credits. Provides credits on turn (equal to houses in range * a random number between 2 and 5). Needs one food to build.
3: Blokshop: Provides blok to nearby houses. Costs 75 credits. Provides credits on turn (same as grocer). Needs 1 blok to build
4: Farm: Provides 3 food to the city. Costs 120 credits. Can only be built on fertile ground.
5: Factory: Provides 3 blok to the city. Costs 125 credits. Can only be built on a source of blok.
6: Library: Makes nearby houses interested in education happy. Costs 225 credits.
7: Station: Makes nearby houses interested in protection happy. Costs 225 credits.
8: Cinema: Makes nearby houses interested in entertainment happy. Costs 225 credits.
9: Road: Can build in adjacent squares. Must be built in either flag's radius or in adjacent to another road tile. Costs 10 credits
0: Flag: Can build buildings in it's radius. Costs 515 credits.

All buildings except the Road, Flag and House require 1 population to build.
You cannot build buildings over other buildings, you must demolish them first.

FIRST TURN TUTORIAL:
You definitely need to read this, because it is extremely easy to screw yourself over in the first turn. The very first thing you need to do is place a flag. Put it somewhere where there is both fertile soil and bloksources nearby. Once build, build a couple houses around it. Then put some farms and factories down on the fertile and blok-y soil. Build some grocers and blokshops around the houses. This should start you out well for the coming turns; you now have an income of money each turn.

READING THE UI:
The grey bar at the bottom of the screen is where information about the current game is shown, it is laid out like so:
| Set resources | Predicted Resources | Love/Turns | Current structure info |

Yeah it's still buggy, but It's somewhat cleaner than the Beta. P:

UPDATE: VERSION 1-1!
Added In-Game Cheat Sheet -> No longer have to scroll down to see PRESS TAB TO VIEW
Added Radius-Viewer -> Hold SHIFT plus a number to see all the radii of those buildings. Should be close enough.
Added Something with the cursor -> Can't describe it that well, If you hover over a place in the range of a flag or road it's yellow, elsewhere red. Should be somewhat helpful.
Changed the thumbnail too something much cooler.
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Latest version of my flash game, Stryker Sqaudron Initialized:
[link]

The game currently has 3 actual levels and 3 tutorial levels all fully completed. (Aside from the character portraits) Right now you can play the levels in any order but I recommend doing level 1 first. Also the levels 2 and 3 suggest you to have a bought a weapon (any weapon). I gave a generous amount of starting credits and you can buy them in a level. Any weapon above the third tier will kind of wreck the difficulty.

Warning: Some players may get an error message during the third level. I am currently working on a fix. *Fixed*
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Okey now version 2.0
Spent some time played with pixel collision deception for this Rampant Growth. It was problematic to do it in such way so that sprouts donít kill the host.
Also added some effects for it to look better. But it may eat up more CPU so you can turn it off.

So it is greatly inspired by [link] and is continuation to [link]

Controls:
Click anywhere to create a sprout there.


P.S: I am now thinking to try and make a screensaver out of it :) What do you think?

Edit: Changed algorithm and effect a little. Loosk better now :)

P.S.S: Sharing code for this
Here is 2010 version of it and link to the code I share of it [link]
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The mountain scene from my Libertas game with animated stream.

Flash cs4

Hope you like!
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Clip from a short I've been working on following the adventures and mishaps of a group of bums. The animation was done in Flash, backgrounds in Photoshop and editing in After Effects.
This guy also helped out with the backgrounds.
Sorry for the quality, still trying to figure out the best method of outputting these kind of clips for DA.
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animation for a commercial.
the commercial had 5 different endings. ive edited them into one here

agencies:
Adell Taivas Ogilvy
Starworks

(music is licenced)
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