Thanks for your input guys.
It's great to get other people opinions.
I'll use those small vector graphics as place holders for now. I was really just experimenting. And it doesn't quite work.
Ideally i'd love to create the vector graphics along the lines of Gravity Crash. But i havn't yet found a way to mimic the effect in photoshop, that allows me to have an alpha layer.
When i add the alpha layer i lose alot of the glow. I think they may have used a seperate image for the background glow.
I'll still keep experimenting until i find a style that works.
i really want to play this game looking at those screenshots! i love the neon 80's arcade game feel it gives off, it really looks like something that would be fun to play with my friends.
I could really do with some playtesters for multiplayer mode.
I'll be releasing a single level demo for feedback at some point. Your input will be invaluable.
I've now got all the player explosions in game. And they look pretty cool. I'm really pleased with the way they work.
It's simply a case of using the player ship sprite as a particle and showering about 50 of them from the players position all over the screen. Sort of like a fountain effect.
Along with a really loud Boom of course.
I've also been trying to track down a small problem i'm having with the rate of fire for my player bullet sfx.
Although my game is locked at 60fps and my bullets are fireing at a constant rate, the sfx stalls slightly every one or two seconds.
I'm pretty sure this is a hardware issue and not code related.
I do have to bare in mind that my system has some hardware issues. I think related either to Ram or my AGP port.
But i do plan on getting a new computer ( upgrading ) some time this year, so i hope that will cure the problem.
I'll also have to take a demo of my game to a friends house and play it on his much more powerful machine and see what happens.
I'm all about ready now to make a start on the enemy attack waves editor. Using splines to define the paths.
I've already got the hard part coded, with my camera spline code, so it will be simply a case of creating a system that will allow lots of spline paths instead of just one.
I expect this editor to take the most time to complete so far. So my updates may not be as regular until this editor is finished.