Tropical Dragon Slaughter (Part 2)
Posted on Tuesday, January 26th, 2010 at 10:00 am under: FlashError Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184653.png"
File “2010/01/tds_24012010_184653.png” doesn’t exist?
Error Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184703.png"
File “2010/01/tds_24012010_184703.png” doesn’t exist?
Error Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184711.png"
File “2010/01/tds_24012010_184711.png” doesn’t exist?
Error Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184721.png"
File “2010/01/tds_24012010_184721.png” doesn’t exist?
Error Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184742.png"
File “2010/01/tds_24012010_184742.png” doesn’t exist?
Error Resizing Image: error_loading_image
Original Image Path: "2010/01/tds_24012010_184748.png"
File “2010/01/tds_24012010_184748.png” doesn’t exist?
I’ve made some progress with the designs on the second and third areas of Tropical Dragon Slaughter, and thought I might go ahead and post some new screenshots. I also realized I failed to mention in the original post that TDS is, indeed, another project based on flixel — I continue to be impressed by how far I’m able to push flixel, particularly in the most recent versions, which include pre- and post-processing support.
It may also be of interest that, after some poking around, I’ve found a solution for recording Flash games at a completely respectable frame rate, so hopefully I’ll be including a video with the next update to TDS.
But for now, here’s a collection of screenshots from the second area:
Each area (which might better be called… “motifs”, I suppose) uses a slightly different mechanism to generate and control its various obstacles. The first motif, mentioned in the original TDS blog post, takes a very direct approach and presents obstacles which are primarily flying towards you from the top of the screen (with just a bit of sideways movement to make things interesting). This second motif uses rotating and spiraling movements to force the player into using different movement patterns to avoid destruction.
In the end, all four motifs are still certainly mouse-avoider / shmup hybrids at their cores, but I hope they’ll each provide some interesting variations on the basic theme of the game.






