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Starsceptre is live !! my second Codea game

edited June 15 in General Posts: 294

Hi, so this game has been almost two years in the making. I've been on these boards on and off for help and everyone has been brilliant.

I wanted it share the latest trailer in the rush to finish this game. Hope you like.

The Major



  • Posts: 1,991

    Wow, that is awesome. Love the artwork, the way the ship tilts.

    Is it a bullet-hell mechanic, with bullet grazing and so on?

    Tell us about the controls. Lots of shots of people tapping their iPads, please tell me it also has an auto fire option! It also looks like it has tilt controls? Is there an option for touch controls too?

  • edited March 10 Posts: 1,991

    Wow, it really has been 2 years already!

    It's interesting how fit and finish always takes waaaaaay longer than getting to the initial proof-of-concept.

    Congratulations for sticking it out.

  • Posts: 107

    Holy crap, that looks AMAZING!

  • JohnJohn Admin Mod
    Posts: 411

    @Majormorgan Well done, amazing job! Love the retro style graphics and music. Let us know when it's available on the AppStore!

  • Posts: 213

    @Majormorgan I am also making a spaceship game right now, and if anyone were to compare mine to yours side to side, they would delete my game. Yours looks freaking amazing, Great Job!

  • SimeonSimeon Admin Mod
    Posts: 4,356

    @Majormorgan that's the coolest game I've seen made in Codea. I remember your early prototypes — and I used to demo them to people to show off Codea because they were so stunning.

  • Posts: 26

    This is amazing i hope it will come out soon and be a hit!
    And its made in Codea!

  • Posts: 117

    That game is fantastic! :o
    I'm really impressed with the graphics and artwork! This is definitely one of the best games I've seen on Codea! :) I can really understand how that took 2 years! ;)

  • Posts: 1,201

    Beautiful. Fantastic work. Every minute of the time you spent shows in the finished product.

  • Posts: 294

    Thank you all for your kind words and support.

    Some of you have been on this journey with me as I've discovered new ways to code and some of you have created code I could use directly when my tiny mind hasn't been able to comprehend it. It has all been an amazing and long experience. I hope once its out you love it as much as I do. Will keep you all posted. Thanks again!!!!

  • SimeonSimeon Admin Mod
    Posts: 4,356
  • edited March 14 Posts: 107

    Congrats MajorMorgan!

  • Posts: 294

    Wow, that is amazing @Simeon - great to see people discuss our game. Thanks!!!!!

  • Posts: 294

    And here's a little something I released today (not the game yet)

  • edited April 25 Posts: 294
    So I've almost finished coding. Just one more week to go. I wanted to share my press release with you guys and gals to see what you think.
  • Posts: 687

    Nice article but I think the website needs a tweak. Three menu items along the top but not much content in each (and the press release is under "about" rather than say press). A short description of what the game is all about would be good along with a few screen shots.

    Game looks great and looking forward to playing it!

  • Posts: 294
    Totally @West ! Am on it! Thanks mate
  • Posts: 294
    Hey all. So v1.0 of the game is out. To think I thought I only had a week to go to finish it back in April. Too funny...

    You can find it here:
    Starsceptre by Richard Morgan

    I've written a bit more over in the released for Codea main thread. I've had so much help from the forum it's been incredible. Please read that for details.

    I hope you enjoy!
  • Posts: 60
    Have some of my American Currency @Majormorgan! It looks good and plays great!
  • Posts: 294
    Thanks @athros !! How far did you get? Would love to hear what you love and hate in a review maybe? Thanks again!!!
  • Posts: 44
    @Majormorgan May I ask you how you created your assets for the game? Because they look truly amazing!
  • Posts: 294
    Of course @GR00G0 - I create them in Photoshop, I work with a small canvas size 320x480 pixels and have a zoomed in view next to it so I can paint away pixel by pixel
  • Posts: 435
    Very nice looking game and also good press for Codea :)
  • Posts: 687
    Excellent! Very polished-loving the cut scenes. On level 3 boss - tough but just about beaten him. 5 star review left in the store
  • Posts: 6

    Tried to buy it - but unfortunately only available for iOS 10 and above :'( Any reason for that ? iPad 3 still working with most apps, although feeling a bit left behind.

  • Posts: 294

    Hey @timber that was an error on my part and one I'll be fixing with version 1.1 very soon. It will be set to iOS 9.3. Thanks!!!

  • Posts: 294

    Thanks @se24vad !!

    Thanks @West - check out this video clip of the credits that will go into v1.1. Watch until the end:

  • Posts: 687

    Nice :-)

  • Posts: 6

    Hi @Majormorgan, I look forward to v1.1 - thought I was becoming retro for a moment

  • Posts: 687

    Hi @Majormorgan

    Been playing quite a bit of StarSceptre recently. Was stuck on chapter 4 for ages - boss was too hard (for me) to kill using only the restart weapons. What I had to do was quit the game, restart and continue from the start of the chapter. This allowed me to build up the firepower through the level to kill the boss. It would be great if you could factor in a restart level or restart from last checkpoint option for a future update.

    I've also discovered the supercannon Easter egg, but am I right in thinking this is a one off and it starts you at level 1 rather than a permanent application for the session?

    A final niggle is that sometimes I get caught in a constant "tilt" loop with the ship (probably by moving my phone position and it thinks I'm constantly tilting it) - it would be good to have a way of recalibration the normal flat position in game (maybe via the pause menu?)

  • Posts: 294
    Hi @West - that feedback is ace and in fact I've worked on addressing all 3 of those things already. They've been finished for a week now in the new code and just finalising one more thing and it will be ready to send for an update.

    The game now has autofire so you can hold down to shoot. You can still tap faster if you like too.

    So the game now performs a mid-game save so once you kill the mid bosses it saves your progress and weapons etc...

    Also the bosses on all levels have been made slightly easier so you don't have to spend ages trying to kill them. Of course they are still challenging but it's easier now.

    The tilt mechanic has been fixed so that it detects the angle you play at the start of the game and then if you pull back further than that it does the loop the loop once. Only when you tilt away from you and return it past a certain level will it detect you are ready for loop the loop again, that way it stops the forever loopthelooping.

    Plus I've built in cinema mode which enables you to rewatch any unlocked cut scenes that you might have missed or skipped.

    Also the new version has that credits intro which I showed before. Did you spot yourself in them?

    Great feedback - very much appreciated!!!
  • Posts: 294
    What I really need from the forum is any feedback and ratings when v1.1 comes out very soon. V1.1 has the builds listed above. Your ratings and feedback on the App Store mean better visibility. Thanks all!!!!
  • Posts: 294
    Totally @athros ! And they've even said when v1.1 is out with its bug fixes (loop the loop is fixed) autofire, mid level saves, new cut scenes and cinema mode, plus pause button they'll revisit the review!!!! Thanks for the share
  • edited August 15 Posts: 3

    I don't buy a lot of games, but I purchased your game to show support for your hard work and for Codea development. It's clear you put a lot of time and heart into this game, and it's a fun play that's not too easy or too frustrating. I found that tapping to fire didn't bother me at all (I thought it would after watching your video), and I actually prefer tapping to auto fire. I'm not as happy with the tilt controls. The game requires fairly accurate flying in some sections, and the sensitivity of the tilt controls can result in some extra deaths. The time rewind feature saves that from being too annoying.

    The addition of the pause button was crucial, so I'm happy you addressed that. I know the old arcade machines never had a pause button (ever had to have a friend take over?), but I believe it's an absolute requirement on a phone/tablet.

    The only thing that bothers me (and I'm being picky because of the overall strength of the game design) is that the crystals that fly toward your ship when some enemies are destroyed are the same color as the enemy bullets. While this doesn't affect gameplay much, I found myself trying to dodge crystals I thought were bullets, and thought I was being damaged instead of rewarded. A good basic design principle is to make things you want a different color than things you don't want.

    Congratulations on all your hard work and getting your game finished and out there! It's inspiring to see it can be done!

  • Posts: 294

    Hey @mindless - thank you so much! Your feedback and support is amazing!

    Yeah I'm hoping the new onscreen joystick control options will open the game up to more players and actually I'm starting to like the control system as much as tilt. I'm testing a beta this week before it goes live.

    Interesting about the crystals, that was a key piece of feedback I thought I had addressed in v1.1 so that the crystals are now yellow and the enemy bullets are blue. Have you updated yet? Latest version is v1.1.5.

    Really cool to get your feedback, would you like to try the beta when it's out ? DM me your email address if you do.

    Thanks again!

  • Posts: 294
    Here's the latest screen recording of the alternative control system:

  • Posts: 3

    @Majormorgan I'd been stuck on level three, so I hadn't seen any crystals in a while. But just before I read your response, I started the game over again and saw the crystals are now yellow - sorry about that!

    I'm happy to see you're willing to try onscreen controls. The tilt controls are well done in your game, but I'm just not a fan of tilt control in any game I've played. Another option is to just have the ship follow the player's touch left and right. This would only work with auto-fire, though, since the player would have to keep a finger on the screen to move.

    Back to building up power so I can get past that level 3 boss...

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