The Japanese navy is in retreat and you have been left behind to disrupt the enemy onslaught. You captain a top of the line attack submarine, when on the surface, it can outrun all but the fastest of the enemy ships. Your mission: stop as many of the enemy ships as possible with the torpedoes at your supply base. The enemy is steaming South, how many of their ships can you sink? Arrow Keys control Throttle and Rudder "P" toggles Sonar Pinging "D" toggles Dive/Surface "Spacebar" to Launch a Torpedo If you are on the surface or are "pinging" when close to an enemy ship, you will be spotted and a Destroyer will be called in to hunt you down - use active sonar and surface running carefully! Your sub can carry 4 torpedoes, you must return to your base (within the boundary of the dashed line) to rearm the sub. Ships that make their way south of your home island are considered to have "escaped"... Credits: Thanks to the "Freesound Project" for the various sounds of the sub, torpedo and the scout airplane. Also, many thanks to "The Guardian" for the elegant "digit" code used to display the score/torpedo count/ships escaped, and to the Scratchers whose comments and ideas helped to make SubHunt a better game as work progressed on it. Tech Notes: Because of the limited screen size of Scratch, the game needed to be a scroller. "Scrolling" is accomplished by moving the islands (and ships) over the blue "stage". Each sprite maintains its own "World_X" and "World_Y" variable in response to its velocity, and its display position is maintained by finding the difference between its world coordinates and the Submarine's. The submarine is normally displayed in the center of its own "Sonar Screen", but when a torpedo is launched, it moves from "home", in the direction opposite the torpedo, to give the effect of having the "camera" follow the torpedo. This lets you shoot at a target that is running away and about to go off-screen, yet still see the results of your shot. The world positions of the islands and ships are scaled to allow them to be represented by similarly scaled sprites in the Sonar Screen. These positions are used to avoid collisions with islands and to monitor the distance from the ships to the scout plane. If close enough to the scout plane, the sonar image of a ship will go from a ghost effect of 99%, down to zero (fully visible), then gradually fade as its position becomes uncertain.
ShuttlePilot
RedBaron
GravArena
AwfulKanwful
BouncingBall
Comments
You need to be logged in to post comments
Add a Comment
Very nicely done. I love the sonar overlay, and the way it follows the torpedoes when you fire them.
(view all replies)Comment Reply
hey i think this game is very good.Must have taken awhile to create it but its good.
(view all replies)Comment Reply
AWSOME!!! but i thinlk you should make it say how many topedos you have and it should not let you fire torpedos if you have none
(view all replies)Comment Reply
it so hard
(view all replies)Comment Reply
I love it!
(view all replies)Comment Reply
really cool but the explosions kinda look chessy.still amazing though
(view all replies)Comment Reply
For some game music you can use REM's new "Song of the Submarine"!
(view all replies)Comment Reply
This is incredible! Very detailed - great graphics. I sank a couple of destroyers and something a bit bigger. I had a couple of shots at an aircraft carrier but missed. I found that I could use my torpedoes as scouts since the viewport followed them for a bit. That was before I figured out the radar. The scout plane was fun to see but wasn't much help. I used to play a sub game called "Gato" on my old Mac back in the 80's - it was a lot of fun. This reminds me of it a bit. I wish I could help you with the sound but I have no skills or resources in that area. If I come across anything, I'll let you know. Good luck in the contest!
(view all replies)Comment Reply
As Chuck mentioned, just two more weeks remain. Still to come: The ability to surface (where you can go much faster). A destroyer that can attack you. Your whereabouts will be revealed if you ping while close to a ship or are on the surface. The captured "PBY" will allow you to scout areas to the North to get an idea what is coming your way. Then I have to tie everything together and figure out a scheme for scoring, and a way to show torpedos remaining, and get some sounds going, and build some help/instructions, and an intro screen or sequence, and just two weeks remain. Any suggestions or assistance would be appreciated. My projects are ususally weak when it comes to sounds...
(view all replies)Comment Reply
Update this evening, but still much to do. Enemy ships are now popping up, traveling from North to South. Sonar is improved, but still needs work. Chuck had some great ideas, like being able to move faster on the surface. So much to do; and us Scratchers can't just download an SDK and drop it into our project...
(view all replies)Comment Reply
Hi Everyone, Ed hasn't mentioned this but he's actually competing in a Game Programming Challenge over at gameinstitute.com. He's going up against the 'big boys' who program in C++ and DirectX. =) All I can say is he is doing very, very well and will be difficult to beat. I've played around with Scratch along with my son. I appreciate how much effort is required to make "SubHunt". Ed, Keep it up! Your game is fun, interesting, and easy to play. I'm beginning to think my game will be way too difficult and complex. We have only 2 weeks and 2 days left to submit our entries. It looks like you are on track to submit on time. Regards, Chuck (not man enough to create games in Scratch =) )
(view all replies)Comment Reply
This is a solid start! I was toying around with doing a sub sim a while ago, but this is already better than anything I had planned!
(view all replies)Comment Reply
Thanx for the input. This is a work in progress. Still working with scales and speeds, and more enemy ships are coming, as well some other surprise stuff. Lots of other projects (non-Scratch) make for slow progress on the game...
(view all replies)Comment Reply
Really nice! You always make very finely-detailed graphics.
(view all replies)Comment Reply
This is fun but too slow and only 1 shbip to blow up
(view all replies)Comment Reply
KAYAKS ROCK.
(view all replies)Comment Reply
This is very neat, I like it.
(view all replies)Comment Reply
I can see the attraction. I enjoy what little sailing I do (mostly sailing kayaks) but I prefer moving the boat with my own power. As for flying, I've always been attracted but the risk/reward ratio never quite worked out, not to mention the expense.
(view all replies)Comment Reply
Yes, I was quite surprised to learn (during my research) that downwind was not always as speedy as the broad reach. As I mentioned, I don't do a whole lot of sailing, prefering to move my boats with a paddle!
(view all replies)Comment Reply
The subterranian stuff will end soon enough... Next step is enemies that you can sink, then a better map, etc... Hopefully, I'll stay interested enough to finish this one.
(view all replies)Comment Reply
I love your control screen for this sub! Really sophisticated! Also, the sub must be very advanced as it can go subterranian as well as submarine. :)
(view all replies)Comment Reply
I have been tempted to make another boat that has a mainsheet control as well as a rudder control and compute the speed from the physics of the wind and the boat and the sail. Got any good formulii?
(view all replies)Comment Reply
Hi EdnaC - Help yourself to the ocean from my sailing game. It's a piece of a photo of some location in Hawaii - I think it's public domain. It looks a little grainy in presentation mode. As far as upgrading the boat...probably not. My only sailing experience is dingy sailing and not much of that. I wouldn't know what to do with a jib or spinaker! I did do a little research into how a displacement sailboat typically performs and made a boat polar curve that sort of looked right. But it's not a "physics" simulation, more of a "black box" simulation. By the way - I just fixed the sail angle on the beam reach so it looks much better (too close hauled before) so you might want to give it another look.
(view all replies)Comment Reply
Looks good so far!
(view all replies)Comment Reply
You don't play (yet). This is a work in progress, and not complete. You can "drive" with the arrow keys. Yet to come: map of the area of ocean that you will patrol, enemy ships, more islands, etc...
(view all replies)Comment Reply
How do you play?
(view all replies)Comment Reply