►If you want smooth performance...◄ Use https://turbowarp.org/414190706/fullscreen?hqpen ──Controls── WASD - move Arrow Keys - turn & rise/fall Space - shoot H - escape (once hyperdrive is loaded in the bottom) F - toggle fog (boosts performance) R - toggle radar C - toggle cockpit ──Highscore── 1000—@MabonBaladevaKain TurboWarp erases cloud highscores often so comment yours if you want it here! ──Notes── - Red buoys mark the corners of the boundary - A slightly outdated documentation comment is inside if you're curious how the project works ──For More── Check out D7 studios for more epic 3D Scratch games: https://gamejolt.com/c/d7studios-arrabp ──Credits── Star Wars text - @EbagGames Sorting - @Java_Programmer Skybox planets - HiClipart.com Fog - SeekPNG.com Laser sound - SoundBible.com Explosion sounds - FreeSoundEffects.com + editing Hyperspace SFX - youtu.be/vjgpRwvGhAs X wing background - artstation.com/artwork/l0W6G Music - John Williams, Stuart Chatwood TurboWarp - @GarboMuffin Programming, 3D calculations, art, etc. - @igaby My 3D education - javidx9, Jason L. McKesson And, God. ──Log── Hours Spent: 15 (Jul), 35 (Aug), 27 (Sep), 7.5 (Nov) Total: 84.5 hours Nov 28, '21—clones play SFX so different SFX can have different volumes. added music. Nov 25, '21—new title screen & UI. in-game controls & info. cleaned code slightly. Jan 1, '21—changed thumbnail font Sep 26, '20—object list itself is sorted by z, so FPS can be higher when the player isn't moving much, not many new objects are being instanced, and not many objects are moving too fast (rip cuz this is a shooter :P). got rid of render obj list sorting by z to minimize redundancy. changed toggle mechanism and added toggle fog for performance boost. Sep 25, '20—made it so that credits show when the red stop button is pressed, fixed an effects glitch where after pressing stop then the green flag, the note wouldn't show. implemented a storing of z rel values for objects for sorting, but sorting isn't done yet, so, so far I have just made the project a bit slower probably. Sep 20, '20—emphasized beginning note and changed to click-and-hold so people can't accidentally pass it by easily. Sep 13, '20—easy mode, thinner TIE cockpit lines, fixed turret size glitch Sep 12, '20—start/win/lose screens, buttons, highscore, got rid of panning lasers since it caused too much lag, added tags, added music and button sfx Sep 11, '20—playfield limits for player and objects besides lasers, score, turrets level up, turrets re-spawn, completed basis of game functionality, added sound, panned player lasers, made volume based on distance to player Sep 10, '20—new TIE Fighter mode, screen flashes red when player is hit, death animation Sep 9, '20—fog effect position management and rendering done, turrets turn efficiently to the player (also allows for turret turn lock exploitation), turrets move towards the player's y value, varied transparency to skybox stars, new radar coloring Sep 8, '20–new pen draw line block, new simpler player velocity system, tweaked fly fx transparency, began fog effect Sep 7, '20–turret and enemy laser functionality, x-wing pattern shooting done Sep 6, '20–made blocks for basing draw size based on height if I want to use that, made a health system, made enemy turret (still have to make collision with player and more efficient turning) Sep 5, '20–new turret costumes, implemented new is rect on screen my block, let the player move on y axis, replaced old cosine random trick with a simpler one, added a direction variable for objects and made costume correspond to direction for objects with directional costumes Sep 4, '20–finished fly fx particle clipping, fixed player movement glitches, tossed old scripts, made new obj property system for destroyable and radar-visible types Aug 18, '20–worked on new flying fx system, renamed variables in the form "[class name].[var name]" or "[function name].[object name].[var name]" Aug 17, '20–improved and integrated flying fx particles; turned skybox into a cylinder for shorter code and smoother size changes Aug 16, '20–fixed skybox disappearing glitch Aug 15, '20–better culling such that objects are still drawn even if their center is offscreen Aug 13, '20–skybox Aug 12, '20–y calculations Aug 11, '20 & prior–everything else ──Tags── #games #flight #simulator #space #shooter #art #3d #engine #3dengine #non-generic #non #generic #nongeneric #igaby #star #wars #starwars #x #wing #xwing #x-wing #tie #fighter #tiefighter #tie-fighter #skybox #sky #box #epic #game #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #scratch #is #awesome