I added some sound, mainly sounds from the NES chip. The game is much more lively now
Now the only thing I need is some music. I downloaded a tracker and everything but then I remembered that I have zero musical talent, so I gave up pretty fast. I’m currently trying to find some good public domain/fair use chiptunes which I think would make the game 100x more awesome!
Latest version here!
Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Power down — 1
Power up — 2
Didn’t add any major features today, I mainly worked on the effect class which works kind of like my enemy class, except it handles explosions, emitters, stars and stuff like that.
I started working on the background, at the moment it’s just some stars that zoom by, I’m thinking of making stage one half empty space and the other half inside a space station of some kind, we’ll see how that turns out.
Latest version can be found here.
Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Power down — 1
Power up — 2
Spawn enemies — 3 (hold it down for hilarious results)
Today I programmed the Enemy class. The Enemy class is shared by all enemies, when the game adds an enemy it also passes the type to the Enemy class and will change the sprite/movement/bullet pattern accordingly! This saves me a lot of hassle having to recode it every time I want to add a new enemy type.

- Boom
I did a quick job spriting the first cannon fooder enemy, the Drone, not very happy with it so I’m going to go back and redo it first thing tomorrow. I also sprited my first explosion ever, I’ve always been afraid of spriting explosions since they look so hard to do, but I managed to knock out something decent! I spent much time coding the emitters and getting the explosion to look right and I think it turned out pretty good!
Turned down the resolution to how it was at first, since twice the resolution was just too big and I don’t want to alienate people with shitty resolutions/monitors.
Latest version can be found here!
Controls:
Move — Arrow keys
Shift — Focus Movement
Z — Fire
Worked some more on the game today, spent some time programming the enemy bullets so I can change their direction etc at will. Also added some enemies with no AI and placeholder sprite just to try out the bullet code. Spent some time tweaking the hit boxes as well.
You can try the latest version here (controls are the same)
Edit:
Upped the resolution the bit (about twice as high), new HD version here
Shmup-2–20100102
I’ve been playing lots of Touhou lately, and I thought it would be fun making my own Shmup! I’m going to borrow/steal some of the gameplay mechanics from Touhou, like holding shift to focus movement

Player ship
I have worked on it for a couple of hours and I got the basics down: A player ship that can move and shoot. Nothing too challenging yet; next is coding some basic enemies to shoot. AI is a bit of my weak point but since it’s a Shmup it shouldn’t be too challenging, the only thing I think I will have trouble with is coding all the different bullet patterns.
Here is what I got so far, controls are Arrow keys to move, Shift to focus movement and Z to fire
To start off I’m going to post and talk a little about two off my Flixel projects, one abandoned and one on-hold.

Dr. Dig screenshot
My second Flixel game was Dr. Dig (placeholder name), which I started making when I realized that coding a huge metroidvania game was too big for my first game. It was supposed to be a flash version of the arcade game Mr. Driller, but I lost interest and had a hard time coding the blocks so that they behave the way they do in Mr. Driller (Blocks of the same color adjacent to each other become one big block) so I abandoned it.
On the bright side I got some much needed coding experience in Flixel from it and learned me some things, like using functions for recurring things like level generation.
You can try the last version here, You move using the arrow keys and X to dig.

Status Unknown screenshot
My first Flixel game, Status Unknown, was going to be a huge metroidvania game where you explore the depths of the moon, finding artifacts and so on. The engine, and basic groundwork is there but I don’t think I’m capable of doing it justice right now, so it’s on indefinite hold, I will probably revisit this in a year or two and make it from scratch.
You can try the last version here, Arrow keys to move, Z to jump and hold V to show the mini map (which is obviously inspired by Metroid)
And that’s all for this post. Later today or tomorrow I’m going to start working on my new game, if all goes well I will post a little about it tomorrow
It’s a new year, and my new years promise is to spend much more time coding games to improve myself as an programmer, artist and hopefully sound designer/musician.
So far I’ve almost solely made games using Game Maker, it wasn’t until late last year I finally found out how fun it was coding things from the ground up. I started using Flixel since it was pretty easy to get into, plus it’s flash which makes sharing my game that much easier
Anyway I’m going to start updating this log semi-regularly over this next year with random progress reports and prototypes. I’m also thinking about signing up for the next Ludum Dare, but I don’t know if I’m ready for that just yet