August 29

17:51

New Term, New Project!

I started a new project yes­ter­day that I’m really excited about! Basi­cally it’s Rune Fac­tory (Har­vest Moon with some dun­geon crawl­ing) + some ele­ments from rouge­likes (Mainly ran­domly gen­er­ated dungeons).

I spent all day yes­ter­day cod­ing the day/night cycle + sea­sons (It’s inte­gral to pretty much every­thing in a Har­vest Moon game) and it was so much fun! Cur­rently I’m cod­ing the farm­ing sys­tem and I’m almost done with it, haven’t hit a major speed bump yet which is great!

Here is a video clip demon­strat­ing what’s done so far here

And yes the sprites/tiles are stolen from Har­vest Moon for the time being, don’t worry they are only place­holder :)

April 8

08:32

New version of Tower game

New tower update, I’m too tired to write anything:

play it here

same con­trols as before except you can build blocks by press­ing ‘X’

April 4

00:16

Unnamed Tower Game

So I started on yet another project (I had a cou­ple of oth­ers which I haven’t posted, but they turned out pretty bad and didn’t get past the pro­to­typ­ing stage), but this is a project I should be able to fin­ish at least due to it’s sim­plic­ity. It’s a clas­sic endurance game where you jump up a tower while try­ing to get as far as pos­si­ble, since all the lev­els are pro­ce­du­rally gen­er­ated I don’t need to do any level design (which is what killed my drive while work­ing on the shmup)  which means I can eas­ily add some­thing and just add it into the gen­er­a­tor and it plops the powerup/obstacle into the map when it wants to, sav­ing me a lot of trouble!

I’m hav­ing lots of fun mak­ing this one, cod­ing is pretty straight­for­ward and fun (at the moment atleast) sprit­ing is a lot of fun and I’m even enjoy­ing playtest­ing the game (Even though it’s very bare­bones right now :P )

Things to add on top of my head include:

  • HUD (score dis­play, time etc)
  • Obsta­cles (blocks that break if you stand on them for more than 1 sec­ond, wall tur­rets that stun)
  • Level fea­tures (ran­domly gen­er­ate rooms and stuff like that)


January 24

01:37

Cool shooting patterns and stealing more ideas from Touhou

So I got off my lazy ass and actu­ally did some new shoot­ing pat­terns, inspired by one of the pat­terns from DoDon­Pachi. I had to do A LOT of tweak­ing to get that nice “wavy” feel­ing to it, but I’m really happy with the results :)

Dif­fer­ence between unfo­cused and focused

I made the focus but­ton also focus the fire, so when you hold shift the cone of fire gets smaller which make it more effec­tive against sin­gle foes (This is borrowed/stolen from Touhou), oh and speak­ing of new fea­tures if you go to the top of the screen all pick­ups will auto­mat­i­cally be dragged toyou as if they are inside the graze cir­cle (This is ALSO from Touhou). I’m start­ing to feel that all the core mechan­ics are in place and I’m going to start work­ing on new ene­mies next; and to test out the ene­mies I’m going to make a sim­ple sur­vival mode where you meet ene­mies in a ran­dom order until you die.

Build 9 can be found here!

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5
Restart Level — R

January 19

10:58

Grazing & Combo system

I have finally imple­mented the graz­ing and combo sys­tem, a lot eas­ier then expected :)

If you hold shift now, in addi­tion of focus­ing your move­ment and see­ing your hit­box, you now also see you’re graze hit­box. Bul­lets pass­ing through the graze cir­cle gives you X points (exact num­ber to be decided later) and the ship will drag in items touch­ing the cir­cle, mak­ing pick­ups easier.

The combo sys­tem allows you to chain in lots of kills for bonus points, for each enemy you kill the combo count­down resets to 1.5 sec­onds, so keep killing ene­mies to keep the combo going! At the moment the scor­ing works like this: X + (combo*3) where X is the point value for the enemy (In this case 100). So if you have a 75 combo (Which is going to be pretty hard to get once the stage lay­out and the enemy place­ment is final­ized)  and kill an enemy you will get  225 extra points for him, I’m prob­a­bly going to change this num­ber a lot  when I start tweak­ing the mechan­ics later.

That’s every­thing for this update, I’m prob­a­bly going to start work­ing on the rest of the power lev­els and make some fancy shoot­ing pat­terns for when you reach 4 and 5 :)

Build 8 can be found here!

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5
Restart Level — R

January 18

09:26

New interface! New name!

So it was kinda annoy­ing not hav­ing a name for the project, so I came up with a pre­lim­i­nary (maybe final) name and logo:

And after that I decided to actu­ally do some work on the game, I decided to do the inter­face before adding the scor­ing sys­tem since the inter­face con­sisted of a gray box on the right side of the screen.

I made the Inter­face a nice yel­low, I added in a Score and High Score counter (doesn’t actu­ally save your High Score at the moment), Made a Power counter/bar, for every 25 power your weapons get bet­ter. (0 is level 1, 25 is level 2 and 100 is level 5 (MAX)) It only goes up to 2 at the moment so it doesn’t change when you get to level 3 and beyond.

To test the score/power counter I added some scor­ing and power up items. Every enemy drops either a P(ower) item which increases your power by 2 or they drop a S(core) item which increases your score by 25. For every enemy you kill you get 100 points. This scor­ing sys­tem is in it’s really early stages since I haven’t imple­mented graz­ing or the combo sys­tem (Which I’m doing next)

Lastly I made some new sound effects to replace old ones and also for grab­bing the power ups. Before I used some NES sound effects, but then I found DrPetter’s sfxr, which is a really awe­some tool which ran­domly gen­er­ates sound effects based on what you want.

Build 7 can be found here.

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5

January 5

03:24

Sound

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

January 4

20:36

My god.. it’s full of stars.

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)

January 3

22:07

Enemies and explosions!

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

January 2

22:31

Shmup update

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