I haven’t updated in a while, because not much have happened (related to my coding anyway) I have been busy with doing some freelance web design and playing games.
I also got bored with coding Sol.. as usual
so I’m gonna take a break for a while and next time I start making a game I will keep it simple and actually get it finished (probably going to be a puzzle game or something) before I get back to the shmup. I’m probably going to take a break until the next Something Awful Game Dev competition because I’ve been following the earlier ones and it sounds like fun!
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
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
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
Just updating to say that I’m still alive. I haven’t done any coding this past week, I’ve been busy playing vidya games (wrapping up Persona 3 mostly)
I’m probably PROBABLY going to start coding some on monday, get that score system up and running
So I was having a LAN party the last couple of days, so I took a break from coding. I will start coding again starting Monday. I’m trying to visualize how scoring will work, I’m thinking of stealing the combo system from DoDonPachi and the Graze system from Touhou.
DoDonPachi’s combo system give you extra points for every enemy you kill within a certain time frame from killing the last, so if you kill 10 enemies within 10 seconds you get a 10 combo, the higher the combo is the higher the point bonus is for every enemy.
Touhou’s graze system is a mechanic that award you extra points for being a daredevil and grazing enemy bullets without touching them directly.
I’m not sure about the specifics, I don’t want to give too much point bonus for the combo system because then it will be all about keeping up your chain for the entire level which I don’t think should be a requirement to get a decent score, and I’m not sure at all about grazing, I’ll experiment with it when I start working on the game again.
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