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Work in Progress / Top down space shooter

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Lukas W
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Joined: 5th Sep 2003
Location: Sweden
Posted: 31st Dec 2012 04:35 Edited at: 6th Jan 2013 20:45


Hello.
Supashuta is a 2D space shoot em up with a ton of action. There is no thought behind this game except that you are a spaceship. The game is not much visually stunning because the art is not what I focus on yet.

About
This game currently has two gamemodes planned:
* Arcade Mode
You play all the levels and fight all the bosses. If you survive to the end, you can choose to upload your score for everyone to see!
* Time Challenge
You play any level-range including its boss. If you survive to the end, you can choose to upload your time taken for everyone to see!
* Action
Lots of fast-paced 2d action. That is not a game mode btw.
You will be able to view an online highscore list from www.allwaysafraided.com (not yet implemented).

Creative?
I am open for suggestions on anything you want to see in the game, weapon types, enemies, bosses, etc. Just post in this thread or email me.

Downloads
Newest version: 06 Jan 2013 - [v0.2]
You can download old version from this forum:
02 Jan 2013 - v0.1

Controls
W A S D - Move player
Mouse - Aim & Shoot
ESC - end

Video


Image
[06Jan] [03Jan] [01Jan] [31Dec] [30Dec (project start)]

Development Blog
Current Game Version: 0.2
Current amount of Levels: 0
Current amount of Enemies: 5
Current amount of Weapons: 4

6 Jan 2013
Updated: Set main menu design
Updated: Adjusted coin size
Added: Select display resolution
Added: Select difficulty
Added: Enable/disable particles and, or background effects
Added: Player can not die during level swap
Added: 4 new enemies
Added: Enemy shoot
Added: Background effects


older:



Check back daily for any updates and see what has happened in the game. I will try to supply a screenshot from each day of work ;D

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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MrValentine
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 31st Dec 2012 11:22
just a caution... I am almost certain its "Always"...

I like this thread already... love how you listed Action in the game mode list haha had me for a moment there... and I guess you just popped back on the forums? if so... welcome back if not the case then Hi anyway

Will this be in 2D Graphics or 3D engine with 2D camera angle?

Lukas W
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Location: Sweden
Posted: 31st Dec 2012 16:29 Edited at: 31st Dec 2012 16:34
This is currently based in a 3D environment with everything drawn on Plains. Do you think it could enhance performance if this was set in a 2D world? I pretty much finished all my goals for today with the exception of player<>enemy collision so I guess I could try and convert it to sprites just to test it.

31 Dec 2012 image
Added: enemy wave mechanism/module (which you will never notice as the player)
Added: gray enemy ship
Added: Simple explosion effect module
Added: Bullets can collide with 'walls' (visible view) and it creates an explosion
Added: Can kill enemies which trigger explosion
Added: level & wave spawn, altough can freeze up at times
Notice: A wave will end when all enemies are killed, or when max time allowed on that wave runs out at which you are greeted by more mobs from next wave (but never next level)
Added: Enemies drop coins. coins give score (affected by combo multiplier)
Added: (experimenting) killed enemies leave 'blood' on the scene

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Chris Tate
DBPro Master
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Location: London, England
Posted: 31st Dec 2012 21:34
Nice to see some new projects; keep up with the good work. Reminds me of my first game project.

Lukas W
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Joined: 5th Sep 2003
Location: Sweden
Posted: 1st Jan 2013 20:32 Edited at: 1st Jan 2013 20:34
I did not like this project (it was not fun to play) so I will restart from scratch and make a new game
It will still be a shoot'em up like this one, and have same features so I will still use this wip thread for that game.


Anyway, here is what I have done today. and supplying last image from this game. Next update and image will be from a whole new game!

1 Jan 2012 v0.2 - image
Update: change from 3D (objects) to 2D (sprites)
Added: Beginnings of an enemy AI
Added: Sound when a coin is picked up
Removed: Weapon overheating. It does not fit well in a "fast paced action shoot'em up" when there is a penalty for shooting like a mad-man.
Added: Enemies are more red in color depending on their health level
Update: Sync rate capped at 60

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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MrValentine
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Playing: FFVII
Posted: 1st Jan 2013 20:39
Your graphics remind me of a gravity based game on the PSOne



Lukas W
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Location: Sweden
Posted: 2nd Jan 2013 01:49 Edited at: 2nd Jan 2013 01:49
It's not much to look at, but here is the progress so far after the rewrite, already feels a lot better when you play now.

Log for this screenshot:
Update: Rewriting, game design change ;D
Added: Simple player movement
Added: player aim and rotation
Added: Widescreen resolution support
Added: Improved particle effect module
Added: can fire weapons, 3 weapon so far
Added: weapon sounds



The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Lukas W
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Location: Sweden
Posted: 2nd Jan 2013 20:17 Edited at: 2nd Jan 2013 20:18
Hello. Some progress has been made today, and I can present a download.

There is no real point to this release other than to show what I have so far, see log below for changes and features in this release.
Let me know if there are any issues!


WASD - move
Mouse - aim / fire

Running at 1024x768 resolution
You can not die.
Level up your weapon by collecting points. 1500 for level 2, 2500 for level 3 (only temporarily)


2 Jan 2013 - Release 1
Update: CORE - Rewriting, game design change ;D
Added: PLAYER - movement, aim, rotation, fire weapon
Added: GFX - Widescreen resolution support
Added: CORE - Improved particle effect module
Added: WEAPON - added 3 new weapon (single-, duo-, triple spray)
Added: SOUND - weapon, enemy spawn, enemy hit, enemy die, bullet to wall
Added: ENEMY - one new enemy (gray stupid son-of-a-gun)
Added: GFX - Enemy health level as indicated by red tint
Added: COLLECTIBLE - coin (certain enemies drop coin)
Update: GFX - new graphic on player, bullet, particle, enemy, coin, enemy spawn
Update: CORE - smooth transaction from level to level (can collect excess collectibles such as coins during this time)
Added: CORE - levels have unique 'cheat code' for future use (such as enter a code to start on this level)
Added: CORE - specific enemy wave spawn frequency in level as decided by spawn function

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Lukas W
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Location: Sweden
Posted: 3rd Jan 2013 23:19 Edited at: 3rd Jan 2013 23:37
Hello.
Today I was not able to do much new stuff because this bit was a long time to figure out! However, with this it should be easy now to add more enemies. My next step for tomorrow is to add some background effects and fill out this black background, and maybe begin work on some new enemies.

3 Jan 2013
Added: Custom font
Added: specific enemy wave spawn pattern as decided by function
Added: Player Movement trail (needs some tweaking)
Added: Shockwaves in different color when enemy die
Update: Adjusted particle effect slightly
Fixed: enemy spawn frequency bug where sometimes enemy did not spawn as intended
Note: enemy can now spawn from any location: random, left, right, top, bottom, circle or a single point(user defined) which would be useful for bosses

I don't know yet what to base the score multiplier on, should it be increased based on how many mobs you killed in a row? Maybe it could be increased if you collect a certain amount of coins. Any ideas would be welcome

And today's image: [link]

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Lukas W
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Location: Sweden
Posted: 4th Jan 2013 18:20
Another day, another update. This time with a video to showcase progress. Tomorrow I will start to work on some new enemies.

http://www.youtube.com/watch?v=0aaBx4bxqIg

4 Jan 2013 - v0.2
Added: background color change
Added: 'planets' background effect
Added: 'dust' background effect
Added: Bonus points after level (perfect-player did not die, time bonus-player completed within time)
Added: Player can die (finally)
Added: Enemies respawn in their original positions if player die
Added: Sound & explosion effect when player die
Added: Score multiplier (how many x kills you made since you were last alive will increase multiplier)
Added: 3% chance for mob to drop weapon upgrade, this percentage decrease depending on mobs in level
Added: weapon upgrade collectible & sound/particle effect
Added: simple main menu
Added: 1 new weapon
Fixed: fixed a bug that caused coin-spawns to crash game when many mobs are alive

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]
Chris Tate
DBPro Master
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Location: London, England
Posted: 5th Jan 2013 01:15
Runs at 207 FPS on my machine.

Well done. The first DBP WIP game I ever could be asked to complete. OK there are only 3 levels.

I like how you created the HUD.

It gets quite interesting as you progress through the levels; I like how you left enough space for me to move around when AI gets respawned. I was wondering what was going to happen, but you handled it nicely.

Seems like it will get better as you add different AI classes and maybe some scrolling level features. Needs some light music I think. But that's just my opinion.

I would really like it 10 times more if it had a scrolling level; and some more realistic graphics. It'd feel alot more 'immersive'.

If you need advice for getting graphics, let us know.

Looking forward to further updates.

Lukas W
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Location: Sweden
Posted: 5th Jan 2013 22:10 Edited at: 6th Jan 2013 20:21
Thank you for the nice words Unfortunately I did not plan for scrolling levels so I did not prepare for anything like this in the engine. Do you mean scrolling such as moving in one direction (e.g. R-Type) or did you mean scrolling within a certain area (I mean something like I already have now, but in a larger space)?

My initial idea was to use more realistic graphics (even animated) as you suggested but as I started drawing I settled on something simple. Although I enjoy drawing, I can't say I'm very good at it

I decided not to post a progress update today because tomorrow it will have been one week since project start. I will instead come back then with a demo and the progress notes.

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Chris Tate
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Posted: 6th Jan 2013 05:07
Quote: "Thank you for the nice words "


No problem

Quote: "Do you mean scrolling such as moving in one direction (e.g. R-Type) or did you mean scrolling within a certain area"


Being able to explore. Finding hidden places. Will it have single screen levels; or will you create larger ones in the future. I'm just asking; I understand if you are planning to keep it single screened; just felt like exploring.

Quote: "My initial idea was to use more realistic graphics (even animated) as you suggested but as I started drawing I settled on something simple."


That's understandable; simple can be trendy and effective; some people like it simple, others like it realistic.

The main thing is to enjoy the development; enjoy the journey. Once you do what you enjoy, you can't lose.

Lukas W
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Location: Sweden
Posted: 6th Jan 2013 20:33 Edited at: 6th Jan 2013 20:39
Hello, I will take a small break from this and begin work on an editor. Currently all the levels/waves are generated using code.
For example level 1 is this function call:

As you can guess, this is sometimes hard to figure out and require a lot of compiling and testing. It would be much easier and faster if I had an editor for this bit of level design.


Here is the demo and progress notes. You currently have unlimited life.

Controls:
WASD - move
Mouse - shoot / aim
P - pause (currently bugs the timers, essentially you can cheat by pausing)
SPACE - exit pause
ESC - end game

Download: v0.2
Any immediate bugs you find, let me know and I will compile a quick update. Meanwhile, this game is on a stall until the Editor is complete.

Log:
6 Jan 2013 (v0.2)
Updated: Set main menu design
Updated: Adjusted coin size
Added: Select display resolution
Added: Select difficulty
Added: Enable/disable particles and, or background effects
Added: Player can not die during level swap
Added: 4 new enemies
Added: Enemy shoot

Screenshot:


The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Jimpo
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Posted: 12th Jan 2013 03:55
I liked the demo. It was a fun game with a well done difficulty curve! I can see this being pretty entertaining when complete.

I also liked the graphics, especially the random floating circles in the background. The graphics are simple, but they work.

A few issues:
Pressing P didn't seem to pause the game
The menu doesn't scale with resolution

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