Unnamed Shooting Game Thingy

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Re: Unnamed Shooting Game Thingy

Postby Suyo » July 31st, 2011, 1:28 am

http://dl.dropbox.com/u/17041897/shooting.swf

- reduced alpha of BG tiles and made particels fade out after a distance to make it less distracting
- fixed ship rotation using fixed framerate
- fixed enemies shouting when crashing into you or at the end-of-round nuke
- enemies now randomly shout when just being hit, not just when dieing
- Triple Shot upgrade does not only triple the Minigun's number of bullets now, but also increases the spread

Also, fun thing to try: Minigun a square and watch it scream for it's life.

Blablob wrote:I'm also a bit bummed that every time you take a hit, your combo resets.

You're just a weakling For a score deduction, it woul need to find a balanced amount, and even if I do as soon you have a really high multiplier you don't care about such penalties as you can quickly get your points again. The multiplier should be a bonus for people who can dodge enemies for a long time while taking the risk to collect the bonus dots. In the final game, the spawn rate will also be relative to your multiplier (right now it increases over time)
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Re: Unnamed Shooting Game Thingy

Postby Blablob » July 31st, 2011, 6:24 am

Suyo wrote:You're just a weakling For a score deduction, it woul need to find a balanced amount, and even if I do as soon you have a really high multiplier you don't care about such penalties as you can quickly get your points again. The multiplier should be a bonus for people who can dodge enemies for a long time while taking the risk to collect the bonus dots. In the final game, the spawn rate will also be relative to your multiplier (right now it increases over time)

Well, okay. Even now difficulty seems a bit unbalanced though. The blue triangles are by far the most aggravating enemies, and I don't think they should be appearing so early in the game (maybe harder enemies start spawning when you reach a certain score).

Movement seems a little slow as well, so I think a good idea would be to increase movement speed when you aren't firing, decrease it (to what it is now) when you are firing.

Frankly I find the regular gun more reliable than any of the others. It's fast, accurate, and there aren't many downsides to using it. Whereas the Blaster is a major pain (for me) to get good shots in because you have to focus on shooting with the rhythm, avoiding bullets AND attacking enemies. Even if the ending reward for using this gun correctly is awesome, I found it nearly impossible to get there. Also, the Minigun is a little useless in my opinion, because more emphasis is put in its power than its reliability. I never found any "groups" to take out with this weapon because of the fact that enemies come from four directions. The fact that all enemies are faster than the speed you can aim with also makes aiming pretty hard. Add that to the fact that it sinks up a ton of your points (especially considering that the aim of the game is to get a high score) and I find little reason to use this weapon.

Other suggestions:

  • Upgrading weapons. The more you use a weapon, the better it gets.
  • Big hexagons (they are slow but take a lot of hits to kill, and their bullets are always directed at you to discourage using the Minigun).
  • Warning in the area that enemies are about to appear before they do (so you don't do something stupid like run into an enemy unexpectedly)
  • Rocket (big bullet, slow but powerful, costs 100 points to use)
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Re: Unnamed Shooting Game Thingy

Thumbs up x1

Postby Suyo » August 1st, 2011, 8:27 am

A lot seems useless right now, but keep in mind that, as I said some pages earlier, this is just the engine test and in the real game they won't randomly spawn like this. Keep that in mind, since the new enemy is going to make you rage when randomly spawning :3

- Reduced the Minigun cost. A lot.
- Fixed a bug where bullets would not align correctly with the nose of the ship
- Ship is now faster when not shooting

- New Enemy: The cross. It's quite different...
-- It shoots red lasers of doom instead of bullets.
-- Its lasers are an instant kill.
-- It can't be destroyed by ramming into it.
-- It has 300 HP (comparision: squares have 30 hp).
-- It can trap you in a small portion of the field, so pay attention when it comes onto the field. I had mercy though, so there will be only one at any given time. So when it is in a corner where it hardly disturbs you, you can leave it there. Though you will miss your chance for 15000 points (base, comparision: squares are 2000 points)

http://dl.dropbox.com/u/17041897/shooting.swf
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Re: Unnamed Shooting Game Thingy

Postby Blablob » August 1st, 2011, 9:22 am

I. Love. The cross. Probably my favorite enemy so far because it's not insanely unpredictable but still adds a sense of challenge to the game. Can't wait to see how things turn out when you throw two (or three) of these babies in at once.
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Re: Unnamed Shooting Game Thingy

Postby Suyo » August 14th, 2011, 5:09 am

+ Score and Multiplier Display in game
+ Rewrote Sound Engine and added sounds
* Fixed a bug where the ship would go faster when pressing two keys at once
~ Minigun Changes: Strength was doubled, but now the Minigun needs half a second to warm up
Also I bet there's some stuff I forgot

Also, this is the last update before the big update! I might release some quick little bugfixes, but the next real update will be awesome. Stay tuned.

Play here: http://www.greencouchgames.net/games/shooting/
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Re: Unnamed Shooting Game Thingy

Postby Bogdan » August 14th, 2011, 8:06 am

Err suyo can you give me an embed code? (or at least the direct link to the swf file?) : D
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Re: Unnamed Shooting Game Thingy

Postby Koopa Yoshi » August 15th, 2011, 12:08 am

General Bogdan wrote:Err Suyo can you give me an embed code? (or at least the direct link to the swf file?) : D


I think that's stealing

Anyways, the game is good, but the graphics is hard to see

And could you just add controls to rotate the ship like astrtoids?


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Re: Unnamed Shooting Game Thingy

Postby Blablob » August 15th, 2011, 3:45 am

Koopa Yoshi wrote:And could you just add controls to rotate the ship like astrtoids?

That would make things even harder to control. The mouse is fine for rotating the ship.
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Re: Unnamed Shooting Game Thingy

Postby entertainment.net » August 19th, 2011, 6:42 pm

two things I noticed after like a 30-second play are;

a) While the score scrolling across the screen is neat, maybe make it more frequent or something, so it's easier to see your score whenever you want.

b) make it so you hit a button to reset. IDK what my score was TwT

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Re: Unnamed Shooting Game Thingy

Thumbs up x1

Postby Suyo » September 25th, 2011, 3:11 am

The first demo is coming along well. I have already included long overdue things like a menu, a result screen and I'm working on a pause function now.

Also I completly rewrote the particle system. No more fixed angles and velocities, no more lag at 150 particles, the future is THIS!
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Prepare for the most epic attack on your eyes evar. (also this is just the medium visuals setting. there are 4 now, "LOW", "MED", "HI" and "HOLY ♥♥♥♥")

Also, I TOTALLY NEED YOUR HELP AT SOME DECISIONS
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