Posts Tagged ‘shoot ‘em up’

Challenging stage

Friday, January 1st, 2010

Ooh, i love a little challenge i do… and since today was extremely quiet and i had nothing better to do, when one presented itself i took it up.

First a little background; i set up a Gamejolt profile a while back but let it idle a little after adding Quantizer. When Abrogator was completed, i had a burst of what passes for activity around these ‘ere parts and added both it and Happy Ball Is Happy before spending a couple of hours mooching around to see what other shoot ‘em ups there were to play. ‘Cos i like a good shoot ‘em up.

One of the games i found was Invaders from Space, which i duly downloaded and played through. i thought it was utter rubbish to be honest, but since it didn’t crash my PC or barf back an error like a couple of games i’d downloaded before it, i gave it a 1 vote on Gamejolt, then wandered onwards and didn’t think any more about it – until this delightful missive appeared in the shoutbox on my profile from Callan S. himself:

Okay, here’s your challenge: Make a game that emulates a genre and adds a bit of a funny twist to the genre. It has to be a really short game. Make it in 1 hour and 49 minutes. And then I’ll one star it anyway, because that’s what you did to me. Get some perspective on what a games shooting for, instead of thinking all game designers have to do the same thing as you or they’ve failed.

The Art of Stellar War - in-game

And, in the same spirit as that comment i’ve taken up the issued challenge and would now like to roundly resent proudly present you all to The Art of Stellar War – a vertical shoot ‘em up with something of a deeper meaning behind it. It was developed from the ground upwards (including all of the graphics and sound effects) within the specified one hour and forty nine minute deadline, “emulates” a genre and adds a “funny” twist in the same way as Callan’s work, but unlike him i’ll be expecting one votes right the way across the board (knock yourself out, matey). Happy New Year, everybody. =-)

Here we go again…

Saturday, December 26th, 2009

It’s time to start another project i think, it’s been quite a while since Happy Ball Is Happy was released after all… and since it’s just been released (and because i’m hoping to produce a write up of it for Retro Gamer at some point) i’m going to teach myself at least the basics of Game Maker 8, using the free Lite version. To keep things simple i’m aiming for a simple vertical “scrolling” blaster, taking selected hints on how to achieve some things from one of the tutorials on the GM8 website (the 1945 one) and essentially guessing the rest.

As a total GM n00b i have to say that initially it seems somewhat daunting (and i do feel that even some of the simpler events aren’t entirely logical, simple player movement was a bit more fiddly than i’d expected for example) but after the initial hurdle it’s proving reasonably easy to work with. At this point i’ve got a custom-designed player ship moving around over a dots-on-black starfield (i’ll pretty a load of the details up as i go along, it’s just there as test for the moment) which can fire a bullet on command.

Scrolling, scrolling, scrolling

Thursday, April 30th, 2009

The background scrolling is now fully operational and reading data from a separate source file (the attack wave data has been split off in a similar way to make maintaining everything a little easier) – there aren’t any real background tiles yet however, i need to sit down and have a large graphics session.

This project has actually become a lot bigger than it was meant to, so i’ll possibly be starting a smaller one in the next few days to work on alongside it otherwise the idea behind this “quick production” label is getting somewhat lost!

Some progress

Wednesday, April 29th, 2009

The game’s framework is now all but complete; it even has the option of loading and saving highscores to teh internets (the code existed in the original version, but it’s been tidied until it works a bit more securely and the server side code improved as well). And for my next trick, the background scrolling needs to be taken care of…

Going “kaboom”

Monday, April 27th, 2009

Some revised graphics are in, including new explosions (i was previously using one that came with Blitz 2D), a player ship which is flipped and tinted for the nasties and assorted bullets. i pulled in a particle engine that was written for another unreleased Blitz 2D game, rewrote most of that and now the explosions are lovely and beefy!