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 Post subject: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Thu Jun 06, 2019 1:04 pm 


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Joined: 26 Apr 2005
Posts: 801
Location: Sweden
Long time no posting here! Been on non-shmup adventures the past few years...stupid of me. :D

The game is tentatively named Mega Wing. I mean, the name really has to be used already for a shmup, right? Can't find any, though. \o/

Image Image Image

It got some readability issues at the moment, but those will be sorted.
Have yet to figure out all of the fun stuff, like score system and power up mechanic. Got a few ideas that I'm testing out. Fun times ahead!

I've made a map editor that exports to a format (with game implementation) that allows me to switch backgrounds and palettes on the fly as well, that kind of thing will make the game look more varied than I managed doing in my last mega drive game Tänzer.
Planning on doing a Kickstarter for it, just as I did with Tänzer (https://megacatstudios.com/products/tan ... 8987971618).

Game is made using SGDK by Stephane Dallongeville (https://www.patreon.com/SGDK/overview) which I highly recommend.

Cheers!
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Thu Jun 06, 2019 4:58 pm 


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Joined: 18 Jun 2012
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Location: Chicago, IL
I saw some screens of this in motion on your twitter and I'm really impressed at the size and number of some of the sprites on display. The boss duo design looks very cool. A number of enemy designs have a neat Toaplan inspiration in them. :mrgreen:

I'm curious: as a technical question is there a way to prioritize which sprites have flickering and which don't? It seems like in the boss footage, even though the bosses have a little flicker, the bullets appear stable. Which is really the most important thing.
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Thu Jun 06, 2019 6:48 pm 


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Joined: 26 Apr 2005
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The order in which the sprites are drawn decides it. First drawn will appear on top of the others as well. And since bullets should appear on top of everything else the flickering issue gets sorted automatically. :)
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Wed Jul 03, 2019 10:17 am 


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Joined: 03 Jul 2019
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looks great and can't have enough MD shmups :D do you have someone making the music already? I can recommend a fellow swede Waveshaper who recently composed a few tracks for Furi, i'm sure he would be all up in composing something with the FM Synth hardware :D
https://www.youtube.com/watch?v=Yrm_kb1d-Xc


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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Wed Jul 03, 2019 10:31 am 


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Joined: 26 Apr 2005
Posts: 801
Location: Sweden
Some dev-thread...not being updated at all. :)

Still having a blast with the MD. Wonderful machine, but I wish everyday that there were more palettes than 4 to play around with.

Decided on the basic score mechanics, I thnk. You collect stars and fill a meter. When meter is full you gain a score multiplier and a smart bomb. Using a smart bomb will decrease the multiplier as well. The multiplier steps are 2x, 4x and 8x (max).
On top of this I was thinking of using a pickup-system along the lines of Gradius and V-V, with: power-up, shield, drone, smart bomb-type, weapon-type and a few connected to score.

The two player simultaneous play will most likely need to go as well. The MD is on its knees quite a few times already. Will try to come up with a 2 player mode by alternating and/or some sort of tag team thing.
Has alternating been made without checkpoints? Bet there is some way of doing it? :)

Som more pics:
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Thu Jul 04, 2019 7:07 am 


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Joined: 18 Jan 2010
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From the videos I've seen on Twitter, the spritework is good enough that 4 palettes isn't so bad. Heck this game has that classic Sonic 1 graphical vibe to it if you know what I mean.

Also, mannequin bomb. 8)
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Fri Jul 05, 2019 8:54 am 


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Joined: 26 Apr 2005
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Location: Sweden
S20-TBL wrote:
From the videos I've seen on Twitter, the spritework is good enough that 4 palettes isn't so bad. Heck this game has that classic Sonic 1 graphical vibe to it if you know what I mean.

But 4 is just ridiculous. I mean, you'd like a palette for just the "enemy get hit flash" but that's impossible now. Neo geo has 256 palettes, which is way too many, I'd settle for 8 or 16. :)
Maybe I should do a NG version as well, with simultaneous 2 player? And use all of the gazillion palettes! Muahahahaaa!

S20-TBL wrote:
Also, mannequin bomb. 8)

For the win! :D
I see I forgot to add that as a screen shot here.
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 Post subject: Re: Mega Wing: A Mega Drive / Genesis shmup - dev thread
PostPosted: Sun Jul 07, 2019 7:34 am 


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Joined: 26 Apr 2005
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Noisepurge wrote:
looks great and can't have enough MD shmups :D do you have someone making the music already? I can recommend a fellow swede Waveshaper who recently composed a few tracks for Furi, i'm sure he would be all up in composing something with the FM Synth hardware :D
https://www.youtube.com/watch?v=Yrm_kb1d-Xc

I totally missed your post, sneaked in while I was posting my long due update...sorry about that. :-/
I'm going to use the same composer as for Tänzer, although he's occupied with getting married at the moment. :)
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