But Dave is right - adding a one-hit kill mode would involve a LOT of work to actually make it possible... Well, saying that, it's technically possible now but just stupidly hard.
What's most important is - is there a large demand for such a thing to justify it?
Terra Galactica Trailer
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Nate
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I think it would kill! With all of the other excellent things going into the game - (something like) THAT would ramp-up the play value a great deal. I'd be on it like a wet shirt...and I'm not being biased! Well, maybe a little.
You know 2nd loops are fairly common. Play mode change in the 2nd loop?...not so common AFAIK. It would kind of be like providing something for everyone, and separating the men from the boys - in a manner of speaking- all in one shot!
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Ya'll are mad me, right?

You know 2nd loops are fairly common. Play mode change in the 2nd loop?...not so common AFAIK. It would kind of be like providing something for everyone, and separating the men from the boys - in a manner of speaking- all in one shot!
...
Ya'll are mad me, right?
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Dave
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lol. We're probably having the whole second loop system going on, with the difficulties.
We're just talking specifically about 1-hit kills... I mean, in my opinion it'd most likely just make the game impossibly hard (in any difficulty mode it is difficult to get through without being hit at all, especially on the harder difficulty modes.
Anyway, it's something to think about, but if we do it it'll be done much later (like after we've finished all the levels)
We're just talking specifically about 1-hit kills... I mean, in my opinion it'd most likely just make the game impossibly hard (in any difficulty mode it is difficult to get through without being hit at all, especially on the harder difficulty modes.
Anyway, it's something to think about, but if we do it it'll be done much later (like after we've finished all the levels)
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russ
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Damn, the game looks pretty solid. As far as suggestions go, I have an idea or two.
Some people mentioned problems with bullet visibility: In some crappy Flash shmups I've been working on, I made the bullet sprites alternate between two different colors on every frame, such as yellow and orange. This avoided messing with alpha levels, gave the illusion that the bullets had a glowing effect, and seemed to improve their visibility (especially on backgrounds with simliar colors). Not sure if you can consider it, but it's just a thought.
Also, although it may be difficult because of ship customization, I think it would be nice if there was a "tilting" animation for your ship while moving laterally. The teaser made the controls seem a little stiff because of it (then again, maybe it's just me).
Other than that, I'm pretty excited, being the Thunder Force bitch that I am. If all goes well, I'll certainly be importing it from across the pond. Good luck on it.
Some people mentioned problems with bullet visibility: In some crappy Flash shmups I've been working on, I made the bullet sprites alternate between two different colors on every frame, such as yellow and orange. This avoided messing with alpha levels, gave the illusion that the bullets had a glowing effect, and seemed to improve their visibility (especially on backgrounds with simliar colors). Not sure if you can consider it, but it's just a thought.
Also, although it may be difficult because of ship customization, I think it would be nice if there was a "tilting" animation for your ship while moving laterally. The teaser made the controls seem a little stiff because of it (then again, maybe it's just me).
Other than that, I'm pretty excited, being the Thunder Force bitch that I am. If all goes well, I'll certainly be importing it from across the pond. Good luck on it.
"No beer until you've finished your tequila!"
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Dave
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Hey. thanks for the reply =P
We'll put more thought into the bullet visibility problem; the problem with your suggestion is that the bullets use 256-color mode on the GBA, and changing the palette they use would require changing the VRAM too (Since other stuff uses the shot palettes, so we can't just change them), which would be slow. There's not much we can do about that... however, we'll see if we can't come up with something. However, the visiblity of the bullets is hindered by the low quality of the video - they are a lot more visible when you're actually playing.
The tilting animation... hmm... as you said, it'd be difficult due to the ship customisation. I think we'll see if any others mention this through play testing, but the controls feel responsive while you're playing the game (imho)... They are typical shooter fare - they may look stiff due to the way we play the game while recording videos, I'm not sure. I'll give this some testing though, and if anyone does find it to feel unresponsive or awkward I'll see what I can do to tighten it up.
And yeah, TFIV is a major influence.. and thanks ;P
We'll put more thought into the bullet visibility problem; the problem with your suggestion is that the bullets use 256-color mode on the GBA, and changing the palette they use would require changing the VRAM too (Since other stuff uses the shot palettes, so we can't just change them), which would be slow. There's not much we can do about that... however, we'll see if we can't come up with something. However, the visiblity of the bullets is hindered by the low quality of the video - they are a lot more visible when you're actually playing.
The tilting animation... hmm... as you said, it'd be difficult due to the ship customisation. I think we'll see if any others mention this through play testing, but the controls feel responsive while you're playing the game (imho)... They are typical shooter fare - they may look stiff due to the way we play the game while recording videos, I'm not sure. I'll give this some testing though, and if anyone does find it to feel unresponsive or awkward I'll see what I can do to tighten it up.
And yeah, TFIV is a major influence.. and thanks ;P
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JohnnyUK
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I'd have loved to have done tilting, but from the start we built the game with customisable ships in mind. It would be insanely hard to make a tilting animation for two hundred ship pieces while maintaining the flexibility of the system (parts joining exactly to the pixel). It's a shame, I know, but there's not much we can do on that front I'm afraid...
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Nate
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Trailer #2 not up yet, but check out this audio "teaser" section!
http://www.shadowsoft-games.com/?page=projects/TG_M.php
-Nate
http://www.shadowsoft-games.com/?page=projects/TG_M.php
-Nate
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Nate
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Yet another track has been added to the audio sample playlist!
And a new trailer is JUST around the corner!
-Nate
http://www.shadowsoft-games.com
And a new trailer is JUST around the corner!
-Nate
http://www.shadowsoft-games.com