Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!
There's some really good stuff in here. These all seem like protagonists' ships, though, anyone up for doing enemy sprites?
If there are enough participants, maybe one of the many devs on this board would be interested in whipping up a quick game based on all the sprites. Visually it might be a bit eclectic, but then again we could have a set palette and screen resolution (and orientation for that matter) to make it more unified.
I think a good progression into shmup making goes as follows.
1. Play the "canon" of classics and then play the newer games
2. Try to emulate some artistic skills while developing a solid style, they will make you really want to put something together. It is really very frustrating to see your sprites and wish for a game. Pixel art drove me to make games.
3. Start slowly with programming and get your land legs first. It REALLY helps if you know somebody that makes shmups so you can learn as you work on a very simple mini game type shmup/
4. Accept failures and learn from them while creating games.
5. Build on success and try to find some small points of it even in your failures. If you even touch a compiler consider yourself ahead of 99 % of people.
5. Let your passion for the genre push your effort. If you are only casually interested your game will reflect it-see "Euroshmup" defined.
I'm not the best programmer in the world but I have made a handful of shmups. They key is in not taking on a large game early on if you are a lone developer. Your first task is to learn the language then get a couple of simple ship objects on screen doing collision checks with bullets.
A template I would suggest for the early shmup developer:
1 Create an enemy that fires bullets on a timer
2 Have that type of enemy spawn randomly along the edge of the screen
3 Make sure you have a bullet type for both the player and the enemy
4 Let the player have a ship that may fire and also check for enemy bullets colliding. When they collide remove a life ending the game if there are less than 1 life left.
5 have the enemy increase score upon colliding with a player shot
You now have a very small but complete shmup.
There you have a complete shmup in about 4 or so object types.
1 a player object type
2 an enemy object type
3 a player shot type
4 an enemy shot type
The nice thing about shmups is they make a great first lesson for teaching game programming.
Sorry to derail my own topic. Like I said shmup art may eventually lead you to programming them.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.