Infinity Squadron + Star Assault

A place for people with an interest in developing new shmups.
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Infinity Squadron + Star Assault

Post by monkeyman »

I've put together the beginnings of a score attack shmup called Infinity Squadron.

The idea is that there are a number of premade waves that the game will throw at you at random, the longer you survive, the harder the waves it throws at you.

In terms of scoring, I've kept things fairly simple: each enemy destroyed drops a token, collect a certain number of tokens and your score multiplyer will increase. Die and the multiplyer is reset (boo!).

In terms of progression, as you destroy enemies, you get 'experience' based on the difficulty of the enemy. Reach certain milestones and you will 'level up' -much like an rpg, except that it's the enemies that benefit, as the higher the level, the more waves become available for selection (and of course the harder waves will be worth mega points).

Right now the preliminary mechanics are in place, and while initialy only 2 types of waves will be sent at you, through levelling up there will be up to 30 different types (final game will have 50+).

In terms of power ups, right now there are non, though I am toying with the idea of upgrading the ship as you go on (you are levelling up after all!) - however, by default you can tap the fire button to have a slight spread to your bullets or hold down the button for concentrated firepower (note - this feature is not fully developed yet). You can also hold x for precision movement.
EDIT Precision shot and precision movement are now linked. Just hold Z to fire, and if you want to fire straight, hold x as well. Also you can slow down time temporarily with the C button

I would be interested to hear peoples thought on any aspect, particticularly scoring, power ups and progression.

Thanks

Download

Video
New Video

ImageImageImageImage
Last edited by monkeyman on Thu Jul 15, 2010 10:51 pm, edited 7 times in total.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Aru-san
Posts: 815
Joined: Sat Mar 29, 2008 7:45 pm
Location: North America
Contact:

Re: Waves (working title)

Post by Aru-san »

I think the larger enemies should bring forth more tokens, but that's just me. Also, the token requirement meter needs some fixing. I saw "90" for the value, but the combo meter leveled up after about 10 tokens regardless of what that meter said.
Image
[ Wonder Force IV -sorry Frenetic :c- ]
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Waves (working title)

Post by monkeyman »

Aru-san wrote:I think the larger enemies should bring forth more tokens, but that's just me.
It's not just you, I have already changed it so that larger enemies drop more tokens. Expect to see that when I next update this. :wink:
Aru-san wrote:Also, the token requirement meter needs some fixing. I saw "90" for the value, but the combo meter leveled up after about 10 tokens regardless of what that meter said.
Never noticed a problem with the token meter, will have to give that a closer look.
EDIT - Yes you're quite right, well spotted.
I redid the way I worked out the target and forgot to update the target when it is achieved. Consequently the target is 10 regardless of what the meter says.
Next update will fix for this.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Waves (working title)

Post by monkeyman »

Updated version added (same link as before)

Main changes:
Combo coin requirement fixed
Enemies can no longer kill you on respawn
Font changed on F1 help file (apparently this was unreadable for some people)
Larger enemies drop more coins
Coin colour changed to one which hopefully stops them blending with bullets (is this better? feedback please)
Waves 7, 8 and 9 added

ImageImageImageImage
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (formerly Waves)

Post by monkeyman »

There seems to be a distinct lack of interest so hopefully I'm not flogging a dead horse but a new update is avaiable here

New features:
Many more new wave types added
Changed timing between waves (currently thin makes the game fairer but easier - I will probably make it so that the gap between waves shortens as you level up)
Lowered 'level up' requirements so you get a better variety of enemies much quicker
Graphical tweaks
Changed boring title screen and high score screen
High score table and stats screen added
Name changed to Infinity Squadron

As usual, I would be interested to hear your opinions and ideas.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (formerly Waves)

Post by Rozyrg »

This forum isn't exactly the busiest anyways... I wouldn't sweat it. ;)

I dig it so far. It's pretty smooth, the retro sprites and sfx are cool and the bullet patterns are nice. I'm curious to see how the powerup system will turn out.

I'm no pro shmupper, so I can't really critique the score play; but as for suggestions -

- a way to turn off the music (assuming there isn't one already.. I'm getting the jumbled info file too), what's there is fine; but I almost always test my own stuff with other music playing.

- a 'hit' sound effect when a bullet connects with an enemy. (Just one of my personal shooter peeves, really.)
Ixmucane2
Posts: 776
Joined: Mon Jan 19, 2009 3:26 pm
Location: stuck at the continue prompt

Re: Infinity Squadron (formerly Waves)

Post by Ixmucane2 »

  • Bullets and coins are still ambiguous.
    There are many sufficiently traditional choices of bullet colour, for example blue, pink, green or red, that would make gold coins stand out without compromising them with a strange greenish hue.
    Replacing coins with something less round, e.g. medals with a ribbon or rectangular ingots, would be even clearer.
  • I'm troubled by the hitbox, which is too large for the huge and closely spaced bullets. If you prefer most or all of the player's craft to be vulnerable, smaller bullets might be an answer.
User avatar
worstplayer
Posts: 861
Joined: Sun Jun 17, 2007 6:48 pm
Location: Slovakia

Re: Infinity Squadron (formerly Waves)

Post by worstplayer »

You have some very interesting patterns there, and everything's nice and smooth.
But I had same problem as Ixmucane2. Medals (and some parts of the background) look too much like bullets. I'd suggest making them darker (with bright edges perhaps). And removing those meteor-like things from background.

EDIT: here's few ideas:
Image
"A game isn't bad because you resent it. A game is bad because it's shitty."
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (formerly Waves)

Post by monkeyman »

Thanks for the feeedback, as always there's plenty for me to consider:
Rozyrg wrote: - a way to turn off the music (assuming there isn't one already.. I'm getting the jumbled info file too), what's there is fine; but I almost always test my own stuff with other music playing.
That should be easy enough to put in. As for the F1 file not working, I honestly don't know what's causing that, guess I'll just add a help screen in game.
- a 'hit' sound effect when a bullet connects with an enemy. (Just one of my personal shooter peeves, really.)
Sounds are way down on my lists of priorities at the moment, but when I sit down and tinker with sfxr for a while I'm sure I'll put a hit sound in there (maybe even add a hit flash for larger enemies too)
Ixmucane2 wrote: Bullets and coins are still ambiguous.
There are many sufficiently traditional choices of bullet colour, for example blue, pink, green or red, that would make gold coins stand out without compromising them with a strange greenish hue.
Replacing coins with something less round, e.g. medals with a ribbon or rectangular ingots, would be even clearer.
I was worried that may still be the case, but theres plenty of ideas you've given me and I'm sure one will work.
I'm troubled by the hitbox, which is too large for the huge and closely spaced bullets. If you prefer most or all of the player's craft to be vulnerable, smaller bullets might be an answer.[/list]
The hit box only takes up some of the circle in the middle of the ship, so I guess it's just what you're used to. I originally had smaller bullets so I may just reduce the bullet size.
worstplayer wrote: But I had same problem as Ixmucane2. Medals (and some parts of the background) look too much like bullets. I'd suggest making them darker (with bright edges perhaps). And removing those meteor-like things from background.
Thanks for taking the time to illustrate your ideas! As for the bullets and coins, I'll experiment with a few ideas and see what works best. I might put an alpha mask over the background to dull it a little.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
Ixmucane2
Posts: 776
Joined: Mon Jan 19, 2009 3:26 pm
Location: stuck at the continue prompt

Re: Infinity Squadron (formerly Waves)

Post by Ixmucane2 »

monkeyman wrote:Thanks for the feeedback, as always there's plenty for me to consider:
I might put an alpha mask over the background to dull it a little.
Looking at the game again, current decorative objects look like enemies or bullets because they scroll down faster than enemies and almost as fast as bullets: it's completely wrong, they should scroll very slowly to suggest a great distance.

You can see correct parallax in Recca (on Youtube), even if the scrolling is frantic and enemies move anywhere but straight down, and in Gunhed/Blazing Lazers (on Youtube), where there is a fast scrolling close layer like yours but it doesn't look like bullets because it consists of the same little particles as the far layer and it is highly occluded.

Apart from parallax effects, fields of tiny stars, diffused nebulas, asteroid belts etc. would look more obviously background decoration (too big to possibly be an obstacle) than the current large and medium isolated objects.
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (formerly Waves)

Post by monkeyman »

Ixmucane2 wrote:
monkeyman wrote:Thanks for the feeedback, as always there's plenty for me to consider:
I might put an alpha mask over the background to dull it a little.
Looking at the game again, current decorative objects look like enemies or bullets because they scroll down faster than enemies and almost as fast as bullets: it's completely wrong, they should scroll very slowly to suggest a great distance.

You can see correct parallax in Recca (on Youtube), even if the scrolling is frantic and enemies move anywhere but straight down, and in Gunhed/Blazing Lazers (on Youtube), where there is a fast scrolling close layer like yours but it doesn't look like bullets because it consists of the same little particles as the far layer and it is highly occluded.

Apart from parallax effects, fields of tiny stars, diffused nebulas, asteroid belts etc. would look more obviously background decoration (too big to possibly be an obstacle) than the current large and medium isolated objects.
You present some good points and I may try to tinker with some larger 'fixed' backgrounds, however applying a black filter over the background has proved effective so far at least in as far as it doesn't interfere with the action in the foreground (though I'll let others pass final judgement on that once i've posted an update). As for the realism aspect, that isn't my highest priority, though I agree the distant galaxies probably shouldn't fly past quite so quickly!

A new video showing some of the updates can be seen here.

The quality isn't realy good enough to show how well the background filter works but it demonstrates some new features I've added:
>Holding X for precision mode now affects your firepower - you use straight shot while in precision and spread while not - no more tapping the Z button
>Visible hitbox when holding X
>Spread fire pattern has now been upgraded so it is more markedly different from straight shot
>Some new bosses
>Blue coins! (thanks worstplayer)
>Smaller hitbox - 4x4 (not that you'd tell from the amount of times I die)

I value your advice as always!
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

Latest version is now available (same link as before).

Aside from those mentioned above, the following updates are of note:

-Graphical update, there's more variation in enemy bullets, and different colours help highlight different bullet 'bursts'
-Experience rate doubled so you get mre variation in enemies quicker
-Basic game info can now be accessed from the title screen by pressing 'i' for those having trouble with the f1 help file
-Press 'm' to toggle music in game
-Game starts full screen (f4 to toggle)
-Enemy hit sound
-Adrenaline mode: Slow down time for a few seconds for those hard to deal with bullet patterns. Must recharge between uses
-Total of 20 enemy waves (with a few existing ones tweaked)

Video of new demo can bee seen here
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Nice.. I was hoping you'd make an update soon. :)
The new bullets and enemies look great and some of the new waves are really fun (not to mention tough... I seem to get nailed by those aimed circular shots at least once every game!) I appreciate you listening to my suggestions, too... they're somewhat minor things, I know; but I think they make a difference.

Mind if I ask you something, though? I assume your game can determine when you've 'cleared' a wave... I was just wondering how you went about doing that. I have a few objects that can produce enemy waves; but I'm having trouble keeping track of individual enemies specific to them, which I need to do to have any kind of wave clear bonus. If it's too complicated, don't worry about it, though. ;)
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

Rozyrg wrote:Nice.. I was hoping you'd make an update soon. :)
The new bullets and enemies look great and some of the new waves are really fun (not to mention tough... I seem to get nailed by those aimed circular shots at least once every game!) I appreciate you listening to my suggestions, too... they're somewhat minor things, I know; but I think they make a difference.
Glad you're enjoying it. If you're referring to the enemies that fly straight down and shoot out the large 'flower' shots then they catch me out too. Hope they're not too cheap. I'll always implement suggestions that a/ make sense b/ are in keeping with the spirit of the game and c/ I'm capable of making!
Mind if I ask you something, though? I assume your game can determine when you've 'cleared' a wave... I was just wondering how you went about doing that. I have a few objects that can produce enemy waves; but I'm having trouble keeping track of individual enemies specific to them, which I need to do to have any kind of wave clear bonus. If it's too complicated, don't worry about it, though. ;)
Since there's only ever one wave at a time my system wouldn't help (basically the wave spawners just destroy themselves after a certain amount of time or after all enemies are removed from the game and start the main countdown on death for the next wave).

However, you could try the following:

On your wave spawn object:

have 3 variables on creation:

Code: Select all

target (set to the amount of enemies in the wave)
killed = 0
removed = 0
and when spawning enemies use the following:

Code: Select all

ene=instance_create(x,y,enemy object)
ene.spawner=id
in the step event have this:

Code: Select all

if killed=target
{
score += 'wave bonus' (or whatever actions you want to do to which are associated with the bonus)
instance_destroy()
}
if killed + removed = target
instance_destroy()
For the enemy object have the following 2 bits of code:

When destroyed by the player (hitpoints = 0 etc):

Code: Select all

spawner.killed+=1
When removed from the game (ie outside of screen/ attack pattern finished etc)

Code: Select all

spawner.removed+=1
You should see how this works and there's aspects you can alter (like destroying the spawner after the bonus has been added, so long as you make sure it doesn't keep triggering the wave bonus you're fine). The principle behind it is that the enemies know which object spawned it and will feed back if they are killed or removed by the game. The spawner can then see if all the enemies have been destroyed (triggering the wave bonus) or if they have been removed by the game (in which case it can remove itself).
I am making the assumption however that the spawn objects create 1 wave only and do nothing else. The basic principle should still stand using other methods however.

I don't claim this is the best way of doing it but it should work though I haven't tried it.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Thanks! It *looks* like what I need, I'll give it a go. :)
monk
Posts: 1
Joined: Wed Sep 02, 2009 11:02 am

Re: Infinity Squadron (New Update)

Post by monk »

Love your game, really. Especially those bullet time/slower movement mode options. Waiting for new updates :)

Only one thing I don't like it's a music.
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

Ok I've got round to releasing a new update. The following changes are worthy of note:
  • Bosses now appear at fixed times. Every 5 levels gained will trigger a specific boss fight.
  • New enemy waves and bosses made (10 bosses, though some clearly need more work and 30 regular waves)
  • Juggled the order some of the waves are 'unlocked' in to make difficulty level rise more consistently
  • A few new sfx and graphical touches
  • 'How to play' info selectable from title screen
  • Game now assesses your rank at game over - a nod to a very famous game
  • Options for how the HUD appears (3 different layounts which are toggled by pressing H in game)
  • I've also changed the music, though for all those who still hate it, just press M in game to turn it off
  • Extends awarded at 100,000, 250,000 then every other 250,000
I would like feedback on which HUD works best as I'm having trouble organising all the info without cluttering the screen.
I think the 1st (original) HUD is probably information overload, and you can't necessarily take in some of the info quickly enough in number format while playing.
The 2nd version, with all the bars allows the player to track progeress to the next exp level or multiplyer level easily, but I'm worried the bars are obtrusive, that said since the top of the screen is uncluttered I can now display the HiScore.
3rd version is probably the cleanest, however you cannot track progress like you can with the other version. Can anyone think of a way to get a progress bar for levelling up and/or gaining multiplyers without making things too cluttered?

Also, is anyone good at making Logos? Since my title screens suck, I would be grateful if anyone is able to make a title logo using c64 colour pallette. Let me know if you are interested in helping with this. (also if anyone has a better name for the game then fire away!!)

Thanks for reading
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

No promises; but I might be able to make one for ya...

A few questions, though:
-What resolution do you use for your sprites?
-What kind of palette/color restrictions, and would you want it to stay fairly close to the in-game gfx?
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

Rozyrg wrote:No promises; but I might be able to make one for ya...

A few questions, though:
-What resolution do you use for your sprites?
-What kind of palette/color restrictions, and would you want it to stay fairly close to the in-game gfx?
Thanks for the offer, looking at what you've done for previous games I'm excited about what you might come up with (should you decide to do this)...

Enemy sprites are 32x32, 48x48 or 64x64, however they are drawn half the size then 'blown up' to give a more pixelated look.
Title screen dimentions are 320x480.

As for the colours, see the image in this link for a colour palette.
(it also has a guide on how to combine colours, I'll need to look at that more closely myself.)

Obviously, the game makes heavy uses of blues pinks and purples, so it would make sense for that to be used in the title logo too.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

I played with it some this morning.

Image

These are all separate elements, I realize it takes up too much space as is... just wanted to show all of them.

and one more just for fun..
Image
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

/\ /\
Ok you've really nailed the style with those two titles. I'll have a play around with the various elements and see how they fit together.
However, my initial thoughts are that you're right in that the first design takes up too much space, so it might be an idea simply to use the writing (which looks great).
2nd design seems more practical to use as a whole. The whole design reminds me of something though I'm not sure what (a movie poster from 80s / 90s?).

While I love the eagle in the 'infinity logo' (reminds me of Elite, is that intentional?), as an emblem, maybe it's not fitting given the context that the 'infinity squadron' is the endless hoard of evil you are facing and not an elite fighter unit you are part of!! Maybe something more insect like would be better.

That said, I'm more than happy with what you've come up with, so don't feel I'm being ungrateful by suggesting changes. I really don't expect you to go back and redesign anything.

Many thanks

edit: Do you want to be credited as Rozyrg or Gryzor? (or something else)
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Gryzor, please. I only didn't use that handle here because of having no experience with the home versions of it that used that name (c64 etc.), and I know a few folks here probably would've.

Thanks for the input and I'm glad you liked them! I'll fiddle with it some more.The eagle/hawk was just kinda a 'why not' thing... usually fits in dandy with anything vaguely military themed.
User avatar
genecyst
Posts: 153
Joined: Fri Nov 21, 2008 3:26 pm
Location: europe
Contact:

Re: Infinity Squadron (New Update)

Post by genecyst »

great logos Rozyrg.
User avatar
Udderdude
Posts: 6294
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: Infinity Squadron (New Update)

Post by Udderdude »

Ok, finally gave this a test run. It plays ok. Biggest issue is the big enemies that go straight down the screen and fire a big circle/cluster of bullets at you. They will fire right in your face if you don't kill them fast enough, it's almost guaranteed death if they reach the bottom of the screen. Make them only fire once, please!

Increasing damage the player's shots do slightly couldn't hurt either.
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

Udderdude wrote:Ok, finally gave this a test run. It plays ok. Biggest issue is the big enemies that go straight down the screen and fire a big circle/cluster of bullets at you. They will fire right in your face if you don't kill them fast enough, it's almost guaranteed death if they reach the bottom of the screen. Make them only fire once, please!
Hmm was worried that bottom of the screen attack may seem too cheap, but then at the same time they seemed kind of boring when they just fired once!! Still boring is better than fustrating so I'll see about removing that sneaky second attack
Increasing damage the player's shots do slightly couldn't hurt either.
You're the first to bring that up so I'll put that down to personal preference unless I get more comments like this. I think increasing the player bullet would make many enemies way too fragile. That said, are there any waves in particular where you felt underpowered? I could always tweak individual enemy hit points if needs be.
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Sorry for not getting back to you sooner, my interest in game stuff kinda... fizzled completely for awhile there. Anyways, I was playing with the evil bug idea for the title screen some this morning.

Image
Image

I'm not 100% happy with either (or how they match with the logos I have so far); but its something. One more:

Image
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

The word 'wow' springs to mind!! Your really are quite the artist.

That last one works really well, in fact I may even have to design a boss around that picture...
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Wow...that'd be awesome. :D

Glad you like them. I'll probably do a few more and then link the file here. PNG ok?
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Infinity Squadron (New Update)

Post by Rozyrg »

Didn't get the chance to do more (I'm behind on about a billion other things, as usual); but here's all the ones I have so far separated in a way that they should be usable.

Image

Hopefully, scaling them up without antialiasing enabled will keep all their pixels intact. Just remove the blue background in GIMP (the GM8 sprite editor ought to do fine, too.)
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Re: Infinity Squadron (New Update)

Post by monkeyman »

/\

You've done more than I could have expected - thanks so much, and I'll be sure to put it to good use!
My shmup Projects
Finished: Invader! -- Tri Hunter -- Proj Raiden
WIP: Infinity Squadron
Post Reply