Defender in Mutant Storm clothing
-
- Posts: 8
- Joined: Wed Jun 29, 2005 11:22 pm
- Contact:
Defender in Mutant Storm clothing
Hi fellow shooter fans.
Sorry my first post here is a blantant plug but I thought you might be interested in a little shooter I've developed. It's a Defender / Sheep in Space tribute done in the style of PomPom's excellent Mutant Storm.
Head on over to the Alien Abduction page at Pumpkin Games for more details
Screenshots
Sorry my first post here is a blantant plug but I thought you might be interested in a little shooter I've developed. It's a Defender / Sheep in Space tribute done in the style of PomPom's excellent Mutant Storm.
Head on over to the Alien Abduction page at Pumpkin Games for more details
Screenshots
Re: Defender in Mutant Storm clothing
well, the plug is no prob to me. I'm happy that someone make a shmup . Will check when I'm home.
(Hey, where can shmup makers plug if they can't plug here of all places?!)
(Hey, where can shmup makers plug if they can't plug here of all places?!)
This causes to me a sensation of badness. - Stormwatch
Ultratron is made by www.puppygames.net. They program in Java. I'm not sure what language Mr. Cunningham used to develop Alien Abduction.
-
- Posts: 8
- Joined: Wed Jun 29, 2005 11:22 pm
- Contact:
-
- Posts: 8
- Joined: Wed Jun 29, 2005 11:22 pm
- Contact:
I code business app by day for a local software house. Not bad - keeps me coding and pays well.
I couldn't make a living out of selling hardcore shooters unfortunately The big money is in casual puzzle games.
PS - 'Troid is another good shooter from www.hermitgames.com. Remake of Asteroids with some nice scoring twists.
I couldn't make a living out of selling hardcore shooters unfortunately The big money is in casual puzzle games.
PS - 'Troid is another good shooter from www.hermitgames.com. Remake of Asteroids with some nice scoring twists.
sounds like a good combination. i'd like a similar setup, only in the field of graphics. i've recently started making games on my own, during spare time, and i'm loving it.. but it's not everyday i can find the energy to program something like guided missile targeting or a load/save game parser when i get home from work.. but i do something every day, and however little i do, it's quite satisfying.
I checked out 'Troid and I like it. those graphics are actually close to the stylization of the vertical shmup i'm making, only 'Troid has more polish and cool plasma-type effects.. since i'm using a highlevel environment (gamemaker), i just can't do stuff like that without a huge performance hit.
i'm curious about your multiplatform solution. does there exist a minimal programming environment, and libraries suited for simple multiplatform games that are also quick for a beginner to get started with? the thought of low-level programming or the hugeness of visual studio .net make me nervous.. not to speak of the learning curve just to get past the intitial windows obscuria. i just want to make games, but i'm willing to take the bull by the horns if i have to.. any tips for a next step?
I checked out 'Troid and I like it. those graphics are actually close to the stylization of the vertical shmup i'm making, only 'Troid has more polish and cool plasma-type effects.. since i'm using a highlevel environment (gamemaker), i just can't do stuff like that without a huge performance hit.
i'm curious about your multiplatform solution. does there exist a minimal programming environment, and libraries suited for simple multiplatform games that are also quick for a beginner to get started with? the thought of low-level programming or the hugeness of visual studio .net make me nervous.. not to speak of the learning curve just to get past the intitial windows obscuria. i just want to make games, but i'm willing to take the bull by the horns if i have to.. any tips for a next step?
Had a go of Ultratron there. Great graphic design and presentation. The gameplay is slow as treacle though. I only got about 10 levels in but it was incredibly, ridiculously easy.
I know when you're trying to sell the game to casual people you have to be careful. And a keyboard as interface means you need to make it a hell of alot less difficult than Robotron. But the pacing at the moment is leanten. You've got one enemy on screen at a time..
On the level or two with lots of enemies I found the bullet trails annoying. You can't see where the bullets are. You really need to tone down the trails. That way you could have much more happening on screen and the player would be able to see what he was doing.
I know when you're trying to sell the game to casual people you have to be careful. And a keyboard as interface means you need to make it a hell of alot less difficult than Robotron. But the pacing at the moment is leanten. You've got one enemy on screen at a time..
On the level or two with lots of enemies I found the bullet trails annoying. You can't see where the bullets are. You really need to tone down the trails. That way you could have much more happening on screen and the player would be able to see what he was doing.
-
- Posts: 8
- Joined: Wed Jun 29, 2005 11:22 pm
- Contact:
I'm not familiar with Gamemaker but I've heard good things about Blitz Basic.mrMagenta wrote: i'm curious about your multiplatform solution. does there exist a minimal programming environment, and libraries suited for simple multiplatform games that are also quick for a beginner to get started with? the thought of low-level programming or the hugeness of visual studio .net make me nervous.. not to speak of the learning curve just to get past the intitial windows obscuria. i just want to make games, but i'm willing to take the bull by the horns if i have to.. any tips for a next step?
Puppy Games use Java for their cross platform solution - they've also created some nice game libraries so that could be an option too. They had a nice forum as well until somebody hacked it.
I use SDL (www.libsdl.org) with C++. SDL really is dead simple to use and takes all the agro out of setting up your windows, etc. I don't use C++ at work so I'm totally self taught and to be honest know just enough to do what I want. This may be a step too far though.
I learnt graphics programming (OpenGL) from NEHE (nehe.gamedev.net) - nice beginner tutorials and definitely a place to look if you want to do Troid style particle effects.
email me if you want a more in depth discussion.
-
- Posts: 8
- Joined: Wed Jun 29, 2005 11:22 pm
- Contact:
I too find the first 10 levels or so of Ultratron a little pedestrian - I wish you could start at any level you'd previously completed. Does ramp up nicely after that though. Email Cas with your views - he's still tweaking it I believe.Molloy wrote:Had a go of Ultratron there. Great graphic design and presentation. The gameplay is slow as treacle though. I only got about 10 levels in but it was incredibly, ridiculously easy.
I know when you're trying to sell the game to casual people you have to be careful. And a keyboard as interface means you need to make it a hell of alot less difficult than Robotron. But the pacing at the moment is leanten. You've got one enemy on screen at a time..
On the level or two with lots of enemies I found the bullet trails annoying. You can't see where the bullets are. You really need to tone down the trails. That way you could have much more happening on screen and the player would be able to see what he was doing.
Agreed on the presentation though - that's the work of Chaz. here's some more of his stuff...
http://www.puppygames.net/chazeem/