==- EDIT -==
reup with shake on death xD :
http://tokyo.cool.ne.jp/barfhappy/xinp10.zip
So, all i need right now is just *yes it feels right* or *no it doesn t feel right, here is why*. i don t ask for enemy places, bullet pattern (there is none) or whatever, just if i am getting the feel right.
The system in a nutshell:
Q/button 1 shoots. press in rythm for normal, hold for laser. laser makes the player move more slowly. (there are other keys, to pause the enemy release, to remove the FPS limiter, to reset the level... if you are using the keyboard keys are explained in the first screen)
There is no pattern coded, the popcorn enemies just shoot at the player. The ranking is jacked up, so they release several bullets and leave suicide bullets but in exchange enemies release tons of bonuses, and the player is invincible.
The enemies don t collide with the player (but bullets do, the hit box is at the center of the player 8x4 pixels)
I know the startup point is odd for bullets, that s because to test i spawn several emitters per enemy, they move around a bit.
When you die the multiplier is divided by 2.
There is a countdown bar, a multiplier, and a hits counter (and score).
When you hit or kill an enemy the bar fills, when nothing is touched it depletes.
As long as it is still a bit filled, the multiplier increases. There are 4 stages of increase, corresponding on how much the bar is filled.
When the bar is depleted, the chain is lost, hits counter goes away and multiplier decreases.
If you lost the chain while using the laser the multiplier decreases MUCH faster (and becomes red).
To restore to white hit something with normal shot.
If you catch a little bonus, the multiplier does not drop.
when the game cannot keep up with the framerate, the game slows down then restores when things are calm again, but not immediately, to avoid bad surprises.
about it:
i am actually coding a shmup engine for my doujin circle in C++/d3d (i am doing in parallel a D3D9 build at work for WinXP and a D3D11 falback to 9 at home for Seven 64bits.
This is the D3D10-11/Seven32nots build... so it will require some dlls (for XACT and directx)
disclaimer
What it is: a test level, graphics are placeholders and come from various games from various places, so please don t give me credit...
background is from pink sweets, shoots bullets some UI from ibara, DDPDOJ and mushihime, enemies and player from some touhou games (so by Zun and friends). I am using the DDP DOJ enemies playlist (my engine is compatible with cave engine). I needed assets for my engine, sorry
It has sound in this build, i only put a limited library, which is originally part of the directX SDK (droid xact game sample).
it uses joysticks, but i tuned it for my HRAP2 xD on a xbox360 pad the back button is shoot... not convenient i know.
without joystick it falls back to keyboard (keys are on the intro screen).
there are both Tate (1024x768, but morphed to 16:9 aspect ratio) and normal (1920x1080) executable.
i hope you will enjoy



it looks messy on screenshot but in game everything falls in place xD