XOP G!?Rozyrg wrote:http://i15.photobucket.com/albums/a391/ ... opglog.jpg
Worked on the logo some tonight.

XOP G!?Rozyrg wrote:http://i15.photobucket.com/albums/a391/ ... opglog.jpg
Worked on the logo some tonight.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Oops, well I guess the secret is out. G rhymes with 3, if you know what I mean >_>emphatic wrote:XOP G!? :shock:Rozyrg wrote:http://i15.photobucket.com/albums/a391/ ... opglog.jpg
Worked on the logo some tonight. :cool:
Thanks! I won't lie... it's usually my first impulse. Horror theme or not, I figure you can get away with skulls/demonic stuff as long there's mass destruction involved. It's all in the good, clean, family-friendly spirit of heavy metal anyways.Udderdude wrote:Looks cool. Interesting that you went with a biological/horror style logo despite all of the in-game enemies being technology based.
I've seen technological stuff before with grey skulls with green glowing eyes within. I've seen grey skulls with red within them too, but that's reserved for when someone makes a game involving flying Terminators.Rozyrg wrote:Thanks! I won't lie... it's usually my first impulse. Horror theme or not, I figure you can get away with skulls/demonic stuff as long there's mass destruction involved. It's all in the good, clean, family-friendly spirit of heavy metal anyways.Udderdude wrote:Looks cool. Interesting that you went with a biological/horror style logo despite all of the in-game enemies being technology based.
Are you using the GmBinFile.dll that Alluro uses, by any chance?Rozyrg wrote:Hmmm... well so much for that DLL. I thought the game had been running a tad slower than usual (even after seemingly futile attempts to optimize it); but an unrelated error caused it to skip the proper decoding/encoding sequence process and I noticed a pretty significant jump in speed. It's even more strange since I have GM immediately unload the thing once it's used.
Maybe I'll leave it in for the default release and have one without it as an option for lower spec PCs?
Thanks!SenpaiSamaKun wrote:Magnificent. Wish that level of work could animate the arms.
I would say he took about 3 or 4 all-nighters, so yeah, about that long.S20-TBL wrote:That's amazing. How long did you take to do that? A single large BG element (around 300+x300+ pixels) once took me about a week to cobble together. Then again, it wasn't symmetrical, but still.
Give me a bit, and I'll come up with some ideas. Anything relating to designing shmup ideas I'm good at.Rozyrg wrote:I haven't nailed down what it's going to be yet, so feel free to chime in with ideas.The major difference between them and the standard ships is they have their own unique weapons, which all colored powerups will upgrade (they can't be switched to anything else.)
Beginner maybe? Or perhaps Standard or light (if you wana think in terms of DDR. lol)Rozyrg wrote:'Normal' is now 'Easy' (trying to think of something better, though)
A ship with drones that fly towards enemies and continuously damage them until they die when you hold down the Shot button long enough, but will fire bullet streams when you tap it. The tap shot can be done easily using timelines, while the tracking ability used by holding the fire button can be done via timers. You can make it so that the ship moves slowly and only fires a double stream when Shot is held down, and moves normally while shooting a triple/quadruple stream when tapping or not firing for balancing purposes.SenpaiSamaKun wrote:Trying to find a gimmick that doesn't completely destroy the game tho.
Super punches (Airrade/Drill Milky Punch) will just make small enemies sections braindead simple.
Napalm style bullets (Twinkle Star) wouldn't work without changing the game.
Gravity manipulation (Trigger Heart) seems hard to program.