..and if this doesn't pan out, I've got plenty of weird adventure game ideas to try out.

Although I'd rather just make shooters and make no money off of them than make slow, boring games to accommodate the format.
VERY NICE.Matskat wrote:For everyone's edification...
Flying V running in a cabinet
http://youtu.be/AX08UjK4su8
Can't wait for an update to XYX with options similar to those in Flying V....ie TATE, custom control mapping, etc.
Damn! That's the one I have. No custom mapping for keyboard...PC Engine Fan X! wrote:Here's a link to an older version of XYX: http://sandbox.yoyogames.com/games/1131 ... n/download
PC Engine Fan X! ^_~
Rozyrg wrote:No problem, man. It's that kind of feedback that gets me fired up to work on this stuff.
Like I said before, though, it's on hold for now; but something (hopefully) better is in the works in the meantime. When I have something I can show off to you guys, I'll do it in a heartbeat, trust me.
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I just updated my little vertical shmup tonight. It's now a short, single (haphazardly arranged, to be honest) level with a boss and there's powerups and some simple scoring mechanics in place, too. Mouse/touch control is now optional as well. Again, any testing on touch compatible devices would be very helpful.
Everyone is über-hyped around everyting you do. So you should be able to be on fire at all times.Rozyrg wrote:No problem, man. It's that kind of feedback that gets me fired up to work on this stuff.
Yep, can't wait to see it.Rozyrg wrote:When I have something I can show off to you guys, I'll do it in a heartbeat, trust me.
I'll take a stab and guess:SenpaiSamaKun wrote:You can remedy that with a scroll box like CAVE's shmups, but I have no idea how to do it here.
Code: Select all
var howie; // declare variable
howie = distance_to_point(mouse_x,mouse_y); // assign variable to distance towards mouse position
mp_linear_step(mouse_x,mouse_y,howie,0); // moves object to mouse position at speed of 'howie'
This is something I've been trying to figure a way around for awhile now. Looking at it again, I think I've got a solution, though.SenpaiSamaKun wrote:Scroll the outside window counts as a pause.
Yeah, especially for the boss, I agree. All I did was copy/paste a few I already had for other enemies. It was just to have something there for the time being, really.SenpaiSamaKun wrote:- I think its time you add more variables to your patterns. Homing and fast bursts are starting to get a bit monotonous.
Alright then!Rozyrg wrote:VOPM? Cool! I've actually been meaning to ask you for some stuff since I started this one. I'd say if you come up with anything vaguely shmuppy playing around with it, send it my way.
Sorry about that, though.I do kinda have a fast bullet fetish, after all. The way it works now, all bullets have a starting speed, which is modified depending on the difficulty. Did you try the lower settings? 'Hellish' also has slightly slowed-down bullets to compensate for all the extra ones it adds; but I can't remember if I left it in the demo. Since the "full" version is currently in flux, I guess I could tinker with some more experimental settings for the demo, though.