I'd recognize the Second Reality sountrack from anywhere!nicolasbol wrote:http://fd.fabiensanglard.net/shmup_wip/ ... titled.mov
What are you working on?
Re: What are you working on?
Re: What are you working on?
That is a good suggestion. We could revisit this.Dave_K. wrote:Besides color, multiple bullet shapes would help the player identify bullets from particular enemy, even in the midst of a barrage of other bullets. They don't have to be drastically different, and can be similarly sized with black outline like the plain circle ones, but oblong, star shaped, spinning animation, etc. would help identify overlaying patterns in the bullet spam. Just a suggestion to try out.
Re: What are you working on?
Also, long bullets ( I-bullets, V-bullets and stuff like that ) help player too. It will be little easier to tell where they are going. Also, it might look better if there were differently shaped bullets instead of just balls.
Re: What are you working on?
I will add that a lot of this is fixed just by seeing the bullets in motion. This stuff helps screenshots more than the actual game (helps the actual game too), but perhaps even that alone is worthy for our marketing purposes.
Re: What are you working on?
Hello! Longtime board lurker, but am finally feeling brave enough to put out a post. I'm working on a game! It's... kind of a shmup? It's sort of... Actually, it fairly little shooting, come to think of it. The best way to describe it is probably as "a freakish merging of Shoot the Bullet, Ikaruga, and the classic "Bad Apple!!" video on youtube."
I'm calling it Negative Spacecraft, and you can quite possible that you can already guess its gimmick from the title.
It's coming along nicely, although it still needs audio and such. Most of the levels are done at this point, and while I still have a lot of ideas for new levels, I'm thinking that I may have around enough for now.
The bosses are also basically Touhou bosses in style - small, and with a focus more on fancy scripted bullet patterns, than huge articulated boss ships.
Here is a screenshot of one of the levels in action!

Alternately, if you're one of the folks who eschews static images, and likes moving pictures, here is a crappy, low-quality, no-sound version of gameplay! (Originally made in fact, for reference for the person who is doing my sound and music...)
Gameplay Video
(fear not, this is one of the early bosses, and on "easy" mode. Normally things are a little more interesting. I was trying to not freak out my non-shmup-playing audio person.)
Anyway, feedback and comments welcome!
(Also I'd like to second the sentiment above - Varying bullet shapes and colors is vital, I think, for any game with large numbers of bullets with different properties, and it only gets more important as you get more sources and types of bullets.)
I'm calling it Negative Spacecraft, and you can quite possible that you can already guess its gimmick from the title.

It's coming along nicely, although it still needs audio and such. Most of the levels are done at this point, and while I still have a lot of ideas for new levels, I'm thinking that I may have around enough for now.
The bosses are also basically Touhou bosses in style - small, and with a focus more on fancy scripted bullet patterns, than huge articulated boss ships.
Here is a screenshot of one of the levels in action!

Alternately, if you're one of the folks who eschews static images, and likes moving pictures, here is a crappy, low-quality, no-sound version of gameplay! (Originally made in fact, for reference for the person who is doing my sound and music...)
Gameplay Video
(fear not, this is one of the early bosses, and on "easy" mode. Normally things are a little more interesting. I was trying to not freak out my non-shmup-playing audio person.)
Anyway, feedback and comments welcome!
(Also I'd like to second the sentiment above - Varying bullet shapes and colors is vital, I think, for any game with large numbers of bullets with different properties, and it only gets more important as you get more sources and types of bullets.)
Re: What are you working on?
Glad I'm not the only one who noticed.Matthew Doucette wrote:I'd recognize the Second Reality sountrack from anywhere!nicolasbol wrote:http://fd.fabiensanglard.net/shmup_wip/ ... titled.mov

I 'borrowed' a few demoscene tracks for a recent game demo, too (I have no plan on distributing it with them, though)... although probably nothing quite as recognizable.
Re: What are you working on?
Montoli, Negative Spacecraft looks great. Good job.
Re: What are you working on?
i still working on HOLY HELL GBA, this is the trailer i've released yesterday, i hope you like it.
http://www.youtube.com/watch?v=fvwOTflRUpk
let me know if it seems interesting.
http://www.youtube.com/watch?v=fvwOTflRUpk
let me know if it seems interesting.
Re: What are you working on?
Hey guys. I've been busy for quite a few months porting Score Rush to the Turbulenz platform, which is playable right now for free.
It has over 30 Leaderboards and 30 Badges, which I've run through design, iteration, testing, evolution, over and over, and I believe I really have something here. The leaderboards are numerous, for tons of mini challenges, interesting stats, but also individualized scoreboards, as well as the combined scoreboard of the original. This is to suit the hardcore shmup fans that want to master the Normal mode (and honestly, I can't frigging wait for some of you to get on there so I can compete). Some smaller challenges are: fastest boss kill, quickest completion, and other silly things.
I've updated the game with slowdown control, you get a new bomb on death (to ease the introduction of the game, but also to add some intellectual advantages).
Turbulenz is a fully social browser gaming platform -- Score Rush should play in any browser, any machine, any resolution.
Note:
- But both Turbulenz and Score Rush are in Beta, we're both still working on it, so all feedback is welcome (form on the homepage).
- You can use the Xbox 360 controller if using the plug-in version (default is HTML5 with no plug-in, but if yo go into settings you can use the plug-in).
- Please give it a minute to load as I am not finished the loading screen, and am still working on minor bugs.
Love to hear what you think!
It has over 30 Leaderboards and 30 Badges, which I've run through design, iteration, testing, evolution, over and over, and I believe I really have something here. The leaderboards are numerous, for tons of mini challenges, interesting stats, but also individualized scoreboards, as well as the combined scoreboard of the original. This is to suit the hardcore shmup fans that want to master the Normal mode (and honestly, I can't frigging wait for some of you to get on there so I can compete). Some smaller challenges are: fastest boss kill, quickest completion, and other silly things.
I've updated the game with slowdown control, you get a new bomb on death (to ease the introduction of the game, but also to add some intellectual advantages).
Turbulenz is a fully social browser gaming platform -- Score Rush should play in any browser, any machine, any resolution.
Note:
- But both Turbulenz and Score Rush are in Beta, we're both still working on it, so all feedback is welcome (form on the homepage).
- You can use the Xbox 360 controller if using the plug-in version (default is HTML5 with no plug-in, but if yo go into settings you can use the plug-in).
- Please give it a minute to load as I am not finished the loading screen, and am still working on minor bugs.
Love to hear what you think!

-
Teru Murasame
- Posts: 2
- Joined: Fri Apr 27, 2012 11:22 pm
- Location: Gensokyo
- Contact:
Re: What are you working on?
Well, to get intros out of the way...
My name is Teru and I am currently in the military. I'm a huge shmup fan, with Raiden and Touhou being my top 2 favorites. However, lately I've been getting into M.U.S.H.A. and Mars Matrix, both outstanding games.
Now, I'm currently in the draft phase of my project "Gekiretsu Makai Densetsu". Since my job keeps me plenty busy, I haven't had time to flesh out and render any of my characters/story/what-have-you. Yes, there is a story that doesn't involve aliens or spaceships. The story revolves around your character (male or female) that is in a coma following a suicide attempt. The gameplay takes place within your character's subconcious mind...
You'll have several types of weapons at your disposal from the get-go (a la Radiant Silvergun). You'll have your standard rapid-fire shot, a shorter-ranged blade-esque beam, and you'll have a homing beam. In addition, you'll also have the Mirror, which will deflect shots away as long as they're adjacent to you, and you'll have a small number of "Riots" at your disposal. "Riots" are your stereotypical supermegaultrabomb-thing (technical term LOL)...
Shooting an enemy will net you either "Serenity Points" or "Despair Points". "Serenity Points" will aid your defensive capabilities, such as making you maneuver faster and lowering the recharge rate of your Mirror. "Despair Points" will slow your ship down, but will alter your weaponry to great effect- for example, your standard shot will become a 3-way spread shot. The recharge rate for the Mirror is also diminished some...
Depending on the ratio of points you obtain will also determine the game's progression as well as the ending. Despair Points will give you a rather depressing ending, and Serenity Points will give you a happier yet bittersweet ending...
I hope to have some stuff up to show you guys real soon. I expect to have a beta done by late this year or early next year.
My name is Teru and I am currently in the military. I'm a huge shmup fan, with Raiden and Touhou being my top 2 favorites. However, lately I've been getting into M.U.S.H.A. and Mars Matrix, both outstanding games.
Now, I'm currently in the draft phase of my project "Gekiretsu Makai Densetsu". Since my job keeps me plenty busy, I haven't had time to flesh out and render any of my characters/story/what-have-you. Yes, there is a story that doesn't involve aliens or spaceships. The story revolves around your character (male or female) that is in a coma following a suicide attempt. The gameplay takes place within your character's subconcious mind...
You'll have several types of weapons at your disposal from the get-go (a la Radiant Silvergun). You'll have your standard rapid-fire shot, a shorter-ranged blade-esque beam, and you'll have a homing beam. In addition, you'll also have the Mirror, which will deflect shots away as long as they're adjacent to you, and you'll have a small number of "Riots" at your disposal. "Riots" are your stereotypical supermegaultrabomb-thing (technical term LOL)...
Shooting an enemy will net you either "Serenity Points" or "Despair Points". "Serenity Points" will aid your defensive capabilities, such as making you maneuver faster and lowering the recharge rate of your Mirror. "Despair Points" will slow your ship down, but will alter your weaponry to great effect- for example, your standard shot will become a 3-way spread shot. The recharge rate for the Mirror is also diminished some...
Depending on the ratio of points you obtain will also determine the game's progression as well as the ending. Despair Points will give you a rather depressing ending, and Serenity Points will give you a happier yet bittersweet ending...
I hope to have some stuff up to show you guys real soon. I expect to have a beta done by late this year or early next year.
Re: What are you working on?
Working on yet another engine/game that will probably never be completed. Simple engine written in C, very little dynamic allocation for speed/simplicity. Using my own platform abstraction, currently only has an Xlib binding. Just ripped-off graphics for now because I'm a terrible artist and I don't have an art-slave.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: What are you working on?
We all need art-slaves T-T There are hundreds of people in so-called art school, aren t they a little geeky as well to help us ??trap15 wrote:Working on yet another engine/game that will probably never be completed. Simple engine written in C, very little dynamic allocation for speed/simplicity. Using my own platform abstraction, currently only has an Xlib binding. Just ripped-off graphics for now because I'm a terrible artist and I don't have an art-slave.
I can manage my own art but don t have time for that ><...
so...
I am working on GALAGA ... for Cave CV1000 xD
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: What are you working on?
Currently working on updating Trigonometry Wars 4; adding some game modes and making the final boss better, in particular.
I might even add configurable controls. If I ever get around to actually looking at GMOSSE and how I can integrate that little part of it into my game.
I might even add configurable controls. If I ever get around to actually looking at GMOSSE and how I can integrate that little part of it into my game.
Re: What are you working on?
Working on a vertical shooter (name to be decided shortly).
http://suisoftgames.blogspot.co.uk/
I released a Thrust/Oids style game a few years back and am just getting back into gamedev.
http://www.suisoft.co.uk/gravitycore/
http://suisoftgames.blogspot.co.uk/
I released a Thrust/Oids style game a few years back and am just getting back into gamedev.
http://www.suisoft.co.uk/gravitycore/
Re: What are you working on?
Still working on the prequel to Arian Starfighter.
Re: What are you working on?
I am working on horizontal scrolling bullet hell:
http://snauts.tumblr.com/
http://snauts.tumblr.com/
Re: What are you working on?
Hi!
I'm new to the forums, but I'm doing a WebGL proof of concept Shoot'em Up, and probably will share code on GitHub when ready (it will be just only one level, I have no time / resources to create graphics / level or pay someone to make them, current graphics made by a friend of mine)

Hope I can release it soon!
I'm new to the forums, but I'm doing a WebGL proof of concept Shoot'em Up, and probably will share code on GitHub when ready (it will be just only one level, I have no time / resources to create graphics / level or pay someone to make them, current graphics made by a friend of mine)

Hope I can release it soon!

-
EmperorIng
- Posts: 5223
- Joined: Mon Jun 18, 2012 3:22 am
- Location: Chicago, IL
Re: What are you working on?
I fiddle around with Scirra Construct Classic, a freeware game-maker.
http://www.scirra.com/construct-classic
They released a "sequel" Construct 2, but that only has HTML5 support, as opposed to the EXE support of the original.
It's a fairly powerful event-based programming engine.
Working on making a short, short horizontal, just as a "proof of concept," if you will. To see if I can actually get something done. I got the main coding for moving the player and the camera-screen done in more or less a single night (aping heavily off of obscure tutorials and tweaking as needed). That might sound impressive, and it sort of is, but the hard part, coding enemy movement, will be a very mammoth undertaking. And don't get me started on finding out a way to save high-scores in such a fashion that is hack-proof. Hoo boy.

You can see here my lame pixel art, enemy designs, the four spawn points where I control enemy waves over the course of the game, as well as Construct Classic's UI
Construct Classic has a custom plugin for supporting BulletML, but I don't know how to use XML in anything so I'm a bit stumped there.
Really, I'm more or less taking inspiration from Chronos, and other really really old shooters, where the enemy coding is very simple and scoring systems are almost nonexistent.
http://www.scirra.com/construct-classic
They released a "sequel" Construct 2, but that only has HTML5 support, as opposed to the EXE support of the original.
It's a fairly powerful event-based programming engine.
Working on making a short, short horizontal, just as a "proof of concept," if you will. To see if I can actually get something done. I got the main coding for moving the player and the camera-screen done in more or less a single night (aping heavily off of obscure tutorials and tweaking as needed). That might sound impressive, and it sort of is, but the hard part, coding enemy movement, will be a very mammoth undertaking. And don't get me started on finding out a way to save high-scores in such a fashion that is hack-proof. Hoo boy.

You can see here my lame pixel art, enemy designs, the four spawn points where I control enemy waves over the course of the game, as well as Construct Classic's UI
Construct Classic has a custom plugin for supporting BulletML, but I don't know how to use XML in anything so I'm a bit stumped there.
Really, I'm more or less taking inspiration from Chronos, and other really really old shooters, where the enemy coding is very simple and scoring systems are almost nonexistent.

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: What are you working on?

Still working on enhancements to 'Starfire - Ares Assault'. The game is now complete (playable end to end) but still needs some performance improvements. It's only 7 minutes long because the attacks are designed around the music (Holst's Mars). Replay value comes from beating your score and ramping up the difficulty. Scoring is multiplied at higher difficulties.
For shoot-em-up purists, there's a 'Hardcore' mode where any hits from bullets kill instantly, rather than diminishing energy. It make the game truly hardcore but it is still beatable.
Just posted a new YouTube video:
http://www.youtube.com/watch?v=kOWapqbIj7M
The latest version of the game has difficulty toned down and fairness versus bosses improved.
It's freeware (for PC and Mac) and can be downloaded from here:
http://www.suisoft.co.uk/starfire/index.htm
I still need to optimise the performance (it runs badly on some display cards) and have some bonus content to add.
Feedback appreciated. Feel free to comment on my blog or contact me via Twitter/Facebook wall.
Re: What are you working on?
http://www.youtube.com/watch?v=Ai73NjHTa-s
A prototype I started a couple of years ago and never finished. I might resurrect it soon.
A prototype I started a couple of years ago and never finished. I might resurrect it soon.
Re: What are you working on?
Will be working on 'Starfire - Ares Assault' again shortly. Performance enhancements and bonus content.
The game is freeware (for PC and Mac) and can be downloaded from here:
http://www.suisoft.co.uk/starfire/index.htm
I've had reports of corrupted text display, particularly on non-English locales. Anyone hit any problems from here?
If you have and could post up a screenshot that would be much appreciated. You can also contact me via the website:
http://www.suisoft.co.uk/games/contact.php
Thanks.
The game is freeware (for PC and Mac) and can be downloaded from here:
http://www.suisoft.co.uk/starfire/index.htm
I've had reports of corrupted text display, particularly on non-English locales. Anyone hit any problems from here?
If you have and could post up a screenshot that would be much appreciated. You can also contact me via the website:
http://www.suisoft.co.uk/games/contact.php
Thanks.
Re: What are you working on?
I'm with a similar yet opposite problem. I have a lot of ideas and can do the art, but don't have a coder-slave!trap15 wrote:Working on yet another engine/game that will probably never be completed. Simple engine written in C, very little dynamic allocation for speed/simplicity. Using my own platform abstraction, currently only has an Xlib binding. Just ripped-off graphics for now because I'm a terrible artist and I don't have an art-slave.
Re: What are you working on?
Maybe hit me upHagane wrote:I'm with a similar yet opposite problem. I have a lot of ideas and can do the art, but don't have a coder-slave!

@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: What are you working on?
just finished my base shmup framework written in C++, SDL and OpenGL(still lacks sound though). Will post a prototype video once i get around making one.
On a side note tutorials from the old shmup-dev forum helped a lot. More people should check that out. Its now moved to archives in the new forum.
EDIT: and we all need art slaves and starving musicians... AARRGGGHHHHH!!!
http://youtu.be/awK91ybt2xc - video of engine demo
On a side note tutorials from the old shmup-dev forum helped a lot. More people should check that out. Its now moved to archives in the new forum.
EDIT: and we all need art slaves and starving musicians... AARRGGGHHHHH!!!
http://youtu.be/awK91ybt2xc - video of engine demo
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment