What are you working on?

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Sasupoika
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What are you working on?

Post by Sasupoika »

The point of this thread is to share info about current projects. Some might not want to make thread for work in progress, so they can post their progress here.

So, what are you working on currently? I'm working on a bullet hell-game called SoulEngine. I'm using C++ and SFML. I've been lazy.
Image
Today I added suicide-bullets. The enemies have own multiplier which increases when they shoot bullets. The greater the multiplier when they die, the more score you gain and less suicide-bullets will be shot.
http://www.youtube.com/watch?v=JLoKPu17YVg
I hope this is a good start for the thread.
Last edited by Sasupoika on Thu Aug 06, 2009 1:17 pm, edited 1 time in total.
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genecyst
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Re: What are you working on?

Post by genecyst »

i haven't understand how suicide bullets works... i really like the 80s boss you drown.

i'm doing this for gameboy advance:
Image

here some videos:
http://www.youtube.com/watch?v=jQ8rOi93 ... re=related
http://www.youtube.com/watch?v=blqS-Dt_ ... re=related
http://www.youtube.com/watch?v=2fx_gyh7 ... re=related

a puzzle game with a shooting attitude! yo!
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null1024
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Re: What are you working on?

Post by null1024 »

A mini shooter to test out Enigma. I just need to figure out how to do collision, because I can't seem to select the Collision event, and place_free returns false almost at random when the objects are *near* eachother...

Also, obligatory screenshot:
Image

There also seems to be a bug in Enigma where the screen is rotated very slightly. Everything is supposed to be perfectly square in the screenshot.

And, just for the hell of it, here's the binary. The enemy moves in a circle [by way of x+=sin(asdf)*qwerty and y+=cos(asdf)*qwerty, I don't think paths work]. It's a small binary compared to GM's HUEG LIEK XBOX ones that are almost 2MB from the start, this one's only 650k or so.

http://www.4shared.com/file/123438453/4 ... /test.html
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
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the2bears
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Re: What are you working on?

Post by the2bears »

That's pretty cool looking in a bit.trip.beat kind of way :)

Bill
the2bears - the indie shmup blog
agustusx
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Re: What are you working on?

Post by agustusx »

I've been working on a GM7 shmup for a bit. Very on and off, start-stop development but I hope to release a beta in the next two weeks. The first three stages are almost done. I have not taken the time to code the game so that resources load only at the beginning of the stages needed, currently all resources load at game launch(GM default), this makes it play unnecessarily poorly on a 1.7GHZ P4 M with 512 RAM and 32mb card, which is my low end target. Once I take the time to handle this I should be ready to share and start my own thread. For now here is an image of both characters in-game.

Image
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Danbo
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Re: What are you working on?

Post by Danbo »

Cave-style game with a ammo-limited, powerful melee alternate attack that is tied into scoring. Currently music is a large stumbling block for me though, trying to figure out how the hell I'm going to make music at all (not to mention XAudio2 is kind of a bitch). Programming in C++ with Direct3D 9 (2D graphics, just to make use of hardware acceleration) for Graphics, Lua (and LuaBind) for scripting.

I don't like to post pictures of unfinished work.
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emphatic
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Re: What are you working on?

Post by emphatic »

agustusx wrote:I've been working on a GM7 shmup for a bit. Very on and off, start-stop development but I hope to release a beta in the next two weeks. The first three stages are almost done. I have not taken the time to code the game so that resources load only at the beginning of the stages needed, currently all resources load at game launch(GM default), this makes it play unnecessarily poorly on a 1.7GHZ P4 M with 512 RAM and 32mb card, which is my low end target. Once I take the time to handle this I should be ready to share and start my own thread. For now here is an image of both characters in-game.
I'm liking those graphics a lot.
Image | My games - http://www.emphatic.se
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Rozyrg
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Re: What are you working on?

Post by Rozyrg »

emphatic wrote:
agustusx wrote:I've been working on a GM7 shmup for a bit. Very on and off, start-stop development but I hope to release a beta in the next two weeks. The first three stages are almost done. I have not taken the time to code the game so that resources load only at the beginning of the stages needed, currently all resources load at game launch(GM default), this makes it play unnecessarily poorly on a 1.7GHZ P4 M with 512 RAM and 32mb card, which is my low end target. Once I take the time to handle this I should be ready to share and start my own thread. For now here is an image of both characters in-game.
I'm liking those graphics a lot.
Me too... looks excellent!

I've been curious/worried what to do about GM's loading for mine, too. Even with only two partially finished stages I'm getting a bit concerned. :P
agustusx
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Re: What are you working on?

Post by agustusx »

Rozyrg wrote:
emphatic wrote:[
I'm liking those graphics a lot.
Me too... looks excellent!

I've been curious/worried what to do about GM's loading for mine, too. Even with only two partially finished stages I'm getting a bit concerned. :P
Thanks guys, more news soon. I just got approved for being off tommorow and next friday so that will add to the production time ;)

Rozyrg I would look into this
http://gmc.yoyogames.com/index.php?showtopic=353544

I used it on my last project and it helped much. I can't say its the BEST solution, but at the time it WAS the best solution for me. I plan on implementing it for my current game. The major issue I had with it is that it works best if you wait until the end of product development before you switch to it. If you update graphics or resources regularly it will make you have more work. If you wait till all assets are final, you get around this. Once you use it to manage your sprites you will lose their visiblity in GM. Loading your resources from external files will reduce the GM launchers time as well.
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Sasupoika
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Re: What are you working on?

Post by Sasupoika »

Now with music. Basic boss is shown too.
Nice projects you are having.
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null1024
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Re: What are you working on?

Post by null1024 »

This:
Image

It's currently called asdf.gmd. I haven't gotten around to naming it. I spent loads of time on a really slow special effect [press E and suddenly fake motion blur happens, it'd be much faster in GM6 and up, because alpha transparency is *slow*].

It's early in development, so no release, not until I at least have 1/3 of a level.
I should be working on bilateral, but I have no desire to boot that slow XP machine just to do it. Does GM6 run well in Wine? I refuse to use GM7.

PS: it's a crapload clearer in motion.
PPS: made a thread, I have a sort of level done. Screenshot is also out of date, enemy bullets are easier to see.
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
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Rozyrg
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Re: What are you working on?

Post by Rozyrg »

I got kinda bored with ZpUltra, so I threw together a quickie vertical shooter in a few days. Granted it uses a few things from ZpU (fonts, effect gfx, bullet scripts); but I'm still proud I put it together in the time span I did. Also the fact it's a good 90% code now and runs at 60fps.

Image
Image
Image
http://www.yoyogames.com/games/show/95432#

:)
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Sasupoika
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Re: What are you working on?

Post by Sasupoika »

Image
I have been making second boss.
I decided that I should make all the bosses first before arranging the stages.

I really need to animate stuff more. Also, the first map-mechanism was way too heavy, so I had to redo it.
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genecyst
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Re: What are you working on?

Post by genecyst »

i'm doing some bosses too and drawing some intro screens
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worstplayer
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Re: What are you working on?

Post by worstplayer »

First screen from GigaWing clone i'm working on.
Image
I hope I'll have something playable for the Shmup-Dev rapid prototype session 14, but I can't promise anything (2D-in-3D is harder than I thought).
"A game isn't bad because you resent it. A game is bad because it's shitty."
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Rozyrg
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Re: What are you working on?

Post by Rozyrg »

agustusx wrote: Rozyrg I would look into this
http://gmc.yoyogames.com/index.php?showtopic=353544

I used it on my last project and it helped much. I can't say its the BEST solution, but at the time it WAS the best solution for me. I plan on implementing it for my current game. The major issue I had with it is that it works best if you wait until the end of product development before you switch to it. If you update graphics or resources regularly it will make you have more work. If you wait till all assets are final, you get around this. Once you use it to manage your sprites you will lose their visiblity in GM. Loading your resources from external files will reduce the GM launchers time as well.
Thanks! I had been having some speed issues with my game on this pc, so I was trying this out on the bulk of my finished graphics. I noticed a pretty stark increase in speed at first; but as I externalized more and more stuff, it seemed to slowly creep back to where it was before. Do you have any advice as to when/where/how to load/unload specific stuff?
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lilmanjs
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Re: What are you working on?

Post by lilmanjs »

genecyst wrote:i haven't understand how suicide bullets works... i really like the 80s boss you drown.

i'm doing this for gameboy advance:
Image

here some videos:
http://www.youtube.com/watch?v=jQ8rOi93 ... re=related
http://www.youtube.com/watch?v=blqS-Dt_ ... re=related
http://www.youtube.com/watch?v=2fx_gyh7 ... re=related

a puzzle game with a shooting attitude! yo!
this game I really want :D
agustusx
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Re: What are you working on?

Post by agustusx »

Rozyrg wrote:
agustusx wrote: Rozyrg I would look into this
http://gmc.yoyogames.com/index.php?showtopic=353544

I used it on my last project and it helped much. I can't say its the BEST solution, but at the time it WAS the best solution for me. I plan on implementing it for my current game. The major issue I had with it is that it works best if you wait until the end of product development before you switch to it. If you update graphics or resources regularly it will make you have more work. If you wait till all assets are final, you get around this. Once you use it to manage your sprites you will lose their visiblity in GM. Loading your resources from external files will reduce the GM launchers time as well.
Thanks! I had been having some speed issues with my game on this pc, so I was trying this out on the bulk of my finished graphics. I noticed a pretty stark increase in speed at first; but as I externalized more and more stuff, it seemed to slowly creep back to where it was before. Do you have any advice as to when/where/how to load/unload specific stuff?
I would load stuff before the level starts so there is no hiccup during gameplay. I would unload at the end of the stage. This would go for all resources that are level specific. I don't put projectiles or the character sprite into external files since I know they are used on each level.
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Rozyrg
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Re: What are you working on?

Post by Rozyrg »

Would preloading them be as simple as assigning the external source to a variable and unloading reverting them back to zero?.... or is a more sophisticated method necessary? Novice question I know; but I'm still new to this and couldn't quite get a straightforward answer from that GMC thread.

I think I've figured out part of the problem, though (at least playing from my laptop)...I put everything in the same room. I did because it's a lot less of a hassle not having to set/swap a lot of global variables between rooms; but I guess I didn't think about the consequences on memory. :P
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Re: What are you working on?

Post by agustusx »

Rozyrg wrote:Would preloading them be as simple as assigning the external source to a variable and unloading reverting them back to zero?.... or is a more sophisticated method necessary? Novice question I know; but I'm still new to this and couldn't quite get a straightforward answer from that GMC thread.
Yes assign to variable,\ Then in the create code of your object you tell it which variable it should load as its sprite(i cant remember if its sprite_image='var' or sprite_index='var'). But to unload you have a function that clears a resource from memory. Once its clear not only do you free up memory, but you shouldn't use that resource until you load it again. This GM extension has a help file, you go to edit extensions and there's an info button. I would grab text and dump it into a file you can read. It lists all the functions and their purpose. If you look at the example it will also help. That thread is a mess.You mostly just need now how to load and unload though.

Rozyrg wrote: I think I've figured out part of the problem, though (at least playing from my laptop)...I put everything in the same room. I did because it's a lot less of a hassle not having to set/swap a lot of global variables between rooms; but I guess I didn't think about the consequences on memory. :P
Not sure what to make of that, my global variables are truly global and I don't swap them out in different rooms. I do on ocassion save them or reset them, but I'm not sure what/why your doing it.

But I can say that having all items in one room will creep up on you. My workstation is quite a bit more powerful than my oldest laptop and I found after some experimenting it was the amount of instances choking the CPU on the old box.

So when you say you put everything in the same room, is this the active room and what did you put in it that is currently not in use?
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Rozyrg
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Re: What are you working on?

Post by Rozyrg »

Well, I had just heard it wasn't the best idea to rely on globals.... and ZpU had a huge bloody mess of them (ok, with all the DnD still in there, everything pretty much was.) Probably just my noobish ignorance. *shrugs*

Thanks for filling me in on the details on loading, though. I was getting pretty frustrated with it.
agustusx wrote: So when you say you put everything in the same room, is this the active room and what did you put in it that is currently not in use?
Hmm... well, it had the title graphics, two background sets and less than 10 enemy types (a little more if you count sub-parts and duplicates), with a good third or so of those being used at any given time. The biggest hit seems to come when I swap the background gfx, though. What's weird is that whichever one loads first will always go faster (I had the title screen set to pick one at random), while the other one causes a nasty framerate hit, even after they've switched a few times. :P

Anyways, I just started on a boss.. so once he's done, I figure it's a better time than never to finally swap rooms.
charlie
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Re: What are you working on?

Post by charlie »

I'm working on this at the moment:

http://www.youtube.com/watch?v=DJE_uIAw6zE

It's another arena shooter, albeit a totally awesome one ;) This one features multiple routes through the game, with 3 exits on every stage.

It's going to be my last full on shmup for a little while, i've got plans for a Rocky/Punchout style game but with kicking people up the arse, and also an adventure game combining shmup style shooting with some light zelda-esque adventuring on an island you can save or destroy depending on how you feel.

Cheers
Charlie
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genecyst
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Re: What are you working on?

Post by genecyst »

@ lilmanjs:
here's the beta rom:
http://www.otouv.org/hlyhll/hlyhll.zip

you can change around four colours with B button and shot with A. to destroy a block you must be coloured just like the block you shot. you can also absorb a block of your same colour to open the way.
when you destroy a block it can make start a chain reaction between blocks of the same colour. this chain stop when you shot at a block with different colour.
Chain reaction doesn't start if you absorb a block.

it's a game boy advance game and should work well on a flash card.


it's not finished, but it already has 37 little levels.
let me know what you think about it.
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null1024
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Re: What are you working on?

Post by null1024 »

This for Shmup Dev's 15th Rapid Prototyping Session:
Image
http://www.shmup-dev.com/forum/index.ph ... 050.0.html
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
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lilmanjs
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Re: What are you working on?

Post by lilmanjs »

just started up the idea with a few of the people who helped out with the failed shmup we tried making, to see if they wanna work on it again. I think we had good ideas for the story and general feel of the shmup.
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Sasupoika
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Re: What are you working on?

Post by Sasupoika »

I have been remaking my engine recently. Now I have shmup-project under way.

http://www.mediafire.com/file/njmmlcjlz ... otage1.mp4
A video of current engine ( kinda old )

Today I have to get my inputs in order and maybe make basis for Recca-mode.
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ShmupSamurai
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Re: What are you working on?

Post by ShmupSamurai »

I'm currently developing a PC-Engine styled vert called "Samurai Sabre".

It features samurai piloting spaceships against ninjas, mecha, and bio-tech warships in outerspace,
with two primary weapons( twin vulcan and multi-direction shurikens)and two special weapons(a Beam Saber and a Laser)that drain a special energy bar.

Most end-stage bosses are fighterships your size that attach 3 to 4 boss-weapon parts to themselves, which can be damaged and destroyed, but the fighter must be destroyed to win the fight. Oh and there's alot of mini-bosses too :D

Don't have any pics yet but when I do, I'll be sure to post them.

As usual, I'm using TGF to make it(with custom graphics to keep that 16-bit feel)
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null1024
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Re: What are you working on?

Post by null1024 »

Working on Bisus, or "yet another horizontal screen vertical shooter" by me.
It's a boss rush. Just got GM8 [pro] recently, and am having massive fun with the alpha settings.
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
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ShmupSamurai
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Re: What are you working on?

Post by ShmupSamurai »

Still workin' on it...will have some pics REAL SOON though. :D
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Ixranin
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Re: What are you working on?

Post by Ixranin »

HOLY HELL always manages to catch my eye when I look at this thread, heh.

Project Modus:

http://www.youtube.com/watch?v=_AGkanT_u2k

Well... I was working on it, but it's sorta stalled for now because I transitioned from XP to Win7 and the original Multimedia Fusion doesn't work in 64-bit. (Yep, working with that ancient thing MMF.) Was originally hoping to get the first stage done before posting it here, but I didn't even get to the miniboss.
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