PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
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tiaoferreira
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PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Hello, guys! My name is Tião Ferreira, I'm a brazilian policeman, comicbook penciller, history teacher, and now, flash programming apprentice!
I did a little tribute to the old games, mixed various influences, I hope you recognize them during your play!
I am producing the game in Macromedia Flash MX 2004, using AS1, very slowly, for lack of time, but I'm getting there!
Enjoy!
Please test my game --> http://www.samysofigames.netii.net/pixe ... pixel.html
1st appearance --> http://gamearte.blogspot.com.br/2009/09 ... do-em.html
My other things:
http://www.tiaoferreira.deviantart.com
http://filosofiashmup.blogspot.com.br
I did a little tribute to the old games, mixed various influences, I hope you recognize them during your play!
I am producing the game in Macromedia Flash MX 2004, using AS1, very slowly, for lack of time, but I'm getting there!
Enjoy!
Please test my game --> http://www.samysofigames.netii.net/pixe ... pixel.html
1st appearance --> http://gamearte.blogspot.com.br/2009/09 ... do-em.html
My other things:
http://www.tiaoferreira.deviantart.com
http://filosofiashmup.blogspot.com.br
Last edited by tiaoferreira on Wed Jan 04, 2017 3:24 am, edited 4 times in total.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Sweet. But man those sounds
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worstplayer
- Posts: 861
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
So far it looks promising. It's obviously an early version, and there's a lot of things to improve.
You're probably aware of the bugged powerups and enemies apparing where they shouldn't (ships happily sailing through "land" tiles).
Other problem I had is that you can't move to corners of the playfield. Either remove this limitation or clearly mark where player can and can't go. Getting stopped by invisible wall while trying to dodge bullets is frustrating to say the least.
And rotating sprites really don't fit the "atari" look of this game. Maybe you'll find this useful?
But good start anyway. The game is already quite playable. Keep it up!
You're probably aware of the bugged powerups and enemies apparing where they shouldn't (ships happily sailing through "land" tiles).
Other problem I had is that you can't move to corners of the playfield. Either remove this limitation or clearly mark where player can and can't go. Getting stopped by invisible wall while trying to dodge bullets is frustrating to say the least.
And rotating sprites really don't fit the "atari" look of this game. Maybe you'll find this useful?
But good start anyway. The game is already quite playable. Keep it up!
"A game isn't bad because you resent it. A game is bad because it's shitty."
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Thanks for the comments. The project is in its fourth update. As for the rotary srita, the idea is the same, using a visual old game with new techniques.
As for the invisible walls, this only occurs because the link is shown without the page file "html ", only the executable "swf". In full-page, still under construction, the player can see the limitations of where you can and can not go.
Cars on water, boats on land, they really are bugs still to fix, hehehe!
PS: Please, download the font "adore 64", it enables ATARI texts, heheh!
http://www.4shared.com/file/2rwd5g7N/adore64_2.html
As for the invisible walls, this only occurs because the link is shown without the page file "html ", only the executable "swf". In full-page, still under construction, the player can see the limitations of where you can and can not go.
Cars on water, boats on land, they really are bugs still to fix, hehehe!
PS: Please, download the font "adore 64", it enables ATARI texts, heheh!
http://www.4shared.com/file/2rwd5g7N/adore64_2.html
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Hi, dudes! I need you to test the new game server "PIXEL FIGHTERS" to see if the online ranking is working. The table ranking shows the following example data:
__________________________________________
| NAME | SCORE | ENEMIES KILLED | 1º
------------------------------------------------
| Alpha | 9999999 | 102 | 2º
------------------------------------------------
| Bravo | 8888888 | 101 | 3º
------------------------------------------------
| Charlie | 7777777 | 100 | 4º
------------------------------------------------
And so on, until completing the 10 records
If FLASH game shows a high-score list, with green types, the game will be done.
__________________________________________
| NAME | SCORE | ENEMIES KILLED | 1º
------------------------------------------------
| Alpha | 9999999 | 102 | 2º
------------------------------------------------
| Bravo | 8888888 | 101 | 3º
------------------------------------------------
| Charlie | 7777777 | 100 | 4º
------------------------------------------------
And so on, until completing the 10 records
If FLASH game shows a high-score list, with green types, the game will be done.
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tiaoferreira
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- Contact:
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tiaoferreira
- Posts: 252
- Joined: Fri Aug 21, 2009 9:29 pm
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Stirring in my eternal project "PIXEL FIGHTERS" Shatterhand's friend made me an explanation of the way "EUROPEAN shmup" to be: the plane of the player has a shield, which will diminish as it is hit by firecrackers enemies, and after closed phase, we have the opportunity to repair the damage and re-equip the aircraft with different weapons and / or better.
According Shatterhand, that style games, such as AREA 88, STAR SWORD (which was introduced more than a year ago) are not much loved by the public shmupper.
Given the situation, I decided to do a poll in which you, the members of this community, the main reason for implementing the project, as it should be able to choose the scheme of "life control" of the game:
1 - Only one life, with HP bar?
2 - Three little lives and goodbye, the first shot?
3 - whatever, just finish the project, man!
PS: Translated by google, please forgive my poor english!
Arcade fake cabinet:
CAN YOU DEFEAT "ARACNOBOT"?
According Shatterhand, that style games, such as AREA 88, STAR SWORD (which was introduced more than a year ago) are not much loved by the public shmupper.
Given the situation, I decided to do a poll in which you, the members of this community, the main reason for implementing the project, as it should be able to choose the scheme of "life control" of the game:
1 - Only one life, with HP bar?
2 - Three little lives and goodbye, the first shot?
3 - whatever, just finish the project, man!
PS: Translated by google, please forgive my poor english!
Arcade fake cabinet:
CAN YOU DEFEAT "ARACNOBOT"?
Last edited by tiaoferreira on Sun Oct 09, 2016 11:49 pm, edited 2 times in total.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
2 all the way :P
Some extends would be nice, too :P
Some extends would be nice, too :P
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Updating project!
Now, with hi-scores on line! Try!
http://samyragames.freehostia.com/shooter/aviao4.swf
Now, with hi-scores on line! Try!
http://samyragames.freehostia.com/shooter/aviao4.swf
Last edited by tiaoferreira on Sun Apr 22, 2012 4:30 am, edited 1 time in total.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Still way too easy. I got up to 200 enemies killed before I got bored and quit.
There's still boats appearing over land and ground completely dissapearing.
Missiles are way overpowered.
I think fans of Atari 2600 games might like it though
There's still boats appearing over land and ground completely dissapearing.
Missiles are way overpowered.
I think fans of Atari 2600 games might like it though
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Thanks for playing, dude.
Enemies killed are not important to TOP TEN RANKING, this number will be important to other achievements.
But, did you killed the BOSS? If you not done it, you can not say "IT IS TOO EASY".
If is TOO EASY, break the hi-score!
The bugs will be solved along the way. For now, there is only one phase available.
REMEMBERING: The people are voting for life schemes: classic arcade, or european shmup. If they choose classic arcade mode, many players will not survive even five minutes, hehehehe!
For those who have Orkut account, there is a specific community about SHMUP GAMES: http://www.orkut.com.br/Main#Community?cmm=2591559
Enemies killed are not important to TOP TEN RANKING, this number will be important to other achievements.
But, did you killed the BOSS? If you not done it, you can not say "IT IS TOO EASY".
If is TOO EASY, break the hi-score!
The bugs will be solved along the way. For now, there is only one phase available.
REMEMBERING: The people are voting for life schemes: classic arcade, or european shmup. If they choose classic arcade mode, many players will not survive even five minutes, hehehehe!
For those who have Orkut account, there is a specific community about SHMUP GAMES: http://www.orkut.com.br/Main#Community?cmm=2591559
Last edited by tiaoferreira on Sat Jul 16, 2011 11:31 pm, edited 1 time in total.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
How many enemies do you have to kill before you reach this boss? :P
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
The enemy number is not important for this. To fight against enemy, you must survive, completing the map.
The BOSS "IA" is not complete, but he shoots wildly, both causing slowdown. In fact, during the mission, some moments are with slowdown due to the large number of projectiles on the screen, even in an area that the player does not see, are not being removed from the screen.
I'm trying to eliminate this problem now.
The BOSS "IA" is not complete, but he shoots wildly, both causing slowdown. In fact, during the mission, some moments are with slowdown due to the large number of projectiles on the screen, even in an area that the player does not see, are not being removed from the screen.
I'm trying to eliminate this problem now.
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
I've passed this sunday studying flames and patterns, to use in some special situation.
The first result is this:
Animation:
1st test:
http://cabrumzine.vilabol.uol.com.br/rastro.swf
2nd test:
http://seap-rn.vilabol.uol.com.br/rastro2.swf
With this, I will create a lot of damage flames, and some powerful weapons, heheheh!
Create games is funny, play them is better!
The first result is this:
Animation:
1st test:
http://cabrumzine.vilabol.uol.com.br/rastro.swf
2nd test:
http://seap-rn.vilabol.uol.com.br/rastro2.swf
With this, I will create a lot of damage flames, and some powerful weapons, heheheh!
Create games is funny, play them is better!
Last edited by tiaoferreira on Sun Apr 22, 2012 4:34 am, edited 1 time in total.
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Horacechin
- Posts: 17
- Joined: Sun Jul 17, 2011 9:19 pm
- Location: Largo, Florida
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
That was pretty fun. I like the scenery and little houses (also the moving water effect on the islands) . But there are two main problems (number 1 is probably just for me).
1. There seems to be a little slow down when there are alot of bullets on screen.
2. You cant move to the corners of the screen. (Left and right also)
1. There seems to be a little slow down when there are alot of bullets on screen.
2. You cant move to the corners of the screen. (Left and right also)
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Horacechin
- Posts: 17
- Joined: Sun Jul 17, 2011 9:19 pm
- Location: Largo, Florida
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Number 2tiaoferreira wrote:Stirring in my eternal project "PIXEL FIGHTERS" Shatterhand's friend made me an explanation of the way "EUROPEAN shmup" to be: the plane of the player has a shield, which will diminish as it is hit by firecrackers enemies, and after closed phase, we have the opportunity to repair the damage and re-equip the aircraft with different weapons and / or better.
According Shatterhand, that style games, such as AREA 88, STAR SWORD (which was introduced more than a year ago) are not much loved by the public shmupper.
Given the situation, I decided to do a poll in which you, the members of this community, the main reason for implementing the project, as it should be able to choose the scheme of "life control" of the game:
1 - Only one life, with HP bar?
2 - Three little lives and goodbye, the first shot?
3 - whatever, just finish the project, man!
PS: Translated by google, please forgive my poor english!
Arcade fake cabinet:
CAN YOU DEFEAT "ARACNOBOT"?
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
really. This is because the game, the way it is being shown, is without borders, and what you see on screen is beyond the limit that can move. The original game resolution is 160 x 120 pixels and the screen you see is wider, but it is not useful area of the game.
When the game does not have most of these bugs will be shown the actual usable area of the game, then yes, the player will no longer have this impression of limited movement.
Did you killed "ARACNOBOT"?
When the game does not have most of these bugs will be shown the actual usable area of the game, then yes, the player will no longer have this impression of limited movement.
Did you killed "ARACNOBOT"?
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, is time to show something...
I've made some updates. Please, test and tell me what you think.
Remembering game database:
Title: PIXEL FIGHTERS (idem)
Year of Project start: 2009
Style: Vertical shooter
Players: 1
Languages available: Brazilian Portuguese and english
Status: Playable
Finished project percentage: 70%
Screen size: 130 x 120
Platform: Windows XP, Seven, Vista, PSP, Cybergame Dynacom and all consoles that run flash player 9 or newest (I never tested on MAC).
Tool / language used: Flash Actionscript 1.0
Filesize: 2,3mb (until now)
Distribution: Freeware
Main credits: Codification by Gabriel Moura and me; folley effects by me (not all of them, there are some sound effects found at Find Sounds website); special thanks to Gofaia (for PSP app development), Googley (Raiden-x’s author, for his valuable tips, again) and Gryzor/Rozyrg (for some interesting A.I. ideas); music by Euler Moisés (for the final version), Harppia, Nightwish, Blind Guardian and other greatest heavy metal bands (for the testing versions), music samples from various ancient games (homage)
http://www.youtube.com/watch?v=VAe4HodY ... OSGcWt-RdQ
Testing procedural environment generation
Pixel Fighters running on PSP (still not pefectly)
A fake arcade cabinet: don't need to pay for dream, hahaha!
The mission menu
On line "hall of fame"
http://www.youtube.com/watch?v=VAe4HodY7Zg
Story
"PIXEL FIGHTERS" is a homage to the oldschool games. I mixed many concepts and ideas, resulting on a curious game. I think this "PIXEL FIGHTERS" has everything I wanted in "RIVER RAID", but Carol Shaw could not did, hehehe!
In this game, I'm trying create a procedural environment map generation, it will be used in most of my games. Until now, I like it!
"PIXEL FIGHTERS" is a game full of references to old games. try to identify them! Try to enter in top ten players, register your score on line!
I've made some updates. Please, test and tell me what you think.
Remembering game database:
Title: PIXEL FIGHTERS (idem)
Year of Project start: 2009
Style: Vertical shooter
Players: 1
Languages available: Brazilian Portuguese and english
Status: Playable
Finished project percentage: 70%
Screen size: 130 x 120
Platform: Windows XP, Seven, Vista, PSP, Cybergame Dynacom and all consoles that run flash player 9 or newest (I never tested on MAC).
Tool / language used: Flash Actionscript 1.0
Filesize: 2,3mb (until now)
Distribution: Freeware
Main credits: Codification by Gabriel Moura and me; folley effects by me (not all of them, there are some sound effects found at Find Sounds website); special thanks to Gofaia (for PSP app development), Googley (Raiden-x’s author, for his valuable tips, again) and Gryzor/Rozyrg (for some interesting A.I. ideas); music by Euler Moisés (for the final version), Harppia, Nightwish, Blind Guardian and other greatest heavy metal bands (for the testing versions), music samples from various ancient games (homage)
http://www.youtube.com/watch?v=VAe4HodY ... OSGcWt-RdQ
Testing procedural environment generation
Pixel Fighters running on PSP (still not pefectly)
A fake arcade cabinet: don't need to pay for dream, hahaha!
The mission menu
On line "hall of fame"
http://www.youtube.com/watch?v=VAe4HodY7Zg
Story
"PIXEL FIGHTERS" is a homage to the oldschool games. I mixed many concepts and ideas, resulting on a curious game. I think this "PIXEL FIGHTERS" has everything I wanted in "RIVER RAID", but Carol Shaw could not did, hehehe!
In this game, I'm trying create a procedural environment map generation, it will be used in most of my games. Until now, I like it!
"PIXEL FIGHTERS" is a game full of references to old games. try to identify them! Try to enter in top ten players, register your score on line!
Last edited by tiaoferreira on Tue Oct 21, 2014 6:15 pm, edited 4 times in total.
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, I have some updates:
New graphics for all levels;
Defined number of levels: 40 standard and some secrets;
Redefined system of procedural maps generation: tiles environment now change according current mission;
All secundary weapon (bombs) implemented - Napalm (yellow), airstrike cluster (blue), grand slam rain (green) and TNT super charge (red);
And project keeps going... Slowly...
New graphics for all levels;
Defined number of levels: 40 standard and some secrets;
Redefined system of procedural maps generation: tiles environment now change according current mission;
All secundary weapon (bombs) implemented - Napalm (yellow), airstrike cluster (blue), grand slam rain (green) and TNT super charge (red);
And project keeps going... Slowly...
Last edited by tiaoferreira on Tue Oct 21, 2014 6:13 pm, edited 1 time in total.
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, finally, I back to production of PIXEL FIGHTERS!
The news include a MAP PROCEDURAL GENERATION. How it works?
I expended too many hours studying RIVER RAID and Carol Shaw's way of build her maps...
So, I built a way based on number variables. They commands randomically the generation of game maps.
See: https://www.youtube.com/watch?v=VAe4HodY7Zg
The news include a MAP PROCEDURAL GENERATION. How it works?
I expended too many hours studying RIVER RAID and Carol Shaw's way of build her maps...
So, I built a way based on number variables. They commands randomically the generation of game maps.
See: https://www.youtube.com/watch?v=VAe4HodY7Zg
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, too many things happened since 2009...
So, I'm back again!
I made some corrections in code, and I got some better results.
Unfortunatelly, new codes caused fall of performance
I'm testing replace all vector graphics by PNG graphics. Maybe it works
So, I'm back again!
I made some corrections in code, and I got some better results.
Unfortunatelly, new codes caused fall of performance
I'm testing replace all vector graphics by PNG graphics. Maybe it works
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
For refresh memory:
Some weapon features:
Cutscenes sketches:
A combat tower, from all bosses:
Some "bosses" sketches:
Some weapon features:
Cutscenes sketches:
A combat tower, from all bosses:
Some "bosses" sketches:
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, my daughter was testing the updates and she warned me about the available arsenal: She said that some weapons are too similar to others. I decided to test some changes and these are the test results, until now:
See the guns at maximum upgrade level
Yellow Gun
Red Gun
Blue Gun
Green Gun
I've reduced the needed levels to maximum upgrade, from five to three. When the game starts, the defaut weapon level is seted like zero. So, the total of levels are four (0+3). I believe this is the only case of mathematics in which zero add something and change the results, hehehe!
Following with tests, the cutscenes are being ok.
See the guns at maximum upgrade level
Yellow Gun
Red Gun
Blue Gun
Green Gun
I've reduced the needed levels to maximum upgrade, from five to three. When the game starts, the defaut weapon level is seted like zero. So, the total of levels are four (0+3). I believe this is the only case of mathematics in which zero add something and change the results, hehehe!
Following with tests, the cutscenes are being ok.
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S20-TBL
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
I tried playing the .SWF, but the website seems to be saying "File not found"...did you take it down recently?
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Unfortunatelly, the server was lost:( And with it, all hiscores registered I'll re-upload next month.
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Well, I've posted an old and "full of bug" version to download, hehehe!
Unfortunately, the weapons upgrades are not available, but you can take a little idea of game.
If you run the game using a flash player, it runs in fullscreen mode, and you can use a web browser for this;
http://www.mediafire.com/download/ah93r ... aviao4.swf
Unfortunately, the weapons upgrades are not available, but you can take a little idea of game.
If you run the game using a flash player, it runs in fullscreen mode, and you can use a web browser for this;
http://www.mediafire.com/download/ah93r ... aviao4.swf
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
NEW UPDATES!
The good news:
50% of soundtrack defined; Preferred genre: speed metal.
All bomb types are working;
All weapon types are working;
All enemies can aim player; Some enemies can pursuit player;
Score system is defined = Players rank is based on points and enemies body count;
Evolution icons added = signs that show from "rookie" to "veteran".
The bad news:
PSP version canceled by while;
Procedural map generation still causing little bugs, giving a strange visual to the game;
When player defeats the "ARACNOBOT", the score counts unstoppable, until the mission be changed;
Game difficulty is too excessive on arcade mode = bosses shoot no mercy!
The work continues
The good news:
50% of soundtrack defined; Preferred genre: speed metal.
All bomb types are working;
All weapon types are working;
All enemies can aim player; Some enemies can pursuit player;
Score system is defined = Players rank is based on points and enemies body count;
Evolution icons added = signs that show from "rookie" to "veteran".
The bad news:
PSP version canceled by while;
Procedural map generation still causing little bugs, giving a strange visual to the game;
When player defeats the "ARACNOBOT", the score counts unstoppable, until the mission be changed;
Game difficulty is too excessive on arcade mode = bosses shoot no mercy!
The work continues
Last edited by tiaoferreira on Sun Oct 09, 2016 11:05 pm, edited 1 time in total.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Do you have an updated link to the game? The VilaBol hosting of your old site is gone and I assume the December Mediafire link is obsolete.
Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
this one worked for meIxmucane2 wrote:Do you have an updated link to the game? The VilaBol hosting of your old site is gone and I assume the December Mediafire link is obsolete.
http://www.mediafire.com/download/ah93r ... aviao4.swf
very fun and visually pleasing game
1st boss got me so many times =D
love the music too
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tiaoferreira
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Re: PIXEL FIGHTERS - THE MOST OLDSCHOOL SHMUP EVER MADE!
Thanks, friends. the link of Media Fire is the latest version.
For these days, the work is stopped, because my computer is broken. During a big rain, the roof of my house has gained a large hole EXACTLY over the PC cabinet. A waterfall washed the equipment and ONLY THE HD was not burned
But I'm buying new pieces, coming so, the project continues
For these days, the work is stopped, because my computer is broken. During a big rain, the roof of my house has gained a large hole EXACTLY over the PC cabinet. A waterfall washed the equipment and ONLY THE HD was not burned
But I'm buying new pieces, coming so, the project continues