Dev tools:
GameMaker 8.1 for putting it all together
ProMotion for graphics
SFXR for original sounds with other sound ripped from other STGs.
DOWNLOAD: https://mega.co.nz/#!EIEgUBCT!c39851awU ... pkrtINdIdg
SCREENSHOTS kindly hosted by fellow shmuppers:
n0rtygames wrote:
As it is, the game runs in 720x960 in a window (f4 to play with black background) and only uses keyboard controls: Z, X, directional keys, and 1 and 2 toggle scanlines and brightness adjustment. Bombs look cool but do nothing right nowmice wrote:![]()
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My goal is to essentially reverse engineer the aesthetics and mechanics of my favorite STGs-- mostly "old-school" ones made by Toaplan, Seibu Kaihatsu, Konami and Irem-- and incorporate a simple but original scoring system based on survival and skilled play.
Here's how the various systems will work in the full game:
POWER-UPS
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Both weapons can be powered up twice by collecting Ps. You need 4 to increase your weapon power one level. Upon death, you start with the basic laser, but you retain any Ps in stock. This way, if you're stuck at a section you can at least snatch some Ps until you finally have enough to increase your laser power and get past a tricky section. This system was lifted straight out of Toaplan games like Tatsujin and Same! Same! Same!
All enemies that drop power-ups can be killed in a special way to instead drop a Force pick-up. Your ship gains a shiny outline and your laser is slightly modified and stronger. The power is only temporary, but the more you collect, the longer it will last. Its up to you to decide if you just want a normal power-up, or take a little risk and go for the Force pick-up.
SCORING
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I want scoring to complement survival as much as possible. Scoring reflects this philosophy: The more you play earlier stages, the better you become, the higher the score you get, the more lives you earn, and the longer you can survive in the later unfamiliar stages. It gives you something to come back to when you play again and again, since you'll always see progress.
There are medals, and crates that contain medals. The more Ps you collect, the higher each medal is worth on pick-up. The more powerful your laser is, the more medals a crate will yield when destroyed. Scoring high is tied to survival and mastery. A counter is kept for how many of each you destroy or collect. Upon death the medal counter is reset, but the crate counter DOES NOT.
At the end of the stage, the medal count value is multiplied by the number of crates destroyed. The amount of leftover Force time is also tallied at roundend.
This scoring system facilitates the idea that survival is most important way to earn as many lives as possible. Its less about seeing numbers go up and more about a representation of your progress.
Thanks for reading, testing it out, and sharing your criticisms. I hope to finish Tetsuishi in the next few months and release it for free.