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WIP Shoot 'em up
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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Aug 12, 2008 11:31 pm    Post subject:  WIP Shoot 'em up
Subject description: A game I've been working on
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I've been working on this over the summer, it's a shoot 'em up (no real name yet) that features an intelligent difficulty designer (like in Left 4 Dead), and some graphical niceties, such as space warping.

I don't have any particle effects or any sounds yet, but they are coming.
Also, only one enemy is enabled, because the others aren't ready yet.

Also coming are powerups, an ammo/weapon system, and explosions! As it is now enemies just disappear when they are destroyed.

Basically in this time I've built a very nice framework for the rest of the game, but that part will still take some time.

Anyways, try it out and tell me what you think so far.
Right now resolution is fixed at 800x600, windowed.

Controls:
Accelerate: W,S
Turn: A,D
Strafe: Q,E
Shoot: Space
Boost: Shift

Download



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Last edited by DeathRay2K on Wed Aug 13, 2008 6:28 am; edited 1 time in total

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Wed Aug 13, 2008 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Aug 13, 2008 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe to you,but for me it works fine...

Its a pretty nice game,pretty hard,with some nice graphics out there Smile

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Aug 13, 2008 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Try redownloading it Tartan, it may have become corrupted in the transfer.

It is a bit too hard right now, but that's basically overcompensating for the fact that only the easiest enemy is in the game right now. Wink

I should also mention, that this game is quite computationally intensive. I have toned it down a fair bit for this release, but it can easily obliterate my C2D E6600 @ 2.85GHz if I increase some settings.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Aug 13, 2008 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Man, the turning controls are way too sensitive... it's just not possible to aim for something if you have to manually break your turning speed.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you code it yourself, or did you use GameMaker?

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Aug 13, 2008 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm working on the controls. Basically, I have yet to find a satisfying time-dependent friction equation. The controls are much more precise in all ways better with greater friction, but I haven't figured out how to apply greater friction easily while keeping it related to time.

As to Dutchy's question, I coded it myself in C++, using HGE for the essentials.

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