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gamedev 

I'm now replacing all the placeholder sprites from Phantasy Star with my own creation. These new water tiles definitely need some brushing up, but at least they are mine.

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gamedev 

Edge tiles for the alien planet tileset have now been replaced.

gamedev 

I've changed the ocean tiles for the alien planet tileset from red to yellowish green (trying to make it look like some kind of acid) because the bullets and the player's crosshair blended in with the red oceans. I originally wanted to make the oceans yellow (color of sulfuric acid which could be an alternative to water for alien life forms) but the yellow oceans would've looked too similar to the sand tiles.

gamedev 

I've added a debug menu (really just a level select) to make testing levels easier. I should've done this earlier, but here it is.

gamedev 

Now you can change your power up status in the debug menu.

gamedev 

I also added a fun little message to anyone accessing my debug menu.

gamedev 

Hopefully this will be the last level I make for this game. I only plan on having 8. The old level 7 is now level 8.

And if you noticed, I didn't change the tile assets in the level editor.

gamedev 

I guess this level is going to be about storming some alien base. I don't know. I never bothered writing a story for this game.

gamedev 

I've programmed a freeze frame when you die.

Are you happy now, Sakurai?

gamedev 

I've added a red flash effect to the hit stop.

gamedev 

Now there is a hit stop effect when defeating a boss.

gamedev 

I wasn't going to make anymore bosses, but since I have 8 levels, I need to have 8 bosses unless I want to have a repeated boss. I decided to make it ones of those shmup bosses where you have to destroy their shield (which has orbiting generators) in order to damage it.

No gameplay screenshots because I only got the class definitions started.

gamedev 

Something I just noticed. I have alien hut tiles which I place to make small alien villages (only a few tiles big), yet on the same level, I have a huge alien base that is hundreds of tiles long. So, this alien base is probably the size of a fucking region.

Whatever.

gamedev 

Finally got the 8th boss to work. I just need to create a texture for the shield, but I got the orbiting shield generators.

gamedev 

Got a basic texture for the force field. Still not complete, obviously.

gamedev 

The shield generators now explode when they're destroyed and flash red when hit.

gamedev 

Improved the texture for the boss's force field.

gamedev 

Boss 8 now attacks. (It only shoots directly at the player)

gamedev 

Adjusted the bullet speed a little bit.

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gamedev 

@xianc78 nice dude it's looking good :gyate_yuuka_rember:

gamedev 

@xianc78 I seem to miss a lot of your gamedev posts so I'm not up to date on it (although I am interested) - you've replaced the water sprites and such, how much do you have left before all the placeholder is gone?

gamedev 

@Binkle I need to change the tiles in other tilesets. I also need to change some of the music. I normally use OpenGameArt for assets and they seem to be lacking when it comes to music and I can't compose my own.

gamedev 

@xianc78 it is notoriously hard to find good music for games without commissioning something. I know composition is not everyone's forte but have you considered using a tracker? A lot of people find that the constraints make it easier and more fun, and something more chiptune-ish seems like it could fit with your work

gamedev 

@Binkle I should probably give DefleMask a shot. I really just want to get this project over with though. I'm not really that big of a fan of shmups. This is just a practice game (mostly for enemy patterns).

My next project will probably have custom music though. We'll see.

re: gamedev 

@xianc78 ohhh I see. I didn’t realize the status of the project. What sort of thing do you think you might do next?

re: gamedev 

@Binkle I might do a platformer which would be something I'm more familiar with.

gamedev 

@xianc78 lol xD i think if the camera and other ships stop moving and your ship blows up and plays an exploding sound effect, then the screen just fades to black for a game over, that would be perfect. if you still have lives left, then it'll break up the flow a bit.

gamedev 

@beardalaxy According to Sakurai in his video, a freeze frame is necessary in shmups because sometimes you die so quickly, you don't even know how you die. So it's best to have a freeze frame to show what hit you.

I could also replace the tile background with a solid color for an added effect.

gamedev 

@xianc78 Suggestion if possible:
Have you considered a white flash once the boss is destroyed? Makes explosions look bigger imo, kinda like this but not as long
m.youtube.com/watch?v=DqzmVvga_so

gamedev 

@ItsSkyDragonz There is a white explosion at the end but I cut off the recording before it happens.

It's kind of ironic that you showed Kirby as an example because I got the whole hit stop effect idea from Masahiro Sakurai's new gamedev channel.

invidious.poast.org/watch?v=Od

gamedev 

@xianc78 there are size and proportion issues with a lot of games, especially old school ones. as long as it looks good and gets the message across, i don't think it's that big of a deal.

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