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 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
Finally swapping the placeholder music with free to use music. (Which I can't show because I can't get OBS to record audio)
A lot of the music I find doesn't fully fit with the level but I'm trying my best to find music that fits as closely as possible.
Also, reminder that if you are a music composer and have scores laying around, consider uploading them to sites like OpenGameArt so other people can use them.
gamedev
And yeah. That game logo is just a placeholder. I made it, but I don't know if a proper logo would look good with the skills and tools I have. (I use Pinta which is basically an open source clone of Paint.NET) I would commission a logo, but I only have ~$40 worth of crypto last time I checked.
gamedev
Finally got a proper logo for the title screen. Shout out to @Mr_NutterButter for creating it.
gamedev
I just need to polish some levels, refactor some code, remove any remaining copyright infringing assets (they're still there but unused), and then I'm done.
BTW, the game isn't anything to write home about, but it's a game, and probably the most polished game I made. The game was mainly me practicing enemy patterns.
It would probably be much better if I actually had experience with shmups and if college, a part-time job, and training for a full-time job didn't take so much time to the point I forget where I left off.
My next game programming project will probably either be a platformer or a top-down action game.
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
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.
gamedev
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.
gamedev
@xianc78 I still haven't gotten around to that with my game lol
gamedev
@beardalaxy I just used the player ship sprite. I don't know what size your character sprites are but if the height and width are the same, then you could just use your main character's sprite. You could also just use a sprite for a key item in the game.
gamedev
@xianc78 yeah I'll probably go with the key item
gamedev
gamedev
@Alex It's a custom font I got from the Internet. I forgot what it was. And it maybe a problem because I don't remember what license the font has.
I plan on calling my game Zerox (named after the Xerox computer but spelled phonetically). I don't know how the logo would look with just one word though. Too lazy to do it right now.
gamedev
I've added a red flash effect to the hit stop.