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.

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?

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gamedev 

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

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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.

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 

I finally got OBS to record audio. Now, you can hear the BGM that I used for level 1 and the boss battle.

gamedev 

The game now has a custom icon instead of the default MonoGame icon. I haven't gotten around to that until now.

gamedev 

I've added a how to play screen on the main menu. I also finished Level 7 (the second to last level). I just need to do the finishing touches on level 8, and assuming there aren't any problems with the other levels, then I'm done with levels.

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 

My lack of experience with shmups stems from the fact that growing up, they were always in the arcade so I didn't play enough of them for me to fully analyze them.

You probably notice that the game is largely Xevious inspired, that's because it's the only shmup I had significant experience with because I had one of those Jack's Pacific Plug-N-Play consoles with a bunch of Namco titles.

But I guess the moral of the story is that if you want to get into gamedev (either as a hobby or a career) you really need to experience some of the older games because obviously your first few projects are going to be small (unless you're stupid), so you might as well have some experience in playing older (as in pre-NES) games.

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gamedev 

The audio somehow didn't work in this boss video but at least the level 1 video has audio.

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.

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 

@xianc78 The logo looks pretty cool, I like the font

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.

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