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