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I wan't to introduce our Manic-Shmup (Marvelous Twilight)

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relsoft Posted: 03-12-2007 5:23 AM

Hi, Relsoft po. Tambay ng Pinoy Forum.

 

The manic shooter bug did it again. Stopped coding on our 3d racing game to enter this compo.


Marvelous Twilight

Project Data:

Full name:
Marvelous Twilight
Current status:

Engine: (100% finished)
Art: (100% finished)
Music: (100% finished)

Year of planning / development:
2007

Tools of the Trade:
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Gimp as sprite editor

Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack


Download available:
http://rel.betterwebber.com/junk.php?id=84

Our own entry to the http://www.shmup-dev.com/forum/index.php?page=13/ Shmup-Dev Autofire Shooter Compo.

A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.

Gameplay:

      This game uses an original RFG system.  (R)apid (F)ire (G)rowth.  This system
     does not rely on power-ups that you can get by killing enemies. Instead you power up
     your fire power by continously pressing the fire key.  The RFG meter will slowly
     go up when you press the fire button.  As the meter levels up, your fire power will       increase.  Stop firing and your meter goes back to zero.
 Once you RFG meter reaches level 6, the RFG gauge will blink and your character
     will fire either the wave beam (Rhemi) or the Homing missiles(Teija).  Having a full
     RFG meter would allow you to fire your special shots:
        Rhemi:
              "Jelly deflector". This acts as a shield and stops the enemies' bullets.
              It also deflects bullets to the enemies and damages them 3 times the
              original bullet energy. This also acts as a score multiplier.
        Teija:
              "Borken laser". This is a fast homing laser that damages enemies
        continously until the enemy dies or the laser looses energy. Also acts
               as a score multiplier.  Destroys all active bullets on screen at an
        instant for defensive puposes.

Screens:


:*)

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Hi Rel! This is armond/knoppix/lamia. Any updates on your game?

 

Convert limitations to great expectations... You are the creative force of your life...

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Yo Armond!  Is that you on the pic?

I don't think I'm updating the engine for this game. This version is gonna be final.

Although, we(me and a friend) are doing a 3d shmup. It's 3d but the gameplay is 2d. Camera can switch between horiz and vert on the fly. :*)

I saw your screenies. Looks good! Hope to see a demo soon. :*)

 

 

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WaZup Relsoft

Nice work! I had lots of fun playing with your game dude, specially those  bunch of bullet hell stuff. Hirap men,
wala bang cheat. Lol. It was written in basic and I'm amazed how optimized your code was, it runs smoothly on my pc.
well done in terms of graphic, gameplay and sound IMO.

Kudos to Gensos Junkyard II dude.

http://dexterz.spaces.live.com/     |    http://projectzgdk.spaces.live.com/

 

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Hola Z++!
Oo nga hinde balanced yung gameplay eh. Kulang sa time. Sorry, lang cheat. :*(

Hey, I saw(on one of your sites) that  you are doing XNA stuff.  Easier ba sa C++? Your engines look good man!

Our next prod as I posted above eh manic shooter pa rin. 3d nga lang using OpenGL.

Ano na yung status ng Anima Komiks?


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Yep, that's me. My game is progressing but it's still very inferior from yours. Ang engine ko eh built from scratch kaya ito ang prototype na 2D engine para sa team ko. Just 2 months ago I was able to convince my brother to make some sprites for me kaya medyo may konting pag-unlad sa graphics. I have a title screen now...




Pero balak ko pa pabago sa kanya(demanding).  Nabago na din ang itsura ng main ship ko.



And yung mga asteroids na-improve din ang itsura at animation. Yung iba eh placeholders padin, meaning temporary lang yung graphics hangga't nde naihahand-over sakin yung mga finished products. The player relies on powerups to beat the game.






Meron na din stage 1 boss




Does the boss look familliar? Hehehe. Sya kasi dapat yung bida eh... Hmph! Sabi nila mukha daw kalaban kaya ginawa ko nalang boss.





That red thing above is a new weapon. The concept of the game is for the ship to be able to switch between weapons. There are a total of 4 of which 3 you'll get from beating the boss on each stage. I'm still planning on how stage 2 would look like and ang goal ko talaga is by the end of the month(March, 2007) eh makapag-release ako ng playable demo. Dami pang bugs and dami ko pa dapat idagdag. :)

 

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Galing! Looking forward to playing this one!!!

I like the tiles and the ship sprites! Yung boss mukhang sputnik.

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Whew! Ang gaganda! Sana makagawa rin ako ng mga ganyan! Mahilig ako sa mga ganyang shooters! :D

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Hey, I saw(on one of your sites) that  you are doing XNA stuff.  Easier ba sa C++? Your engines look good man!

I'm just new to C# dude, ka nga napatambay ako d2 eh daming tips sa .Net, I started coding in
managed environment just when XNA arrived and developing with .Net and managed environment
is clean and comes with consistent languages with lots of out of the box features and abundant
libraries that just make gamedev hobbyist life easier, such as string manipulation,data encryption,
XML parsing, file reader, data collection, and yep sockets support for networking dami
pang tools ng .net framework. Unlike in my C++ project I need to find some decent libraries
I mentioned above, and some other libraries seems like your solving a puzzle para lang ma link
sa game ko. Sa .Net add mo lang yung DLL sa preference ready to use na, and moving my C++
to managed environment will only make the situation worse by using tons of P/Invoke =)).


Whats cool about XNA (IMO), it comes with lots of 3D math helper such as matrix manipulation,
vectors, quarterion and boundings intersection support. and of course vertex and pixel shading
implementation and coding in XNA are very straight forward (IMO), with $99 you can actually
test your game in XBox360 :)). tho I dont have time yet to write my own content pipeline for 360,
winXP/Vista muna version ng engine ko, Lols.

Ano na yung status ng Anima Komiks?


Anima komiks has been put on hold for a couple of months now, I'm really having a hard time
implementing shading stuff using irrlicht, tho it's a very good engine and supports
both DX9 and OPENGL. May problema ako sa opengl sa render state ko ng transparency di ko na fix, and I need my
own custom mesh grouping, skeletal boundings, space partitioning with PVS and custom materials effect handling.
hopefully I can port Animax to XNA , when Im done with my new game using Project-Z GDK/XNA.

I haven't shown up any screenshot, vid feeds or even tackle my real game project
using Project-ZGDK/XNA, most of my screenshot and video feeds found in my live space
are only some features of the engine but not the actual game I'm making, Hopefully
baka kasi ma isali ko sa  mga contest particularly sa DBP Dream Build Play, hehe.
that is, if  I'm lucky enough to meet it's deadline =)),  Clue ng game ko Sci-Fi man  :))

 

@Knoopix: Wow! Big Smile  parang gradius na yan dude! I like your new ship man, daming improvements ah. keep it up.

http://dexterz.spaces.live.com/     |    http://projectzgdk.spaces.live.com/

 

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Galing! Looking forward to playing this one!!!

I like the tiles and the ship sprites! Yung boss mukhang sputnik.

Hehehe tinitingnan ko nga maigi yung mga bosses mo eh kung papano mo inimplement. Gusto ko yung boss sa stage 2(based on screenshot) although nde ko pa nakalaban.


@Knoopix: Wow! Big Smile  parang gradius na yan dude! I like your new ship man, daming improvements ah. keep it up.


Thanks! All praises for the sprites should go to my brother, the artist. Panakaw ko itong ginagawa minsan sa office and pagdating sa bahay hehehe. Dami pang problems and although I tried to make my code as OO as possible nde padin maiwasan na ihack ang sarili kong code. Hopefully, sa next game ko eh makapaglagay na ako ng cool particle effects.


Anima komiks has been put on hold for a couple of months now, I'm really having a hard time
implementing shading stuff using irrlicht, tho it's a very good engine and supports
both DX9 and OPENGL. May problema ako sa opengl sa render state ko ng transparency di ko na fix, and I need my
own custom mesh grouping, skeletal boundings, space partitioning with PVS and custom materials effect handling.
hopefully I can port Animax to XNA , when Im done with my new game using Project-Z GDK/XNA.

I haven't shown up any screenshot, vid feeds or even tackle my real game project
using Project-ZGDK/XNA, most of my screenshot and video feeds found in my live space
are only some features of the engine but not the actual game I'm making, Hopefully
baka kasi ma isali ko sa  mga contest particularly sa DBP Dream Build Play, hehe.
that is, if  I'm lucky enough to meet it's deadline =)),  Clue ng game ko Sci-Fi man  :))



Di ako familliar sa mga terms na sinasabi mo dito hehehe. Di pa kasi ako nagsisimula sa 3D eh...

 

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The picture is beautiful and charming.I'm happy that we can share the good things at here.I have some memory cards and want to find a new host for them.If anyone has interest,please contact me freely.You know.they are perfect!  Wink
my MSN is:digicard2005@msn.com
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