Since I'm running low on cash, and the art for Ice Cream Showdown is at least another three to six months from completion, I recently started work on a shooter.
Why a shooter? Because it is easy to code, fun, and I have pretty much all the graphics and sounds I need for it at hand. The only thing I will need to do is hire a musician to write some XM tunes when the game is near completion.
It's coming along pretty nicely so far.
The sprites were low res originally but I used a Photoshop trick I invented that produces results similar to those of Gameboy emulators to increase the resolution by 3x. (Scale by 300% using nearest neighbor filtering and apply a 1 pixel median filter.)
Since I'm working with what I have available for graphics, the game will be a bit wacky. The powerups include things like watermelon, a turkey leg, a sneaker with wings, and an umbrella.
As you will see, each enemy will have its own specific attack patterns, and issues a "battle cry" when it appears on the screen. The demo has three enemis, though only two have a battle cry at this time. Many of the enemies will fire bullets off at random to create a little more chaos than there is right now. The control is with the mouse to make it more accessable to the casual gamer, but I think you'll find even with the mouse, when an enemy is moving in a sine wave it's kinda hard to hit, and you will have bullets and more enemies to worry about in the final version.
Another interesting thing about the demo is the scrolling star background. I found that even at high framerates, you get a "strobing" effect on fast moving objects. This is a condition where you see an object in two locations at the same time, and flickering. Apparently this is an optical illusion caused by your eyes when an object does not overlap from one frame to the next as it moves. So your framerate dictates how fast objects can move, and if they move faster than their width allows and you don't have motion blur, then you get this strobing effect. So that's exactly what I did... Implement a cheap sort of motion blur. I basically just render a line from where a star was in the last frame, to where it is in the current frame. Thus stars that move faster get stretched out more, and if the framerate is lower, the game compensates with more of this fake motion blur. The results are pretty impressive, as the scrolling is much smoother this way than how it was without the stretching.
Anyway, here's the demo. It's fairly basic. There is a tile screen which you press any key or the mouse button to skip, and in the game you move the mouse and press the mouse button repeatedly to fire. The game does not yet spawn enemies automatically, so you will need to press the buttons 1-4 to activate the various attack patterns. If you want to see the other enemies and bosses, and the powerups, and hear the various sound effects that will be in the game, they are included in the zip.
http://www.seamlesstexturegenerator.com/asb/asb.zip
Why a shooter? Because it is easy to code, fun, and I have pretty much all the graphics and sounds I need for it at hand. The only thing I will need to do is hire a musician to write some XM tunes when the game is near completion.
It's coming along pretty nicely so far.
The sprites were low res originally but I used a Photoshop trick I invented that produces results similar to those of Gameboy emulators to increase the resolution by 3x. (Scale by 300% using nearest neighbor filtering and apply a 1 pixel median filter.)
Since I'm working with what I have available for graphics, the game will be a bit wacky. The powerups include things like watermelon, a turkey leg, a sneaker with wings, and an umbrella.
As you will see, each enemy will have its own specific attack patterns, and issues a "battle cry" when it appears on the screen. The demo has three enemis, though only two have a battle cry at this time. Many of the enemies will fire bullets off at random to create a little more chaos than there is right now. The control is with the mouse to make it more accessable to the casual gamer, but I think you'll find even with the mouse, when an enemy is moving in a sine wave it's kinda hard to hit, and you will have bullets and more enemies to worry about in the final version.
Another interesting thing about the demo is the scrolling star background. I found that even at high framerates, you get a "strobing" effect on fast moving objects. This is a condition where you see an object in two locations at the same time, and flickering. Apparently this is an optical illusion caused by your eyes when an object does not overlap from one frame to the next as it moves. So your framerate dictates how fast objects can move, and if they move faster than their width allows and you don't have motion blur, then you get this strobing effect. So that's exactly what I did... Implement a cheap sort of motion blur. I basically just render a line from where a star was in the last frame, to where it is in the current frame. Thus stars that move faster get stretched out more, and if the framerate is lower, the game compensates with more of this fake motion blur. The results are pretty impressive, as the scrolling is much smoother this way than how it was without the stretching.
Anyway, here's the demo. It's fairly basic. There is a tile screen which you press any key or the mouse button to skip, and in the game you move the mouse and press the mouse button repeatedly to fire. The game does not yet spawn enemies automatically, so you will need to press the buttons 1-4 to activate the various attack patterns. If you want to see the other enemies and bosses, and the powerups, and hear the various sound effects that will be in the game, they are included in the zip.
http://www.seamlesstexturegenerator.com/asb/asb.zip