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876971 Posts in 32841 Topics- by 24283 Members - Latest Member: gildabq52

May 18, 2013, 08:18:56 AM
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1  Developer / DevLogs / Re: Lightningbug on: August 10, 2012, 04:35:22 PM
Thanks for your feedback! I've been considering a completely separate tutorial for a lot of the reasons you mentioned, I'll move it up my todo so it'll be in the next build. The auto-pause messages were definitely never going to stick around

The desktop version uses left click instead of S, and right click instead of D, plus they're customizable so you can use whatever you want. Clicking controls were removed from the web version since there's no cursor lock and it was super easy to click on other windows, links, etc. I'll change the web version controls to P for pause and Z/X for boost and burst or something like that.
2  Developer / DevLogs / Re: Lightningbug on: August 09, 2012, 09:33:55 PM
Updated the demo to version 0.1.3, this is pretty much the final version of the game's engine. Scarlet Pirouette is essentially finished and the Green and Blue enemies are well under way so I bumped the progress meter up to 30.
3  Developer / DevLogs / Re: Lightningbug on: July 24, 2012, 08:21:21 AM
All the positive feedback has been really encouraging, I wasn't expecting the kind of responses I've been getting since I started posting the web version places. There should be another major update to the demo by the end of the week.
4  Developer / DevLogs / Re: Lightningbug on: July 23, 2012, 04:56:35 AM
Haha wow, that was easy. I just assumed they had something in place to prevent that kind of thing. Anyway the links in the opening post have been updated but here it is again:

Lightningbug Web Demo
5  Developer / DevLogs / Re: Lightningbug on: July 22, 2012, 06:13:46 PM
Glad to hear it, must have just been a build error I missed or something with the compression. I tweaked the bullet animations in that update as well.

Finished the web version too, now I just need to find a decent place to host it.
6  Developer / DevLogs / Re: Lightningbug on: July 22, 2012, 01:10:13 AM
Game looks good but the Mac demo wouldn't start on a 2009 macbook pro with OSX 10.6.8. And rar is a very uncommon format for mac, zip is default (also the one OSX offers).

I didn't have a mac on hand to test that particular build but it should be OSX universal, and the one before that worked fine. I recompiled them and updated the links in the op, so give that a shot (also it's in a .zip this time).
7  Developer / DevLogs / Re: Lightningbug on: July 21, 2012, 06:06:15 PM
I've been told that before so I cut the time it takes to get into the actual game to about a third of what it was. I'll update the download links every couple days as I finish what I'm currently working on.

 - flashier animations for bullets, spawner transformations, etc.
 - light shot effects replaced with lightning arc animation
 - dynamic background animations based on progress
 - joystick controls
 - mouse sensitivity options
 - faster menu navigation
 - sound effects
 - seamless looping for background music


Also I should have an in-browser version hosted very soon, and I'll be posting screenshots of the other stages as those near completion.
A link to the browser version has been added to the opening post.
8  Developer / DevLogs / Lightningbug on: July 21, 2012, 03:48:37 PM
I’ve been working on this project for quite some time. The main engine and first stage are pretty much complete, so I thought I'd post them here. This is my first time sharing a game, so any and all feedback will be greatly appreciated!



About Lightningbug:

Lightningbug is a unique curtain fire game that eschews many of the genre’s traditional elements in favor of a faster-paced, more involved environment. If you try to play it like your run-of-the-mill bullet hell shmup, you won't get very far.

A bullet-blocking mechanic allows spawning patterns to grow incredibly dense and intricate, while encouraging a high risk, high reward style of play.

Stage progression utilizes a flow-oriented approach to difficulty, quickly moving the player up or down based on their current level of skill. This keeps the game challenging without resorting to a game-over screen. The game's visuals and music advance in this fashion as well.

The stage in the demo, Scarlet Pirouette, is the first of seven color-themed enemies. Intended to be the easiest in the game, it spawns only two simple varieties of bullets and the transitions it goes through are relatively straightforward. You can get a basic idea of them in the screenshots, or just try it for yourself by playing it here or downloading one of the desktop builds below.



Screenshots:








9  Developer / Feedback / Lightningbug - first stage demo on: July 21, 2012, 05:50:43 AM


Lightningbug is a unique curtain fire game currently in development. You can read more about it in the DevLog topic here. There's also a demo of the first level you can download or play online.


10  Developer / Creative / Re: Your First Game on: July 05, 2012, 09:48:26 AM
My first game was supposed to be a simple bullet hell shmup that I'd finish or abandon in less than a month as a way to teach myself programming before moving on to more ambitious projects. It quickly mutated into an actually original concept and somehow I'm still working on it three years later.

:\
11  Developer / Design / Re: My design problems (about my games) on: July 05, 2012, 08:56:16 AM
You don't really know if an idea is good or bad until you've actually tried it out.

This.

If none of those feel like something worth actually working on to you, break them down further first. Find out what you like the most about each, scrap which bits are the reason you think they're shite, and see if what remains can be recombined into a new idea you find adequate.
12  Developer / Creative / Re: Is Artwork a necessity? on: July 05, 2012, 08:47:04 AM
Atmosphere enhances design: focusing on the aesthetics first would be my advice. Once you figure out how you want it to look and implement at least a semblance of that appearance, the tracks you thought weren't level-worthy might feel a lot more complete.

I had several "mock-up" levels for a recent game, but once I got the game's visuals closer to their final appearance those mock-ups became actual levels after just a tiny bit of tweaking.
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