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TIGSource ForumsCommunityDevLogsPike 'n Shot [an arcade Pike and Shoot'em up] (alpha v0.2)
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Author Topic: Pike 'n Shot [an arcade Pike and Shoot'em up] (alpha v0.2)  (Read 55586 times)
CYON4D
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« Reply #120 on: January 20, 2015, 05:13:23 AM »

This looks great! I love XNA Framework and despite the fact that Microsoft abandoned it I still keep working with it. I will keep an eye on this game, best of luck with your development! Coffee
« Last Edit: January 20, 2015, 10:26:49 AM by Arethrid » Logged

James Edward Smith
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« Reply #121 on: January 20, 2015, 10:16:31 AM »

noio & Arethrid : Thanks for the supportive support guys.

Development has been stalled on the game for a little bit. But I'm working on some big things and I'm holding off on posting a real update until they are done.

I'll be at MAGfest this weekend and while I'm not officially showcasing the game there, I'm going to try to set up something where I can get some people to play the current build if they are interested. So if you're attending and want to try it out in the flesh find me there. I'll probably tweet about it while I'm there (@JamesEdSmith).
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Pike `n Shot  the first pshmup ever made. Twitter:@JamesEdSmith
skaz
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« Reply #122 on: February 21, 2015, 05:56:01 AM »

Hi !

Just passing by and was interested by the whole concept, tried the demo and I must say it has some potential! managing lines, shooting, keeping income, could really turns out to be a very good combat system. I'll keep an eye on this, keep up the good work!

Also, your pixel art is nice Wink
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« Reply #123 on: March 17, 2015, 08:25:18 AM »

Fantastic demo. I really love the concept and pixel art. Keep it up!
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« Reply #124 on: March 19, 2015, 11:36:43 PM »

Hi there, Thank heavens for RPS for showing me this wonderful game.
You're touching upon a niche that is barely touched, formation combat. Perhaps the only ones i've seen come in the form of hoplite games, but they were barely executed properly. Yours however, appears to hit it just right despite its Shmup build and with cute pixel graphics as well  Smiley

I've tried the second build so far. It is easy to gain doppel soldners if you manage to play early game correctly, but mid to late game scenarios are hard to generate them as casualties are more common.




So, I think I solved my doppel soldier design problem. I didn't like what I'd made up until now for multiple reasons; my little crossbow guys with the shields felt BETTER than the zweihander sword guys but they still felt awkward. They feel effective, but not more effective enough to make them not just feel like a pointless tacked on thing. Making the zweihander guys more powerful, made them feel better, but made them TOO powerful and broke the game (once you have a couple of them you can just pound their button to beat anything without thinking).

Then I realized that your doppel soldiers are supposed to be like a power up in a shmup but I've kind of been treating them like weaker version of a "bomb" in a shmup. Usually when you get a powerup in a shmup it's not something that you have to press a new button for to activate or that you have to think of when to use, it's just a modifier to your regular attack to make it better or different in some way. So thinking about it that way, I think I'll just make them modify your normal two attacks, Pike and Shot.

So the zweihander guys, they will attack guys who are infont of your pikes when you have your pikes down, thus modifying your pike attack to make it better (kills guys pikes can't usually kill by slashing at them). The crossbow guys (arbalists) will come forward and drop their shields and loose off bolts whenever you have your shot forward, reloading and shooting when ever you're still and picking up their shields and relocating them whenever you move. I like this because it makes there a point to gaining more of them one at a time because you basically get a bigger and bigger shield that blocks one projectile but doesn't stop melee guys so it sort of fits the overall feel of the game, "you should generally deal with melee guys with pikes when your shot are endangered by them".

I'm going to try this out and see if I like it better. I hope it works out because I really don't like how you have to use a different input to trigger doppel soldiers right now and I don't like how you have to think too much about when and how to use them. It's too complicated, and it doesn't add enough.
I like that idea. On my repetitive plays, I get the tendency to spam the doppel dash, allowing me to catch skirmishers which makes me not reliant on my arquebusiers. As you've said, this is not ideal as it basically turns into a steam roll.

I'm excited for future builds with harder levels (more hordes or more elaborate enemy formations), but the demo's difficulty is adequate for now.

On later levels, do you think we'd see enemy pike blocks as well? How would pike vs pike combat even work? Two opposing pikemen having a chance percentage of beating one another?

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« Reply #125 on: May 10, 2015, 05:33:11 PM »

I just ran across a post in the gif thread here. Great work!
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Ben Hosac
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« Reply #126 on: August 24, 2015, 02:36:47 AM »

Hi James!

Played the Alpha, feels absolut great, (would love to get some grassy background instead of the black, but thats detail).

I wondered if you will continue this little gem or if your time wont permit any time soon?

Best regards.
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« Reply #127 on: October 21, 2015, 06:42:08 PM »

What's happening where did this go
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James Edward Smith
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« Reply #128 on: October 21, 2015, 09:45:39 PM »

I uhm...

*blows dust and cob webs off visual studio 2010*

I'll get back to work on it- NO NO NO, CANNED TURKEY. YOU ASKED SO HERE I AM, I'M GETTING BACK TO WORK ON IT AGAIN, RIGHT NOW. OKAY? ARE YOU HAPPY NOW?

You know, one of the happiest moments of my life was when Alastair John Jack took an interested in this project?
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« Reply #129 on: October 21, 2015, 09:52:40 PM »

Sure makes me happy! Rooting for that eventual Linux build!
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« Reply #130 on: October 22, 2015, 09:15:06 AM »

Yes I'm happy, long live pike'n shot Hand Shake LeftCheesyHand Shake Right
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de11ed
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« Reply #131 on: October 26, 2015, 12:57:48 AM »

Yaaash! Will follow this very, VERY closely again...
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« Reply #132 on: October 26, 2015, 09:49:32 AM »

This is a cool idea. I like this!
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James Edward Smith
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« Reply #133 on: October 31, 2015, 02:27:48 PM »

Working on wolves and booty haulers. Gotta haul that booty some how. (Animation is slower in game)

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skaz
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« Reply #134 on: November 01, 2015, 12:40:49 PM »

Happy to see you're back! Keep up, your game is something I really want to see blossom.  Gentleman
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de11ed
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« Reply #135 on: February 11, 2016, 06:09:29 AM »

Any progress on this lil gem? Come on man, get to work! I NEED THIS!
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« Reply #136 on: February 11, 2016, 11:03:36 AM »

What's happening where did this go
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James Edward Smith
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« Reply #137 on: February 11, 2016, 12:10:28 PM »

The wolf can run now ;_;



I went to a bad place.



I'm sorry guys, I was trying to fix the traffic problems in my sim city. I mean look at this shit.



Hey de11ed!
« Last Edit: April 29, 2016, 08:38:37 PM by James Edward Smith » Logged

Pike `n Shot  the first pshmup ever made. Twitter:@JamesEdSmith
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« Reply #138 on: February 11, 2016, 12:38:05 PM »

No worries  Coffee
The wolf looks great.
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Metalcallous
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« Reply #139 on: February 16, 2016, 08:18:54 AM »

Hmmm how about a doppel soldier that are halberdiers? They will join the ranks of your pikemen positioning themselves on the frontline. When you hold the button for pikes, they will lower their weapons and act like pikemen. But when you tap the button, they will do a smash attack that destroys the shield of his opponent.   Hand Knife Right

Glad to know you're slowly back on development again Smiley
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