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TIGSource ForumsCommunityDevLogsStarshock, a retro-esque arcade shooter
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Author Topic: Starshock, a retro-esque arcade shooter  (Read 63753 times)
Quarry
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« Reply #120 on: March 10, 2013, 07:05:36 AM »

Numerous issues have been addressed and I finally implemented level switching (through teleporters)
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Quarry
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« Reply #121 on: March 10, 2013, 12:10:20 PM »

Sorry for the triple post here,



Very tiny, yet very important addition. Not going to spoil what it is

(above the keycard if you can’t see it)
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CDLegasse
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« Reply #122 on: March 10, 2013, 12:32:23 PM »

Dude, i cant wait to play this. When am we get demo?! lol
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DustyDrake
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« Reply #123 on: March 10, 2013, 12:33:25 PM »

Respawn item, the thing to power a teleporter, or the thing that'll let you escape the ship completely/beat the final boss if there are bosses.
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Quarry
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« Reply #124 on: March 10, 2013, 12:57:58 PM »

@Indecom
Soon..?
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Superb Joe
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« Reply #125 on: March 10, 2013, 01:23:22 PM »

doom rpg is my boyfriend
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s0
o
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« Reply #126 on: March 10, 2013, 02:08:53 PM »

not much to say except that this looks fantastic
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mono
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« Reply #127 on: March 10, 2013, 02:22:22 PM »

Second Hand Metal Left
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PowRTocH
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« Reply #128 on: March 11, 2013, 07:08:22 PM »

My vision is augmented.
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Quarry
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« Reply #129 on: March 12, 2013, 11:33:26 AM »

I'm trying to keep the topic updated, we are trying to build a good SFX library and be done with the levels. Recently finished something I should have done weeks ago

Terminal content loading



Above are two terminals set to read different parts of the messages file, here's the file from the GIF above;

Code:
Something something something...
Interesting things and stuff
//
That terminal contained some serious
important info!

and the level is simply this;



I can post more info about the level format if anyone wants... does anyone want?

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cirpons
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« Reply #130 on: March 12, 2013, 11:53:36 AM »


and the level is simply this;



I can post more info about the level format if anyone wants... does anyone want?



Go on..
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Quarry
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« Reply #131 on: March 12, 2013, 12:16:04 PM »

Levels are single 20x20px images. Red channel is the tile type, blue channel is the sprite (for walls and floors) and the green channel is for the type (3 types, decides on which sprite sheet the tile belongs to). The alpha channel is for spawning entities (pickups, monsters etc.) -OR- picking the content of a message/shop terminal

I managed to plan out the structure beforehand and you only need a very tiny image to get a fully functional level!
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Superb Joe
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« Reply #132 on: March 12, 2013, 02:30:01 PM »

hello. i hope you arent using sfxr. further, 20x20 seems quite restrictive. namaste.
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Quarry
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« Reply #133 on: March 12, 2013, 09:05:55 PM »

Not using SFXR, 20x20 however is fairly big in game
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Superb Joe
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« Reply #134 on: March 13, 2013, 06:54:42 AM »

i mean restrictive from a level design standpoint. as a world renowned level designer i found that 40x30 tiles still impeded upon my creative desires, at times.
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Quarry
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« Reply #135 on: March 13, 2013, 11:03:49 AM »



Quick progress update with another 10-minute level by me (won’t be in the game, just for demonstration)

The game itself: about 95% done, really small things left to add in and tiny bugs to fix

The levels: about 40% done, Stefan is working hard on those

The sound library: about 15% done, 6 ambient tracks and a couple of SFX

The level editor: finally complete, with very minor issues I’ll address later today

The story: about 90% complete (I’d guess right around that). Also, yes, there is a story told mostly through message terminals in the game

A problem present that might cause some delay is Stefan being busy with life things, but we hope to get the game to you all as soon as we can


@Superb Joe
It's working pretty well so far to be honest. I understand that 20x20 is a small space to work with but decisions have been made
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Quarry
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« Reply #136 on: March 17, 2013, 10:07:55 PM »



The demo is finally out! Check it out at IndieDB
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pluckyporcupine
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« Reply #137 on: March 17, 2013, 11:15:59 PM »

Please tell me the level editor is coming with the game.

Also, some feedback based on the demo:

- Finally tried it on our Mac. Not sure if you still need Mac-specific feedback but it seems to run perfectly fine.

- The window is tiny.

- There seem to be sound effects for everything EXCEPT weapons.

- The shotgun (can't remember the name) doesn't feel like it's all that much more powerful than the free pistol. I think I counted and the pistol took 6 shots or something and the shotgun took 5.

- You really don't seem to get enough credits. I had 12 by the time I reached the second shop after spending them all at the first one. Wasn't enough for anything but ammo which I was full up on.

- I don't know if it's the corridors or what but enemy shots seem impossible to avoid.
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Quarry
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« Reply #138 on: March 17, 2013, 11:39:46 PM »

@johnki
1) Thanks
2) See config.ini, there are options in there
3) More music and monster sounds
4) Almost all the weapons are going to be balanced, both stat and price wise
5) Again, balancing issues. Thanks for the feedback on tihs one
6) Probably the corridors
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surt
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« Reply #139 on: March 18, 2013, 01:12:03 AM »

Werks nice for me at (980x540)x2 in fullscreen.
Needs cross-hair!
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Real life would be so much better with permadeath.
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