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21  Developer / Playtesting / Beta testers needed. on: October 13, 2010, 04:05:50 AM
Fellow gamers and developers, please read on:

http://www.codergames.com/forum/index.php/topic,97.0.html
22  Community / Townhall / Re: Bloxidy on: October 06, 2010, 05:20:29 AM
Just to let you know that Bloxidy 1.0 was released today:

http://www.codergames.com/games/gamedetails/casual-puzzle-action-pc-game-bloxidy/
23  Community / Townhall / Re: Bloxidy on: September 25, 2010, 11:57:21 PM
Thanks!  Beer!
24  Community / Townhall / Re: Bloxidy on: September 25, 2010, 01:47:43 PM
No, the ammo is auto changed with each shot fired. You see what the ammo currently loaded and what will come next. You don't control the ammo change. Left mouse button shoots the paint that colors the target and the right mouse button pushes the block if possible.

And there will be special blocks with special behaviors making everything more challenging and fun.

... ah yeah, it could be understood as the switch, yes you're right, that makes more sense. In the manual I'm explaining how its a toy-gun with paint ammo that colors / converts blocks.

Aye, now I confused meself Sad
25  Community / Townhall / Bloxidy on: September 25, 2010, 09:01:22 AM
I'm developing a new game:

http://www.codergames.com/news/games/bloxidy-pc-game-casual-puzzle-action-early-video/
26  Developer / Playtesting / Re: Galaxide on: August 29, 2010, 08:25:33 AM
Just to let you know that the game is up and available for the download from today. The demo is limited to 14 easy and short introductory levels.

The game requires a decent graphic card with not too old drivers installed.

Can be downloaded here: http://www.codergames.com/games/gamedetails/windows-game-shooter-galaxide/
27  Developer / Playtesting / Re: Galaxide on: August 28, 2010, 01:58:10 PM
Galaxide will be released soon, but here's the problem. Only 100 levels will be released and that will be the whole game. The reason for this is because shmups are not that popular and I think the number of downloads would be small in case of 120+ megabytes, since the game is not free. So this version will be 40 Mb only.

In case there are enough interested gamers, I would release the full 300 levels version later, if the size is not the problem. I've read comments on HydoraH site and seems that people are complaining about the 80+ Mb download, and that game is free Smiley ... so I can only imagine the reaction I'd get. My goal for now is to get as many unique downloads as possible, people checking out the game, maybe couple of gamers joining my forum and commenting or commenting here. I'm not expecting much. The game is fun, but seems that not many gamers are into this kind of shmups.
28  Developer / Playtesting / Re: Galaxide on: August 21, 2010, 07:32:06 AM
The levels inside the same area are sort of checkpoints, but they will surprise you, just when you begin to be bored ... ops, there's the surprise Smiley ... although I can hardly imagine any true fan of shmups getting bored. You have a shop at the half of each area and a boss at the end of the area. Bosses behave differently and defeating them is now much harder than passing the usual levels, as opposed to Invader Attack, where bosses were more for power-up gathering for the next area.

So, yes, there are around 15 large different levels. The game is intended for all types of players and all ages. Constant explosive action and fun guaranteed.

So, tell me if its ok with you now?
29  Developer / Playtesting / Re: Galaxide on: August 17, 2010, 10:21:05 AM
Thanks man! There will be like 15 different areas, each area having 19 levels and the boss. My idea was to make a game that would not be finished in one sitting, but in few weeks. Game that requires both, skills and brains. But, I'm not going to reveal, its up to you to find the best approach and strategy to pass all the levels. All the levels and the whole game can be finished. You play as much as you want then quit and continue some other time.

There are also many different achievements you get awards for completing, it will all be explained in games main menu, manual section.

I was hoping to wrap it up in less than 14 days. So, instead of putting more videos or stills, I'm just going to focus on finishing up the game and once its done will tell you all about it.

In the meantime, I'm open to all suggestions, because even when the game gets released, I'm still able to add new features to it for future version releases, depending on the gamers response.
30  Developer / Playtesting / Re: Galaxide on: August 16, 2010, 12:33:53 AM
Awesome advice man, thanks a bunch! The problem here is that I got only enough space on my site for one online hiscore. I had to make the same difficulty, rules and levels for all the players so that they could compete with each other. I'm hoping to finish the game in 15 days of less from today. The game will cost only 7 bucks and if there are enough purchases and enough complaints about the difficulty of the later levels, I'll add difficulty features for the next version. But this highly depends on the gamers.

The game is not that usual shmup, it requires both, skills and brains. If you collect enough coins, you'll be able to improve your chances by purchasing upgrades that you're interested in.

I think I've seen both of the games you mentioned, but believe it or not, I was going for as much originality as possible, like with Invader Attack, which contains features never present in any previous shmup ever.
31  Developer / Playtesting / Re: Galaxide on: August 10, 2010, 08:36:40 AM
Also, I'm not able to meet different or opposed requirements since there will be an online score. If people are to compete for the high score table then the rules should be the same for everyone, right?

There will be 12+ different areas, my mistake, I probably said 20. Each area will have 20 levels, a shop and a boss, not necessarily in that order. I'm hoping that this is enough to keep the players interested? Each area will have a different set of enemies and surprises. Is that enough? I'm a player too and seemed like a good idea and a bit different from the other well-known shmups. After all its just a shoot them up, vertical scroller shooter game.

So, what do you think?
32  Developer / Playtesting / Re: Galaxide on: August 08, 2010, 07:49:22 AM
You're absolutely right and that's another problem I'm not able to find a solution for, the main reason why I started this thread.

I don't like games where everything looks and behaves the same, I'm aware of the importance of diversity. I'll give you an example. I know its gradual, but I was not able to come up with a better solution, and here it is.

1. First you only face a wave of enemies that seem to go their way.
2. Then you face the next wave that is actually aware of you, moving where you are and attacking you.
3. Then you get some floating platforms with lasers.
4. Then you get vessels that are transporting goods and if you manage to destroy the transportation you get a first aid power-up, repairing your ship
5. The you get vessels attacking you, but this time they are rotating toward your position and firing
6. Then you get turrets that shoot missiles, missiles are following you
7. Then you get more waves of enemies following and attacking you
8. Then you get turrets shooting swarm missiles that explode near you bursting fire particles that can damage your ship
9. Then you get rotating vessels that throw fire at you
10. Then you get a chance to do some shopping
etc.

This is the first 10 levels described in short, the variations of the above mentioned elements are present on those 10 levels.

I was trying to make game not as fast-pace as Ikaruga (my head starts spinning looking at that), but versatile in terms of levels, enemies and areas with a difference that you do need to be a bit strategic with what you do. Quality yet cheap is one of my goals too, plus game for the PC, not consoles.


33  Developer / Playtesting / Re: Galaxide on: August 08, 2010, 06:54:58 AM
Thanks, some good points there. As I already said, there will be a lot of surprises, but it makes no sense to me to actually make a video of all of it, because it would not be a surprise after it. Lets just say that things will significantly change every 20 levels. Kinda like passing to a totally new area with different things that may surprise you. I'm a player too and it seemed to me that new ways each 20 levels are ok to keep you interested, presenting new things and challenges, new obstacles and such. How does that sound to you?

I appreciate all the comments guys, keep 'em coming! Although the game is in Alpha state, its not definite yet, I'm adding new stuff and I'm really open to all the suggestions. I'm still not able to come up with the solution to make game approachable to all the gamers, so I'm making it more for the hardcore audience, the real shmup fans that like a very serious challenge.

Another thing is that, although you can avoid enemies in the beginning levels, it is not wise as you'll miss a lot of coins and not upgrading the ship every certain number of levels might be a problem. There will be a one shop stop per area and each area will have around 20 levels.
34  Developer / Playtesting / Re: Galaxide on: August 08, 2010, 04:03:13 AM
Yes, but that is not the whole game, just first levels. You don't really expect me to record the whole game, all 250+ levels, dozens of different enemies, objects, weapons, bosses?
35  Developer / Playtesting / Re: Galaxide on: August 07, 2010, 12:41:45 AM
Finally someone who likes shmups. Thanks a lot, man! The game will have a lot of levels, more than 250, wide variety of enemies, bosses, upgrades, shop. The timing is exactly what I was working on to make level creation more simpler and, as a result, all the levels will be precisely crafted, power-ups controlled, etc. There are also enemies that are following you in different ways, so this can't be fully controlled, it will highly depend on your movement and shooting skills. The final gameplay video will be longer for the release of the game which I'm hoping to finish in few weeks or so.

Of course, even the final video won't show all 250+ levels and all the features, but it will highlight some of the things not present in the 19 demo levels. I'm a player too and I always liked the element of surprise, I was hoping to surprise people.

And now comes the most difficult part for me. I don't know how to make shmup that will attract both, casual and non-casual players? Is that even possible? Casual players like more simple things, less stress, etc. The video above is showing only a first 2 levels or so. The 19 demo levels are easy, but things become extremely chaotic and stressful afterward, like you said, very dramatic and shocking.

The only solution that came to my mind was a shop with many different upgrades and some of them could become available early, if player managed to collect enough coins, and help player go on, like balancing between skills and strategy. All the players know their strengths and weaknesses, so I'm hoping they would know what to purchase first.

What do you think about it? You're obviously a shmup player, me too. But, as you know, playing arcade machines where you can continue by inserting more coins, there's no such feature here.

And what do you think about $7 price for the full game?
36  Developer / Playtesting / Re: Galaxide on: August 06, 2010, 05:33:21 AM
So, just one comment? Is it possible that there are no PC shmup players here? Are shmups dead, will the Windows shmup development cease for good?
37  Developer / Playtesting / Re: Galaxide on: July 31, 2010, 07:25:41 AM
Yes, the first level is to introduce the game to the player. Usually, first few levels should be easy.
38  Developer / Playtesting / Galaxide on: July 29, 2010, 04:20:27 AM
Hi everyone!

Here's the short, but sweet, gameplay video, the game is in Alpha state almost. Would appreciate comments from players interested in shmups.

http://codergames.com/news/games/galaxide-casual-shmup-video-sample-2/

Cheers!
39  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 25, 2010, 07:18:27 AM
I think its just fine, the long name. Short one is not that special.
40  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 22, 2010, 05:04:11 AM
Guys ... you're so creative! I love all of it! Here, have a virtual beer on me Beer!
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