Hurrah - New version up with the following additions:>Better save system - saves automatically at the end of each level now.
>360 wired joypad support.
>Slightly less aggro zombies.
>Unlockable bonus asteroids type game.

>Pixel crisp in fullscreen mode (your graphics card needs to be able to support `surfaces` in game maker to do this, most do - if not there is a filtered version you can dload instead).
>Vs arena mode much better now with joypads added into the mix.
And some other tweaks here and there...
http://tikipod.com/rockboshers/or direct dload to the pixel sharp version:
http://tikipod.com/rockboshers/Rockboshers_v106_pixelcrisp.raror filtered version:
http://tikipod.com/rockboshers/Rockboshers_v106_filtered.rar>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
OLD BELOW OLD BELOW OLD BELOW OLD BELOW OLD BELOW OLD BELOW
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
UG moron that I am, I just spotted that the 2 updates below were pointing to the original rar file (not the actual updates)... anyway fixed now.
DEMO updated again V0.3More sounds in - collision now MUCH better (can slide around walls) - a few levels in rough (with laser turrets - homing missiles n stuff), but these are taking much longer than anticipated, hey ho. Even though the compo is up, i`ll keep filling in bits of the game and eventualy finish it off to a solid state.
<removed old dload link>
1.5MB rar - no install, just run exe (made in gamemaker).
Dont fire missiles in multiplayer - it borks badly! (multiplayer pretty borked anyway, needs hour or two to fix it).
UPDATED DEMO taster ready... V0.2Updated - now with resizeable window (just drag edges) - at default size the text can hurt the eyes somewhat (sorry). Some added sounds. Tidier delays between windows (the transitions). 2 rough arenas to wander about.
<removed old dload link>
-----------------------------------
DEMO taster ready... <removed old dload link>
1.1MB RAR fileOn loadup, press 0 (Number) to get to main menu.
Controls are Dir arrows to move, P to pause, C to fire, and Z for rockets.
Only 1 level at the moment, which doesn't have all the extra stuff in it that I now have working in test levels (generators/pickups/blobwalls/drillers/pickups/turrets/homing missiles) - BUT i`ll pump out some more levels in the next day or so. Shame couldnt get more done in the time

Oh and no audio, so please use your imagination!

- Get to the lift to exit the level.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>I really want to make something for this compo (a few things in fact), but don't have as much time available as I would like
- so as an attempt at something `do-able`, I`m gonna try for something targetted onto olde ZX speccy (keeps the art simple/easy, with only 2 colours per 8x8 pixel block) with cheapy cheap quick art.

(initial mockup)

(cleaned hud mockup)
In keeping with the Demake theme, I have also regressed the story back to the late 1800s for a bit of Victorian steampunk shenanigans on Mars
update 15th Aug:..and zombies -

..und fleshy throbbing walls
update 18th Aug:Btw, this is a DEMAKE of an old Pc game called Red Faction. I was really looking forward to it when it came out (2001?), with its promise of
amazing gameplay via its GEO-MOD engine that let you blast holes in all the scenery. But I found the end result was a bit crappy (weak level designs, wonky cut scenes etc) - and probably needed a few more months dev time (though the GEOMOD aspect was cooool, it never felt used to it's full potential).
So.. taking the original PC Red Faction, it is stepped back onto the ZX spectrum, reverted to 2D gameplay (dont think the speccy's 3D could handle GEO-MOD

) but keeping the rock boshing gameplay, and also reverting the story to victorian times for a steampunk adventure (as mentioned above).
update 22nd Aug:Nothing substantial to show as such, but have been prodding the art now and again when there has been the time. Design doc 90% complete too.
And here is the online screen with new font:
update 25th-28th Aug:


update 28th Aug - Sept:
I`ve had to get my hands mucky with game maker for the 1st time, so at best there might be a demo getting made by the deadline (which *cough* may have passed already *cough*cough*). But most enemies are working now, zombies/pickups and so on. Homing missiles have nice smoke trails. Can't get the blimmin thing to pause the game properly... grr.
I`ll try to get 5 or so different levels done, to show the variety of the game. Its pretty basic stuff, but I think the elements can be combined in quite a different number of ways so as to keep in fun. We shall see... (just hope is in time for deadline)