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TIGSource ForumsCommunityDevLogsZero Cross - 2D overhead arena shooter
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Author Topic: Zero Cross - 2D overhead arena shooter  (Read 13133 times)
Udderdude
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« on: December 23, 2012, 06:10:10 AM »

Zomg new shmup. This is what XOP G was going to be, except I'm pretty much done with autoscrolling vertical shooters, so I renamed it and remade it into an arena shooter. I feel the gameplay mechanics I had planned for it fit this style of shmup much better. Also, it's using (or going to use) 99% of the art that was going to be in XOP G.

Demo version here : http://rydia.net/udder/prog/zero/

Game page here : http://rydia.net/udder/prog/zerocross/index.html

More info on the game and mechanics :

Switch Focus - Switch focus modes. Mode 1 - Wide shot/fast movement/silver aura, Mode 2 - straight shot/slow movement/gold aura.

Hijack Shot - Hijacks an enemy and makes it fire hijacked bullets which damage other enemies.  Hijacked bullets that hit enemies build black hole meter.  After 8 seconds, the hijacked enemy self-destructs.  Only one enemy can be hijacked at a time.  weak/killer enemies cannot be hijacked.

Black Hole - Creates a black hole around your ship that eats enemy bullets and gives points for bullets eaten.  Lasts 4 seconds.

Shadow Swap - Swaps places with your shadow ship.  When you swap, any bullets near your swapped position are cancelled.  Cannot swap into walls or enemies.  14 second cooldown.

And here's some pretty artworks zomg!


« Last Edit: April 03, 2013, 03:56:04 PM by Udderdude » Logged
Atrus
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« Reply #1 on: December 23, 2012, 08:36:16 AM »

0_o woah!   Kiss
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Udderdude
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« Reply #2 on: February 10, 2013, 01:06:07 PM »

Put up a test version.  http://rydia.net/udder/!crap/zeroCrossTest/
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Martin 2BAM
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« Reply #3 on: February 10, 2013, 06:03:36 PM »




 Hand Any Key Epileptic


The artwork is extremely nice. I've tried the test but it's in an early stage to judge it.
« Last Edit: February 10, 2013, 06:10:13 PM by nitram_cero (2bam) » Logged

Working on HeliBrawl
Udderdude
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« Reply #4 on: February 10, 2013, 06:26:36 PM »

The art is by the ludicrously talented Gryzor.
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Udderdude
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« Reply #5 on: February 12, 2013, 05:32:57 AM »

Added warning symbols that appear over portals and near the screen corners where enemies are about to emerge. 

Updated the test version with this also.
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Udderdude
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« Reply #6 on: February 12, 2013, 11:14:13 AM »

I've added the organic enemies to the game.  Unfortunately, they probably won't be making an appearance in the test/demo version.  But they're in there!  Oh yeah .. beware >_>





« Last Edit: February 12, 2013, 11:26:25 AM by Udderdude » Logged
Udderdude
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« Reply #7 on: February 13, 2013, 12:38:07 PM »

For those hoping for a way to play the game with a stick, I've added a basic mode that removes the need for mouse aiming. It also removes the hijack shot/black hole.
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Udderdude
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« Reply #8 on: February 13, 2013, 08:03:16 PM »

Updated the test version with the first strong enemy, which appears in level 13.
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ShinnyMetal
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« Reply #9 on: February 14, 2013, 09:05:56 PM »

is there music yet?! I hope not cause... hrrrnnng wants to do just based off the art haha
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Udderdude
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« Reply #10 on: February 15, 2013, 05:20:54 AM »

is there music yet?! I hope not cause... hrrrnnng wants to do just based off the art haha

Yes it has music already.  Sorry!
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Udderdude
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« Reply #11 on: February 15, 2013, 10:51:44 AM »

I've updated the demo/test version with level 14, and a new level goal in level 12. You have to seal rifts by sitting on top of them for about 4-5 seconds each.

There's also now a goal bonus for completing each goal. You can fail to get the goal bonus on some goals by waiting too long after the enemies stop arriving and the level will now automatically end.
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Happy Shabby Games
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« Reply #12 on: February 15, 2013, 11:09:11 AM »

beautiful artwork. i'll have to give this a try this weekend
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cragwind
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« Reply #13 on: February 15, 2013, 11:56:38 AM »

Enjoyed the art+music. Looks like plenty of strategies available given the mechanics. The way you introduced a single new gameplay element per level was effective.

The music skipped a few times for me, and I got outside the level bounds in the middle of the left side on level 14.
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Udderdude
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« Reply #14 on: February 15, 2013, 12:30:55 PM »

The music skipped a few times for me

Yeah I'm not pre-downloading the music, so this can happen if it doesn't download fast enough.  May have to make lower quality MP3s for the demo/test version.

and I got outside the level bounds in the middle of the left side on level 14.

Not sure how this happened, can you describe a bit more what you were doing?
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Udderdude
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« Reply #15 on: February 15, 2013, 05:19:25 PM »

One more update for today, I've added some more backgrounds and added the arcade course.  Since it's just the demo/test version, it's pretty short, but it's in there!  

Also added some more music here and there.

Also also, failing a defend friendly structures level is no longer instantly fatal.  Instead, you don't get the goal bonus at the end of the level.
« Last Edit: February 15, 2013, 06:35:47 PM by Udderdude » Logged
Udderdude
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« Reply #16 on: February 17, 2013, 12:08:42 PM »

Added code to allow multiple shot generators on a single enemy, and shot generators on other shots.  This is important for the really big enemies and bosses to throw as much crap around the screen as possible! :p

I've got pretty much everything nailed down at this point, now it's just content, content and more content.
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Udderdude
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« Reply #17 on: February 19, 2013, 04:34:23 PM »

Still working on stuff.  Some progress :

http://rydia.net/udder/!crap/zeroCrossKillerEnemy.gif
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Udderdude
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« Reply #18 on: February 21, 2013, 06:33:48 PM »

Got all the organic enemies in there and working with shot patterns and levels introducing them.  Whee.
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Qunit
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« Reply #19 on: February 22, 2013, 02:20:14 AM »

Still working on stuff.  Some progress :

http://rydia.net/udder/!crap/zeroCrossKillerEnemy.gif

Sooooooooooooooooooooo old school !!!! made my day :D
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