So many nice assets to play with I may do a couple of games,. .
I will start with a little shmup built around these cool ships and ship parts provided by yokomeshi. [
https://dl.getdropbox.com/u/1000017/assemblee/clinch4.png ]
Since these are 1-bit sprites I am useing them as masks and generating some nice 'skins' for them to give me some colors and variations of pattern,. (at runtime of course). I am sticking with the name provided by yokomeshi as well; SonnenmördeR, seems to mean Sun Murder? Is anyone fluent enouph in German to help me do all the text in it? (will be minimal, guess i can use a bot) Also, did anyone provide any midi tunes in part 1? I don't really have a simple way to add mp3/ogg music in the engine,. I am using ZGameEditor. I think i am going to just do simple sounds synthesised at runtime anyway, as the system is not the easiest for working with samples,. and I like generated sounds anyhow. Should be fun.
Here are the demos in order of dev. these are experimantal and likely to change.
Proto Demo 44kbProto Demo2 46kbProto Demo3 62kbProto Demo4 48kbProto Demo5 48kbProto Demo5b 49kb Proto Demo6 49kbProto Demo7 49kb [end of compo]
ARROWS and Z, R to restart. SPACE to pause, M to must sound, C to toggle GUI, ESC to quit.
Press AND HOLD X to 'Fold Space' and WARP to another location! (collect Warp Pods for more)
Gun Heat Level slows fire rate,. release Fire to cool the gun, glows when hot, or catch green shards. (NEW!)
New in 7:
Much, probly too much. Now there exists these Green Shards that are droped by destoyed Targets, these 'excite' your ship. There is also a bouncy green meter of this at the top of the screen. The more 'excited' your ship is the faster it moves,. excitment fades with time. Warp Pods now fire when you do, until you grab them, or they fall off the screen. They do not howevr last forever, they flash when dieing, grab them then. You can juggle these to get more fire power.
Added two new enimes, they are using a star camouflage pettern. I think the big one needs 21 hits to topple.
Highscore is not working yet.

Hope I have time to add it.
New in 6:
-player Ship now upgrades (1 level) you need 5 warp pods to upgrade, and can now only hold 9. At level 2 your ship can take one shot and not die,. it will be reduced to level one. you also gain a Firing BONUS (hint; only if gun is cool!)
-also added a new dynamic involving the single hit enemies, but I will let you discover it.
-plus it is more tougher again due to retaliation shots from the larger enemies,. etc.
5b: is the same as 5 with a test of a 512x512 FBO for Orel (& ATI users) to test.
New in 5:
-fixed the jackson pollock rendering bug for ppl with shader problems,. (of course I allways thought it was fixed and have been wrong a with a couple of ver.s

) now if you don't have shaders you should not see the layer. It should look somewhat like the images below.
-added a new enemy,. small version of the missile aming bluish one,. now they come in groups.
-many many tweeks to flight patterns, hit circles, wave launch structure, graphics and sounds,. it is just way better now,. but far from done. still just a proto for you to test.
Added in 4:
-new enemy! shootes aimed rockets at you,. . need to add a small ver. and a larger one.
-many tweeks and changes,. now has some nebula in the far back,. fixed border color bleed.
-may have fixed a shader bug? (0 is not the same as 0.0 under ATI,. while it works for nvidea)
Added in 3:
-press K key to toggle off the FBO (only the rendering of it,. this will work for ppl that see the white poly in the center) I will see If I can remove all use of it later too much work currently.
-now the Gun Heat shows up graphicly,. orange glow/trail on your ship. Relase Fire to cool the Cannon.
-yokomeshi's bitmap font,. this requred a bunch of bitmap cut and past so I will post the 7x7 ver. of the font on his asset
tread should anyone else need it in this format for their engine.
-added the res. selection dialog at the start,. this may allow more ppl to play, if it is running slowly at full screen size try a lower res. setting.
-added a FPS display (lower right) should be at your vid-card refresh rate. i.e. 60 fps
-fixed the hit circles on the enemy missles,. (halved the size) should make the game a tad easier if you where finding it too hard.
-turend off the self compression (to end false viruse alerts), and the zeroing of unsued code in the engine,. may improve compatability? (makes my distribution bigger

still only 62kb

)
Needs a vid-card that support openGL, basic Shaders and FBOs. (any modern ones)

Just the base player ship w/ three different size attacking ships to fight with,. each has a slightly different AI. I am going for a swarm attack pattern type setup, not defined flight paths but a more chaotic swarming formation forming tendancy type aproach. I like working with emergent play so I am not bored with the same patterns as I test things,. .

I am working with the latest ZGE beta (1.9.9) and ustilizing the new FBO and multipass rendering setup to do some cool feedback trail syle effects,. I am liking the results from this so far, however I could easily go too far and over do it. I am trying to keep it restrained.
Gameplay is rather old-timy so far,. almost Pachinko in nature! Not sure how it will develope or how much time i will have to mess with it, but been fun so far.
peace.