Thursday, April 12, 2012

LAST CHANCE - browser shmup (demo)
























1 level demo


Nothing fancy so far. The backgrounds, arrangement, and boss are all incomplete; but there's enough there to try out I think.

I picked the name solely because I was on the verge of giving up on GMHTML5 for this kind of fast action game. After finishing Megatank, I had tried a simple platformer and a Space Harrier style shooter; but neither ran at an acceptable speed in-browser. (Both will be eventually be released in EXE format for the same price as Megatank, though.)

Sunday, April 8, 2012

New XYX demo

New demo (3 levels), bringing it up-to-date with features in the current (full) version such as 2P, TATE, key config, etc.

This also includes an unfinished version of the Level/Map Editor. I've chopped some stuff out to make it better match the demo content; but nothing that effects it's functionality. I'll probably put together some more detailed docs later; but here's a brief rundown on how to use it.

Within the editor:
-----------------------------------------

MAP - This is strictly for assembling the graphic map for the level. Note that these will automatically loop. Also note that I've only tried fairly small maps so far.

LEVEL - Define enemy layout, checkpoints and hinge points (based on in-game step #), music, and background layer(s.)



Separate stuff:
-----------------------------------

Music
-custom songs go in /custom/songs and must be in .ogg format (SuperSound limitation.)
- in levelbuild.txt, under [songs]:
-- fn#= (file name w/o directory)
-- tt#= (song title)
-- au#=(song author)

Gfx
-custom gfx go in /custom/gfx
-  files must be in recognizable formats (any that GM will accept) and the image dimensions must match those of the sample images (160x54 I think)

- in custom_mapset.txt, under [titles]:
-- #= (custom gfx set name)
-- each added set should be given it's own section below this in [] brackets with the exact same name as that indicated under [titles] Underneath it should go...
---image#=(file name w/o directory)
---imagetrans?#=1 (for the corresponding image number, if you want that image to have a transparent color. The particular color is based on the bottom left pixel.)

Thursday, January 19, 2012

Megatank Beta up for play!


 (Thanks goes to SSK for the video, as always.)

Here it is!

Feel free to leave any comments or bug reports here, on my thread at shmups, or on the game's thread at the GMC. Enjoy! :)

This is still the beta; but you can still purchase the EXE version directly from me for $2 if you like. The current version has some cool music by Raigon, which I couldn't include in the web version due to sound issues.

Tuesday, January 10, 2012

MEGATANK Details

Well, I'm getting pretty close to finishing my first little GMHTML5 project. The final game will have 2 long "rounds" each consisting of 50 enemy waves and a boss battle. Clearing both rounds gives you an ending screen, naturally; but will also loop the game, setting the enemies' firing rate (and other adjustments) to their maximum from the start.

I'm planning on posting the HTML5 version wherever I can (feel free to recommend places) and I'm thinking about offering the surprisingly smoother and faster Windows EXE version for a buck or two as well. Speaking of that, whenever the premium edition of XYX is ready, the EXE version of Megatank will be included on the disc as a bonus. I'll probably have to dedicate part of the manual to it now, though. ;)

Saturday, December 31, 2011

GM:HTML5 Test game

Very very simple game I threw together in GM:HTML5
Christmas was good this year, suffice to say. ;) I was initially having problems with Yoyo's pretty new toy; but it turned out to be no more than a subtle difference in how the two formats handle scripts.

NOTE:
- Sound is screwy. It might not work at all depending on your system/browser.
- 2X version may be significantly slower depending on your system
- use Chrome for the best results!

Thursday, November 10, 2011

Blast Works MegaFile re-upload

A kind Youtuber informed me the old link had died, so here's another one.
This file includes the movement editor, some of my finished levels and other miscellaneous stuff that may or may not be useful to you.

Transfering the MegaFile to your Wii:

First off, if you already have a Blast Works save file and you want to keep anything therein, BACK IT UP FIRST. Copy your save onto an SD card from your Wii, access it via your PC, then find data.bin in the directory "/private/wii/RBRE/" and set it aside somewhere outside of the Wii-specific directory structure, being sure to properly identify it should you want or need to access it again.

- If you don't already have Wii data on your SD card, unzip the entire menu tree to it's root directory. Otherwise, simply copy the game-specific folder RBRE into the Title folder.
- It should now be visible as save data on your Wii, copy it to your system from there and you're good to go!

And don't forget....BLAST WORKS FOREVER! :)

Tuesday, October 25, 2011

FLYING V - New demo!

http://sandbox.yoyogames.com/games/95432

Features:

- 4th level
- new music by Raigon
- bonus stages
- Arcade Extra mode
- unique weapon for each ship (Dual)
... lots and lots of minor tweaks


What still needs work:

- some sound fx aren't final
- difficulty settings may require balancing (ok..probably a lot)
- Level 4 still needs some graphical touches
- Bonus stages are functional but aren't quite 'there'