Showing posts with label demo link. Show all posts
Showing posts with label demo link. Show all posts

Sunday, December 30, 2012

Fire Arrow





Beta

This one started as a fun little side project trying to teach my friend GML; but soon got out of hand and became it's own game. It's a short, timed survival/caravan shmup that can be played in 3 or 5 minute modes. In 3 minute mode, you get roughly half the stage and 1 boss, while in 5 you have 2 bosses to fight.

The music isn't original to this game, I was lazy and just used some favorites from my tracker/module collection. As I haven't requested explicit permission to use any of these (I thought it might be ok since there's no pretense of selling this), I'll remove any or all of them upon request if necessary.

Tracks:

Cool City by Purple Motion
The Tiara by Solaris
1234 ROCK! by Yannis Brown
Marucombat by Maruku Buranu (Marc Brown)
Hyperdyne by Static
Acronyme by Baroque


The game will also look for songs (.mod/.s3m/.it etc.) in the music folder on startup, so feel free to use your own favorites instead. :)

Monday, June 4, 2012

LAST CHANCE demo (Win/EXE)

LINK

1 level, 3 selectable ships, and a new mode (Extreme) exclusive to this version. More detailed description @ Yoyo. Enjoy! ;)

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, 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'

Sunday, March 27, 2011

New Flying V!

Well, not that there's really any new content, just a bit optimization and tweaking here and there. The main reason for this update is that I got it to go from running like complete pig shit to fairly smooth by..

A: Downsampling most of my sfx (which were almost all in 44k), I shaved off 2 megs or more from the .gmk just by doing this
B: NOT PRELOADING said sfx. Why oh why is that wretched box checked by default? I first tried this with XYX and the difference was NIGHT AND DAY. If my jaw could've dropped through the floor and knocked my downstairs neighbor unconscious, it would have!
C: The devastatingly awesome Cleanmem.DLL

Anyways, here it is. I doubt it'll make much difference if you have a decent PC, though.

Sunday, January 9, 2011

Finally...

New demo up!

Level 1 : about 90% done
Level 2: about 90% done
Level 3: about 70% done

This version has 4 music tracks by Raigon.

To access the debug menu in the options screen, change the "?" value to 1 in the .ini file (after it's had a chance to make one and you've exited the game.) The debug display option shows the stage timeline in steps (1/60th a second) and other information pertinent to how/when each enemy will release the optimum amount of medals.

Thanks to s20-TBL and

Saturday, September 25, 2010

New demo

Took long enough -_-

New music, 3 levels, 3 bosses. Not finalized by any stretch of the imagination'; but enough new stuff that I think it's worth showing.

(swiped from my post on shmups)
Performance notes:

For lower spec systems (ie netbook), set fx to no blur or minimum, set debris off, music off. Medal mode might also cause a hit from the higher instance count. None of these have a *huge* impact on performance; but it's enough to help.

'No blur' gives the game a slightly sharper look, too. I think I prefer it slightly.

Random stuff/glitches/ little crap I forgot to fix:
- small medals are occasionally counted twice at the end of a stage
- if you change weapons while a powerup is moving towards you, it will keep moving
- snake segments sometimes won't die with the head section
- train sections sometimes take longer to self-destruct than they should
- Talons sometimes target enemies that can't be hit

Wednesday, June 30, 2010

Flying V updated

Flying V: New version

No big additions or anything, just lots of tweaks. Options menu (from XYX), new effects, improved bullet visibility etc.

Friday, May 28, 2010

Demo up, music links

Get the new XYX demo here!

From the readme:
---------------------------------------------------------------------------------------------------------------
NOTE: Outside of selecting them, I can take absolutely no credit for these songs whatsoever. 110% Respect to the original artists who made them! You are legends!


ALSO, DO NOT DISTRIBUTE THIS GAME WITH ANY MUSIC FILES. If you decide to host this ZIP file somewhere else, that's fine, just don't repack it with music. It doesn't belong to me, nor does it to you.

---------------------------------------------------------------------------------------------------------------
song 1 (title) BASTILLE by Reverb

song 2 (level 1) SHOOTEMUP by Dr. Awesome

song 3 (level 2) Acronyme by Baroque

song 4 (unused)

song 5 (unused)

song 6 (unused)

song 7 (unused)

song 8 (boss) COOL CITY by Purple Motion

song 9 (stage clear) Soothsayer by Fleshbrain

song 10 (continue) Feedback by Necros/PM
--------------------------------------------------------------------------------------

Friday, April 9, 2010

Back to the grind...


Got back to work on XYX. Nothing major yet; but it has snazzy new intro type stuff and lots of little fixes and tweaks.

I forgot how much I hate stage arrangement, though....ugh -_-

Flying V is up to it's current (pre-Eeepocalpyse) version now, too.

Monday, March 29, 2010

New Demo!

ZP-F

Formerly known as Knight, which doesn't work,since the knight 'ship' isn't usable anymore. He looked cool and all; but it was hard to gauge where his hitbox was.

Anyways, this is just a short 1-level demo. It doesn't have a boss yet or changing backgrounds or anything and some of the enemy placement is iffy (especially the brand new lion-headed ones); but there ya go. It has a nifty (well, for me at least) 'test' mode for trying out/testing enemies and a short demo explaining the controls. Hooray. :3

Probably not too impressive for yall; but for me it means (roughly) getting back to where I was before the EEEpocalypse. Give it a spin.

I did some more stuff for Infinity Squadron, too.. lookie:

Wednesday, February 24, 2010


These were made for the cool little shmup Infinity Squadron by fellow GMer monkeyman (who was very helpful when I was getting my feet wet with GML)

No idea if they'll be used; but I had fun making them at least. :3

Saturday, January 30, 2010

Newest shot... now just XYX, taken not half an hour before my laptop crapped out on me.



XYX: DEAD demo version @ Yoyogames
Not the version from the screenie above, unfortunately... it's the last one I had saved somewhere other than n my (now dead) laptop. :P



FLYING V demo version @ Yoyogames

The demo is newer version than the video, it's resolution was changed to a (more) proper 3:4 screen ratio and there are a number of other improvements. Again, not the newest version; but there's not much I can do about that right now.



ZpULTRA demo version @ Yoyogames.

My first Game Maker project, which I stopped working on not long after I started to come to grips with GML. This one's got a lot of problems....so, you've been warned.