Some new footage of ZPF courtesy of my buddy SSK:
The biggest news, though, is that XYX now supports 2 players! It took almost a solid day of GM'ing to hammer out the basic stuff (still working on the rest....slowly.) I doubt it will actually ever be played by two people at the same time; but it's fun to map the controls to the sticks on a USB gamepad and play dual style. :D
(I even put in a handy autofire function if you don't have a gamepad for your PC.)
Yay!
Showing posts with label zpf. Show all posts
Showing posts with label zpf. Show all posts
Tuesday, February 22, 2011
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 SenpaiSamaKun from Shmups for help/suggestions on the medals and general scoring stuff (some of which I still need to get around to.) :)
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 SenpaiSamaKun from Shmups for help/suggestions on the medals and general scoring stuff (some of which I still need to get around to.) :)
Friday, December 31, 2010
Monday, October 18, 2010
ZPF - new footage
Just showing off some of the new enemies and backgrounds.
Apologies for the absolute shit quality, though. The eternal battle with screen recorders goes on.
Apologies for the absolute shit quality, though. The eternal battle with screen recorders goes on.
Saturday, October 2, 2010
Friday, October 1, 2010
ZPF things
As you can see, I've decided to go a slightly different route with the theme. The original idea was for it to be a sort of techno-fantasy cross all the way through; but fiddling with the game recently has given me a few alternate ideas.
Basically, now it's going to jump back and forth between different settings, this way I can cover more familiar bases (ie. bio horror ala R-Type) as well go back to some older ideas I'd like to re-use. Every one will have a playable ship to match it, too. :)
Tuesday, August 31, 2010
Working on ZPF again, new Flying V demo soon..
Maybe it was just burnout from working on the same thing for so long (Flying V); but i started tinkering with ZPF again.

- Updated enemy bullet patterns. No more messiness, patterns screwing up once the enemy starts/stops moving.
- New sound effects (mostly from Kyutwo.com and Shockwave Sound.) The ones I had made in SFXR were generally fine until they all played at the same time..ugh.
- Options (into which the Enemy Test mode is embedded)
- Enemy Test is more configurable and up to date with FV's now. You can select variations on the current enemy's behavior/ movement patterns, how many times to loop, and number of steps between loops. (1 step = 1/60th a second)
- New Maximum Fire mode which replaces each weapon's previous level 3 setting. When the meter is visible (the flaming sword in the HUD), hold X to a fire a more powerful shot.
- You can now use all three ship variants I've made so far.

I had to cut down some of the content of level 1, leaving stuff that could be added in other places. Basically, the demo will have 3 levels instead of 2 now, although they will probably be on the short side. I think I just need a few more enemy types to fill in the gaps that are there.

- Updated enemy bullet patterns. No more messiness, patterns screwing up once the enemy starts/stops moving.
- New sound effects (mostly from Kyutwo.com and Shockwave Sound.) The ones I had made in SFXR were generally fine until they all played at the same time..ugh.
- Options (into which the Enemy Test mode is embedded)
- Enemy Test is more configurable and up to date with FV's now. You can select variations on the current enemy's behavior/ movement patterns, how many times to loop, and number of steps between loops. (1 step = 1/60th a second)
- New Maximum Fire mode which replaces each weapon's previous level 3 setting. When the meter is visible (the flaming sword in the HUD), hold X to a fire a more powerful shot.
- You can now use all three ship variants I've made so far.
---------------------------
New FV demo coming soon, too.I had to cut down some of the content of level 1, leaving stuff that could be added in other places. Basically, the demo will have 3 levels instead of 2 now, although they will probably be on the short side. I think I just need a few more enemy types to fill in the gaps that are there.
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:
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 17, 2010
Knight Demo
Subscribe to:
Posts (Atom)



