Saturday, October 2, 2010

More

New, more futuristic HUD for the appropriate ships.
Anyone who's played my old Blast Works stuff may recognize this guy. :)

Friday, October 1, 2010

ZPF things

I'm back to working on ZPF.

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. :)

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

Monday, September 20, 2010

Almost.....there....

Sound Test

I just finished a creepy little song for the Game Over/ Continue countdown screen, too.

New boss!

One to go (for Level 2) and the demo's a wrap I think...

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.


---------------------------
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, August 16, 2010

New music and Yoyogames.com troubles

Prepping to put in some new music (finally), Flying V now has tsg1zzn's Super Sound System installed. (I used the handy .gex extension version by Melcastro.)

I even cranked out a few cheapie test tracks in Garageband...hahaha. The one I made for the first boss actually came out kinda good, though, so it's probably staying. <_< Anyways, I know I don't get much traffic here; but I think it's worth mentioning anyways: YYG is apparently having some virus trouble, so be wary of clicking on any game links here for the time being.

Friday, August 13, 2010

Progress?

*Finally* making some progress on level 2.

New snakes - they're more like the standard snakes you see in most shmups, where you can break off any body segment and see the 'skeleton' underneath.
New enemy - kill the little nasties and the ship flies off! :)

Other stuff :
- Green snakes are more interesting and fun now (ie they don't suck/aren't completely FUBAR)
- Enemy test mode added. You can adjust the time interval between enemy spawns and how many times the pattern loops.