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. :)
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
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
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, 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.
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.
- 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.
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