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22:26, 02 September 2010
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rss The Poppenkast Forum  |  Public  |  ::The Poppenkast Games  |  Topic: Epileptica Forte 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Epileptica Forte  (Read 5919 times)
9_6
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« on: 01:57, 03 December 2008 »

This was supposed to be my entry in that autofire compo on shmup-dev.com... BACK IN THE DAY.
It's still not quite done and probably never will be but there sure as hell is a lot of exploding stuff in it.

Gm version: 6
Resolution: 400x240
Changes resolution: false
Genre: Sidescrolling shooter

You're a pink dragon who brings love, peace and happiness to the world by blowing everything up with exploding hearts and an exploding rainbowlaser!




->DOWNLOAD<-

Press f1 in the game for controls and help.
This is one level in an endless loop.

old version
« Last Edit: 23:16, 11 December 2008 by 9_6 » Logged
ws
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« Reply #1 on: 02:52, 03 December 2008 »

Nice graphix! The explosions are awesome, with the fast pace and everything. I like the little touch of being able to run on the ground, and needing to double jump to fly again.
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scattle
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« Reply #2 on: 15:27, 03 December 2008 »

Man! This game is so cool! It reminds me of a treasure game, and the graphics are very good. Keep up the good work!  :)   
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9_6
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« Reply #3 on: 22:24, 04 December 2008 »

Changed the enemy spawning from room-based to timeline based.
Now the level is in an infinite loop as I can slap timelines together as I see fit.

Nothing other greater additions, sorry.
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9_6
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« Reply #4 on: 22:44, 10 December 2008 »

Bumped up the resolution to 400x240 widescreen, replaced 'lives' with a timer and changed the upgrading system from experience-based to pickup-based.
First post has a new version.
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thernz
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★(°□°;) (°□°;) (°□°;)★


« Reply #5 on: 01:52, 11 December 2008 »

Purrty. Though I think the blend effects could be improved on though. I suppose I'll start playing it now.
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Deadheat
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« Reply #6 on: 10:29, 12 December 2008 »

Coool. I like the graphics, but the explosions make my eyes hurt  :(
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Barch
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« Reply #7 on: 06:36, 16 December 2008 »

I can show you an effect that makes the Fx look better, if you want that tis.

Well let me first congradulate you on the first game I've played that features a flying pink dragon that flys. The result I was thinking you were trying to create was a smooth, pretty looking game. How you created that effect was very well done. The movement was played well, generazing body movements in a circualar fashion, they were realistict, even unrealistict. The dragon was actually believeable unlike alot
of dragons I've seen in my days. The music was played in contrast to the dragon I observed, acidently or not. I didn't exactly like that, Maybe some more traditional Japernese Music would be proper. But let me get started with the graphics. Yes the graphics, Smooth intensive and overally easy to relate to. Loud Crazy and over the top.

9_6, Your earnt my respect.  imfrench.gif
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Kaaskop
9_6
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« Reply #8 on: 08:21, 16 December 2008 »

I can show you an effect that makes the Fx look better, if you want that tis.
You mean something that makes the explosions even bigger?
Gimme that!

The music was played in contrast to the dragon I observed, acidently or not. I didn't exactly like that, Maybe some more traditional Japernese Music would be proper.
So you associate pink dragons that shoot exploding hearts and rainbowflowers with traditional japanese music?
Interesting.
I expected more of a happy chiptune or something but this game is pretty much all about contrast.
Especially considering the direction I plan to take it into...

The movement was played well, generazing body movements in a circualar fashion, they were realistict, even unrealistict. The dragon was actually believeable unlike alot of dragons I've seen in my days.
Feel the power of TWEEN MOTIONS!  a retards best friend.
Soon to be used to animate giant bosses smoothly. I hope I won't screw that part up sonce it's a pain to set up propperly.
Took me forever to let the run look like an actual run...
« Last Edit: 08:36, 16 December 2008 by 9_6 » Logged
Knite
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« Reply #9 on: 17:44, 16 December 2008 »

This is nice man. :) Pretty graphics and such. It's probably just me, but I felt like it was a bit cramped, like, the character was too big for the window size or something, but that's pretty much it. Look forward to seeing continued progress on this.
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Barch
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Dance and Prance


« Reply #10 on: 22:16, 16 December 2008 »

Here I'll give you a Example, much better then your gradient fills.

Here's your sprites, copy it

Use the inbuilt blur effect gm gives you and set it to 3. then apply both sprites to be drawn together sept one with a blend mode.



One of limited tricks I actually taught myself :P
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Kaaskop
9_6
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« Reply #11 on: 23:35, 16 December 2008 »

How am I supposed to apply that to the game, what do you even mean and since when does gm have something as awesome as a built in blur effect?
Did I miss something here?
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Rolf_Soldaat
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« Reply #12 on: 08:29, 17 December 2008 »

I think he is referring to the blur effect in the GM sprite editor.
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9_6
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« Reply #13 on: 13:55, 17 December 2008 »

Oh you mean for the lights?
Well, I'm planning to get rid of all (or most) of the gradients anyway.

#?!$! I just spent half a day coming up with a system that uses coordinates imported from flash so I can make make animations easier only to find out that flash is a total prick and fucks around with values.
For example xscale is never negative although it's being mirrored and the x/y values aren't set at the origin but are calculated by the size of the whole picture etc.
Then I had to rip out the system I built in again because I overwrote the only source file of my poser.
I so hate programs that try to 'think for you'.

I also don't wanna come up with my own animation program because fucking fuck, this is work!
Well manually inputting coordinates without seeing how the hell that looks is too but still...
« Last Edit: 14:01, 17 December 2008 by 9_6 » Logged
9_6
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« Reply #14 on: 04:44, 19 December 2008 »

New colorscheme:

Also enemies will be just shapes with few colors but animated:

Yes?
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