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Author Topic: Marvelous Twilight. A cute(shoot)-em-up  (Read 7465 times)
relsoft
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Posts: 3927



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« on: January 12, 2007, 10:01:16 PM »

Yo 1000101, I hope you don't mind that I used some base code from you PPCD. I converted it to my liking.

Download here:

http://rel.betterwebber.com/junk.php?id=84


Marvelous Twilight

Project Data:

Full name:
Marvelous Twilight
Current status:

Engine: (99% finished)
Art: (70+% finished)
Music: (0% finished)


Year of planning / development:
2006

Tools of the Trade:
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Gimp as sprite editor

Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack
Music: None yet

Credits to:
Eric Cowles(1000101) for some collision base-code.

Download available:
FreeBASIC version

Comments:

Our own entry to the Shmup-Dev Autofire Shooter Compo.

A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.



Screenshots:





:*)
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y smiley is 24 bit.


Genso's Junkyard:
http://rel.betterwebber.com/
Skyler
Ancient Guru
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Posts: 564



« Reply #1 on: January 14, 2007, 10:00:43 PM »

Very nice graphics. It looks... complicated.
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In the beginning, there is darkness the emptiness of a matrix waiting for the light. Then a single photon flares into existence. Then another. Soon, thousands more. Optronic pathways connect, subroutines emerge from the chaos, and a holographic consciousness is born." -The Doctor
BadMrBox
Forum Regular
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Posts: 140



« Reply #2 on: January 18, 2007, 07:06:13 PM »

I like it, thought I would rather have little less action on the screen :roll:, I'm more of an R-type person. The twoplayer support is a nice touch.
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I'm a dog and I feel dirty baby
TheAdventMaster
Ancient Guru
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Posts: 671


« Reply #3 on: January 19, 2007, 10:37:00 AM »

One of the majorly awesome factors of this type of game is how much work was put into background objects and such.  Along with all the shots flying across the screen, it makes the game more challenging.
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jsmith71
Been there, done that
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Posts: 1004


« Reply #4 on: January 19, 2007, 09:46:01 PM »

I'm not really a fan of the "What-the-fuck-am-I-shooting-at-where-the-hell-are-my-bullets-what-the-hell-is-going-on-there's-so-much-stuff-on-screen!" 'bulletstorm' style of shooters... Tongue It looks interesting though. I prefer less chaotic shinyness, really, but that's just me. Good job.
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relsoft
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Posts: 3927



WWW
« Reply #5 on: January 22, 2007, 10:54:04 AM »

Well, mo' chaos...

Use this FB build (then doenload the newest MT build):
http://www.freebasic.net/forum/viewtopic.php?t=5193

Just load "m_twilight.bas" and  compile.

Anyways: Neat new enemies:
DL here:
http://rel.betterwebber.com/junk.php?id=84


Update:

1/21/2006 (Rel)

1. Made an object map editor
   controls: Mouse = move
   Arrow R/L: map scroll
   Arrow U/D: Rotate enemies
   f1 = save
   f2 = load
   f3 = load stage

2. Added more enemies
3. Followers of each enemy can be animated via angles
4. Allowed each cannon to be attached to each follower(pointer magic)
5. Allowed each enemy to do a kamikaze
6. lasers and homing also targets followers
7. New boss AI and barrages

Logged

y smiley is 24 bit.


Genso's Junkyard:
http://rel.betterwebber.com/
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