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#21 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
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This has some great graphics so far, I'm looking forward to playing the finished product
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#22 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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ok well the first thing to say about sprites is that while a 16-colour screen will use colours 0-15, the sprites use colours 17-31 (16 is transparent). You get 8 3-colour sprites that can be attached in pairs to give up to 4 15-colour sprites. You can also re-use sprites, that is, a single sprite can appear in several different places (and even with different graphics) but it can't overlap itself.
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#23 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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I think game have palette like Astral http://hol.abime.net/4386/screenshot Good luck with your project.
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#24 |
Zone Friend
Join Date: Dec 2005
Location: Australia
Age: 50
Posts: 2,616
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Looks excellent thus far!
![]() ![]() Which part of Australia are you in Invent? |
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#25 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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Quick update:
Sorry if i didn't update sooner. Lots of projects going on ![]() This update shows some starting ideas of weapons, and shows another level slime/salamander style level. The reference is in colour more than anything else ![]() ![]() ![]() For higher resolution please visit the blog images Last edited by invent; 16 May 2015 at 14:02. |
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#26 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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#27 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
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Thanks for the update and the graphics are still awesome
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#28 |
Registered User
Join Date: Apr 2013
Location: .
Posts: 261
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The graphics of it is amazing!
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#29 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,646
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Love this! Really hope you can make it into a game. Maybe you should try teaming up with other people to get the ball rolling (coder, usician).
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#30 |
Posts: n/a
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great work, really! I'd love to do some coding for it, but it's a long time I don't do any hardcore coding for Amiga, it may need some time to polish up my skills.
p.s.: are you available for designing custom graphics for games on commission (payed, of course)? |
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#31 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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Thanks for the feedback
![]() I didn't mention I have spent some time thinking about the weapons system. I liked how X-Out you could choose the weapons before playing the level. One of the frustrating parts of some shoot em ups is not being able to customise what weapons you can use for each level or losing all weapons when dieing. ![]() If there are particular elements of shoot em ups you liked, please let me know. I like for example how you could move horizontally and vertically in Blood Money. Hi Giovanni, I possibly could help you with some graphics (may already have some sitting around ready), send me an email and let me know more details. I'm always willing to help out other Amiga developers, thus far I haven't asked for any money. If I can come up with some graphics in a day or so to help you get going on an idea. |
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#32 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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wow this is really looking good.
it would be nice if you could collect lots of different weapons and switch between them during play. sometimes it is annoying on some games, when you collect the "wrong" powerup and end up lumbered with a woefully inappropriate weapon for the rest of the level. |
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#33 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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Hi Mrs Beanban, thankyou.
Your right about weapons. The idea so far is to have a 6 sided dice that you can shoot and changes to different weapon (any of the 6 you have chosen for the level). Adding a randomiser on what weapon appears might help e.g. number 3 weapon appears, later on number 1, 5, etc Possibly over time you could memorise this pattern, and set the weapons you need when they come on screen. Other shoot em ups sometimes change the weapon collectable over time but I didn't like that especially if busy destroying all enemies on screen. Would like the player to have a bit more control what to choose. I do also like the bump/nudge effect when shooting a collectable. |
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#34 |
Registered User
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
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Looks great, good luck!
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#35 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,856
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Another thing I particularly liked was in the shoot em up Powder with proper big detailed buildings for backgrounds (non-destructive for the player). They're giving a great sense of scale.
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#36 |
Registered User
Join Date: Feb 2014
Location: Germany
Posts: 261
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The gfx so far are very appealing.
Good job, sir. |
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