Tysm! I worked.... Well, a bit harder than normal on it ^^
skalt711
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i play 90s shmups, so I went with their aesthetics.
Now, about visibility, it's probably due to lack of outlines and me using colors with similar color. Will have to check on grayscale later on.
Quick bullets spawn from behind because I wanted to animate her hand casting them, but forgot later on.
Aaaaand yes I forgot to tick Published lol, so I ticked it just now.
счёт 200900. Для шмапа с таким коротким кругом хотелось бы больше разнообразия в плане механик, большего разнообразия в поведении противников и более выраженной анимации объектов на экране. Также усложнение останавливается примерно на 50к и для моего скилла, игра после этой точки всё равно является слишком легкой, поэтому хотелось бы усложнения атак противников
So, yeah, coding took me way more time than I wanted to lol, but I still worked on subtler details because I hoped that I'll wing level design later on. Didn't manage to rush it in because of lack of coding skill, so I left it in uncompleted state. waaaaaaaaaaaaaaa T_T
I'm surprised that I coded so much as a newbie. I don't know if I could patch up level design if I were a better coder 🥹
I ignored poor balance because I really wanted to showcase time-based dynamic difficulty to the point of gambling on it, and worked on boss instead of Anna i-frames. Predictably backfired on me LOL
Edit: thank yu :3
Yeah, I got picked at for unusual hitbox (^_^);; and lack of i-frames due to rushed, but hitbox is intentional
I think that I could finish the game in time if I didn't burn out at the second week 'cause I needed time to figure out how to generate enemy patterns
As for overall enemy behaviour, it's inspired from some Gradius games, which tend to have really good gameplay! Don't ask me what I could as "good" though :CB_shrug:
1) Yeah, I think I kept non-center hitbox because I wanted to visit the idea of bullets not aiming straight at your hitbox, but ultimately forgot about the idea because skaltmoment and because I put the sprite center at necklace's crystal for my own programming comfort and never revisited the idea again. Hopefully I won't forget this time :peko:
2) I'll do a toggle between faster and slower focused movement on title screen or (not implemented) service mode, I didn't do an intermediate value (aka non-integer straight movement) because I explicitly work in 320x240 resolution with some entities rounding up from floating point to integer, so I wanted integer for smoother movement. (Edit: are you okay eith non-integer *visual* movement even if it won't look smooth?)
1) What was the first thought when you guessed where could the hitbox be? Did you have a place in mind or you really couldn't guess it?
I considered hinting at it with grazing (Lunar Bunny Invasion does it!), not sure why I didn't proceed with it, like, the code isn't too complicated since I could reuse the same logic from rocket splash damage, but just check if there's just one nearby enemy's hitbox inside the range (or terrain), that *probably* won't help against super fast bullets, but still.
2) So that shooting with two shots at the once won't become a chore in movement. The idea really is to give a little penalty for maximum firepower to force you to switch to one shot at a time when switching from one enemy pattern to another. I didn't have a lot of fun with bigger speed penalty, it felt too jerky. Didn't have enough patterns to make focused movement idea shine at ig.
3) Ah. Welp. I forgot to add sound effect for thst one. I think I thought about what kind of it to give, then gave up and never returned. Whoops. Sigh... Anyways, it's supposed to give powerups from the right side when you destroy enemies of some kind, but I never got to implement more powerup shots like rocket and (non-existent) lighting, so you might have seen how weapon rank isn't reset after picking up wide shot after you die. I really forgot about it lol.
4) Time-based dynamic difficulty increasing as you go further into the game. I wanted to decrease it if you die, but... I forgot as always :CB_shrug: not really due to crunching, I just forgot
Oh, yeah, speaking of recording framepacing, I was recording essentially an iGPU app (browser) with dGPU's encoder, and it seems like Windows spends a lot of CPU time copying composited window frames from RAM to VRAM. Linux on Wayland fares better since window frames can be DMA'ed by dGPU itself due to some PCI/PCIe specifics. Soooo maybe I should've used iGPU recorder instead lol.
Maybe recording would fare better if I locked browser to 60 FPS, had too many tabs to sscrifice my browser just for recording though.
So the standalone app is kinda important for us laptop users liking to record (^_^);; so that we use Game Capture from OBS, which directly captures the game's framebuffer.