Progress Thread - scrolling shoot'em up
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Progress Thread - scrolling shoot'em up
I've begun my entry for the contest - it's going to be a horizontally scrolling space shooter, along the lines of gradius or salamander.
I've got scrolling, collision detection and ship swapping working so far.
I can't decide on a name - pretty much anything "space", "star" or "void" seems to be taken. If anyone has any ideas, let me know.
I've got scrolling, collision detection and ship swapping working so far.
I can't decide on a name - pretty much anything "space", "star" or "void" seems to be taken. If anyone has any ideas, let me know.
Re: Progress Thread - scrolling shoot'em up
It's not uncommon for space shooters to have seemingly nonsensical names like Salamander.
But, focusing the setting from "space" to some specific field or portion of space could help with inspiration for a title.
You could also present some genre twist or key gameplay feature to help with a title too.
Ship tilting animation looks good, btw.
But, focusing the setting from "space" to some specific field or portion of space could help with inspiration for a title.
You could also present some genre twist or key gameplay feature to help with a title too.
Ship tilting animation looks good, btw.
Re: Progress Thread - scrolling shoot'em up
Totally agree with that.M_Tee wrote:You could also present some genre twist or key gameplay feature to help with a title too.
Would make a lot easier to suggest a name.
Or, maybe you can try some very generic name (like Space Soldier, Ship Shooter, ...), a mix of space related words (Nebulous Star, Dust Supernova, ...), the name of a star or a space object you find interesting (like Antares, Eridanus, Chalawan, Rigel, Blackhole, Pulsar etc...), a combination of a star name and some other thing (like The Antares' Warrior, Fight for Rigel, Eridanus' Journey,...), something that don't makes much sense but uses space stuff name (Iron Pulsar, Flashing Blackhole, The Pillars of Creation, Orion's StarDust) or even some acronym like YANS (Yet Another Nes Shooter).
By the animation, I think this looks pretty promissing!!
Re: Progress Thread - scrolling shoot'em up
I see tiles changing on the left side. Consider flipping the 'render BG left 8 pixel' 'render SPR left 8 pixel' off on the PPU PPUMASK $2001.
Otherwise, looks nice.
Otherwise, looks nice.
nesdoug.com -- blog/tutorial on programming for the NES
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Re: Progress Thread - scrolling shoot'em up
Great ideas, thanks. I've got thoughts on possible directions, but I'm not sure which path I'm going to take with this game yet - once I have decided, I'll let you all know. Let me know if anything occurs to you in the meantime.
Here were some of the original names when I was going to make more of a defender style game:
I'm probably not going with either of these - Rapier as it is only one letter away from a horrible internet fail, and harbinger as it's a little generic.
Dougeff - yes, it's disabled for testing. Thanks for pointing it out though!
Here were some of the original names when I was going to make more of a defender style game:
I'm probably not going with either of these - Rapier as it is only one letter away from a horrible internet fail, and harbinger as it's a little generic.
Dougeff - yes, it's disabled for testing. Thanks for pointing it out though!
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Re: Progress Thread - scrolling shoot'em up
Enemy loading and patterns are working
This is from a tiled file with a layer for NPCs. NPCS are currently stored very ineffiecently with a limit of 48 per level, but I reckon I could get this pretty easily up to 200 if necessary.
This is from a tiled file with a layer for NPCs. NPCS are currently stored very ineffiecently with a limit of 48 per level, but I reckon I could get this pretty easily up to 200 if necessary.
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Re: Progress Thread - scrolling shoot'em up
This shows the pattern editor off a little better.
Ignore the sprite overlap withh ships 4 onwards - that's just my poor timing!
Ignore the sprite overlap withh ships 4 onwards - that's just my poor timing!
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Re: Progress Thread - scrolling shoot'em up
Also, I forgot to comment earlier, but Fight for Rigel is an awesome name (although like I think I'm going to follow M_Tees suggestion of waiting for the mechanics to shake out before choosing something)
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Re: Progress Thread - scrolling shoot'em up
Title screen:
Any comments? And Tepples, before you break out your ruler, I know
Any comments? And Tepples, before you break out your ruler, I know
Re: Progress Thread - scrolling shoot'em up
'a we are' reads very awkwardly.
Slightly monotone colors.
Slightly monotone colors.
nesdoug.com -- blog/tutorial on programming for the NES
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Re: Progress Thread - scrolling shoot'em up
Yeah, its only using one palette currently. Good point about the grammer, i didnt think about that. Thanks!
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Re: Progress Thread - scrolling shoot'em up
I've re-ordered the bottom part and made a much better font for it. I've also slimmed down the "O" a bit.
Again, any comments appreciated:
Again, any comments appreciated:
Re: Progress Thread - scrolling shoot'em up
By sight, that color is $06 or close to it. Text in $01-$0C on a background $00 is very hard to read, especially with vertical strokes one pixel wide, as the stroke will coincide with the low phase of the color subcarrier on one of every three scanlines.
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Re: Progress Thread - scrolling shoot'em up
Hi Tepples - Yes, it's 05. Thanks, I'll experiment and try and get something more readable on there.
Re: Progress Thread - scrolling shoot'em up
I'd say start with $15 for the logo and $25 for the text.