SHMUP-DEV

SHMUP DEV COMPETITIONS => Official Entries => Topic started by: Deleter on July 05, 2007, 12:52:54 PM



Title: Option V (COMPLETE)
Post by: Deleter on July 05, 2007, 12:52:54 PM
Finished
Well its not really done, but its far enough that I can submit it to the competition. I will finish it one day, but I definitely don't have enough time right now. Thanks for the compo I'm glad I had the chance to participate. Good luck to the other participants, I can guarantee you will have at least one entry below yours now ;).

*****************************************************************************

For the Dragon compo I thought about making something...
For the Autofire compo I had an idea and I posted a thread...

This time I've actually gotten somewhere and feel good about its future :)

First some screenshots, then some info:
(new 7/13/2007)
Explosions! (crap now I have to bring the rest of the visuals up to par...)
(http://www.deleter.phatcode.net/option_v/ss8.jpg)

(new 7/24/2007)
Displaying pickups, uber-death laser, buildings, and weapons
(http://www.deleter.phatcode.net/option_v/ss10.jpg)

(new 8/8/2007)
Finally shaded player ship, may be editing in the future
(http://www.deleter.phatcode.net/option_v/ss11.jpg)

(new 8/20/2007)
Level 1 Boss(w/o shading)
(http://www.deleter.phatcode.net/option_v/ss20.jpg)

Now some info,
The Game:
-Style: Vertical shmup
-Started: July 2nd
-Finish(estimate): Sometime in july
-Estimated 1-2 hours of gameplay
-4 worlds with 3 levels each
-Enemy bosses (final mega-boss :D)
-Option Element: Player controls a hull ship with 5 separable options that can run various programs. More Later...
-Story: Yes

The Engine:
-Programmed in: Freebasic w/bass audio lib
-2d graphics powered by Freebasics own gfxlib2
-Sprite, Bullet, Unit, Map, and Menu code finished
-Built-in devtools in progress
-AI, Particle effects pending

The "Team":
Programmer: Myself
Musician: Christopher Brown
Sound: GroovyAudio shmup stock (thanks x 1000 for that btw)
Artist: Myself and google image
Author: Myself

Any comments welcome, good luck to all the other participants! I'm just using this compo as an excuse to make that high-energy high-action shmup I've always wanted to.


Title: Re: Option V
Post by: ReleX on July 05, 2007, 01:32:53 PM
Quote
-Finish(estimate): July 14th

Are you kidding me? that's quite fast. You said you never finish a game. (wich is not so strange seeing the time you give yourself) The compo deadline is in september! Anyway, welcome to the compo! Good luck! Ow and ehm whats that on the BG of your menu? Wool? Insides? Brown clouds? poo?

-ReleX


Title: Re: Option V
Post by: Deleter on July 05, 2007, 01:39:33 PM
On the contrary, I said I've never finished a shmup.

Check out http://deleter.phatcode.net/ (http://deleter.phatcode.net/) for some of my projects. If you notice, the ones I've finished were completed in one session, usually less than 24 hours. So the 14th is in fact a long time, not a short one ;). Especially considering I have at least 50% of the engine up already, if not more, and that was done in 3 days. Engine should be done in a day or two, after that its just levels and artwork to do. And I suppose I forgot to mention I have just about nothing else to do.

And actually in the main menu those are mountains. Well it was a mud texture, but I thought it looked more like mountains so thats my story and I'm sticking to it. ;)


Title: Re: Option V
Post by: ReleX on July 05, 2007, 02:07:16 PM
lol! the comment about your BG was just a joke! I like em.
Ow and yeah I ment to say: never finished a shmup.

Quote
And I suppose I forgot to mention I have just about nothing else to do

That changes everything! :P Its still quite fast though.

-ReleX


Title: Re: Option V
Post by: Adigun A. Polack on July 05, 2007, 06:00:06 PM
My man Deleter, I want to welcome you to the this competition, and it is so good of you to be here too!!!  ;D=b

Besides my development part of the VERY first two previous entries ever done in FreeBASIC for Shmup-dev (both the Dragon Dancer and Marvellous Twilight compo versions would come to mind), I sure hope you step it up and create something as really damn awesome as ever, so HOP TO IT!!!  ;) !

And speaking of stepping it up, you really do need to improve the graphics here, because they look very bland and boring at the moment.  BUT, you can change that by clicking right here (http://www.shmup-dev.com/forum/index.php?topic=1267.0) and studying the graphics tutorials that I have provided there for aspiring new entrants like you.  That way, I am sure that you will do as *splendidly* good a job as ever in giving the graphics a wonderful makeover, you know?  :grin2:

Also, Option V sounds like a mighty good name for your project!!!  Just take your time and do not rush, as you have rather PLENTY of time until the end of this September to come up with a wicked awesome entry here... so do an excellent job on the game itself, especially right down to the core gameplay, too!!!  d=8)=b


Title: Re: Option V
Post by: Deleter on July 05, 2007, 07:31:06 PM
And speaking of stepping it up, you really do need to improve the graphics here, because they look very bland and boring at the moment

Whoa thats sorta harsh AAP. Not all coders can be as lavish art designers as yourself ;). Perhaps if you told me what you meant I could work on it. However keep in mind if you are talking about the ship at all, thats honestly just a placeholder, the real ship art is going to be much more intricate and involved. If you are talking about the terrain, I kinda like the style it currently is, and its going to get more interesting once I throw in "doodads" which are basically things such as buildings, reefs, cars, drains, wells,trees, and anything that comes to my mind that I can use to spruce up the environment.

And about the deadline, that was just an estimate at this time, if I need more time I'll be more than willing to take it, I'm not into rushing this game, its just going really smoothly and has the potential of being finished at said date. We will see...And yes of course I will focus on gameplay, thats why I'm getting everything else out of the way, so I can just keep coding/tweaking/ and testing the gameplay until I drop, and then be done ;).


Title: Re: Option V
Post by: cactus on July 05, 2007, 08:16:16 PM
And speaking of stepping it up, you really do need to improve the graphics here, because they look very bland and boring at the moment
Whoa thats sorta harsh AAP. Not all coders can be as lavish art designers as yourself ;)

Yeah, that was really harsh, Adigun. I'm sure you didn't mean to offend, but that was brutal :D

I kinda see where he's coming from, though. The terrain shots are decent, but I think it looks quite oversaturated, and more suitable for a RTS rather than a shmup. If you aren't an art designer, then maybe you should look into making an abstract shoot 'em up? You can create fantastic visuals with only geometrical shapes or outlines. Just look at Kenta Cho's games, Nomitest, Warning Forever or Geometry wars.

Hell, a really good programmer could make a game with shit for sprites and it'd still rock. You just need to make up for it by having the perfect gameplay. Still, I think it's easier to go for a style that works than making a game with gameplay that can make up for a lackluster presentation. I'd advice you to find a game with a style that you like and try your best to do something similar. It usually results in that your own personallity gets mixed into it and a "new" style emerges.

This site has a really good variety of freeware/demo shoot 'em ups:
http://shootthecore.moonpod.com/database.php

And I played that Caddy Rampage game on your site. Quite a nice minigame. The "Hole in one!" thing was a great detail. Seems like you could indeed make a fun entry. I think you need to really work hard if your ambition is to win, though. Lot of highprofile entries so far ;D


Title: Re: Option V
Post by: Deleter on July 05, 2007, 08:41:48 PM
I'd advice you to find a game with a style that you like and try your best to do something similar.
Well tbh thats already what I'm doing. My favorite shmup is Raptor: Call of the Shadows, so thats what I'm going for. I guess I could lessen the saturation, but tbh that was the style I was going for. But now that you mention it it does remind me more of an rts than a shmup ;). I'll take that into account as I get further into development.

And I played that Caddy Rampage game on your site. Quite a nice minigame. The "Hole in one!" thing was a great detail. Seems like you could indeed make a fun entry.
Thanks a lot! And just fyi, that was created in a marathon session of 19 hours, I wasn't kidding about the way I develop.

I think you need to really work hard if your ambition is to win, though. Lot of highprofile entries so far
Well personally, if I finish this thing that will be a victory enough for me ;).

Thanks everyone for the criticism and comments! I'll redouble my efforts in the art department once the engine is finished, as it seems I have a lot of improvements I can make. G.Luck and G.Day :)


Title: Re: Option V
Post by: Adigun A. Polack on July 05, 2007, 09:44:53 PM
I did not know that that was a placeholder there.  :o !  Well in that case, I should have MUCH paid more attention.  I understand that many of our entrants need to step it up to excellence, but I did not mean to be that harsh a person (when really, I ended up that way by mistake today).  :cry1:  As such, I am terribly sorry on purpose for that “bland and boring” remark, Deleter.

I really need to pay close attention, and I feel that cactus was *absolutely* correct here.  I was so overly focused in recent days on watching entries, without getting much sleep at all.  Perhaps I need to just chill and take a break before I can continue.

Once again, my serious apologies for the little trouble that I caused.  ;)



Title: Re: Option V
Post by: Deleter on July 06, 2007, 12:27:24 AM
Don't sweat it Adigun, I knew you meant the best. ;)

Progress:
-Switched tile size from 160x160 to 128x128 for a better scale.
-"Muted" the tile colors to make it a little more shmuppy.
-Improved sprite resource system


Title: Re: Option V
Post by: relsoft on July 06, 2007, 12:33:07 AM
Yo deleter! Nice to see you here!  Option V sounds cool and preliminary screens look rad. Don't mind AAP. Hehehehehehehe.  "Option Voltron"? Or "Option Voltes V"?
 :D


Title: Re: Option V
Post by: Adigun A. Polack on July 06, 2007, 01:15:42 AM
Hey, I fully understand, Deleter.  Glad to see now that things are jolly good, I gotta say!!  :cool2:=b

I just want you to do as amazingly well as you can on your contest project in FB, and so I am gonna be as fair as ever... got that?  :) !


Title: Re: Option V
Post by: Shoot-em-upper on July 07, 2007, 06:00:12 PM
The background texture is mud?  I thought it was a loofa :P
But, yeah, this looks like it has a lot of promise.  You don't see many shmups with level editors.  Neat idea.


Title: Re: Option V
Post by: Deleter on July 09, 2007, 04:55:22 AM
Progress:
-Tweaked color scheme
-Doodad editing up and running
-Doodad displaying up
-Player ship sketch added

Original post updated with a new screenshot.


Title: Re: Option V
Post by: Deleter on July 12, 2007, 07:51:26 AM
Progress:
-Added Option Control Code
-Updated Player ship
-Added Enemy Control Code
-Added bullet firing code into controls

I guess now is as good of time as any to reveal my option element. ;) The player ship is a hull with 5 separable options that can either dock with it or run one of several programs. The screenshot is a demonstration of 3 options docked/2 others running the circle program:

(http://www.deleter.phatcode.net/option_v/ss6.jpg)


Title: Re: Option V
Post by: Adigun A. Polack on July 12, 2007, 06:22:36 PM
Not a bad start here, Deleter.  Not bad, and I like the ship design, as it is a very nice start so far to be fully honest with you here!!  ;) !


Title: Re: Option V
Post by: AphexTwins on July 12, 2007, 07:26:12 PM
Looks good, but if you are expecting to finish this in two more days, you better take out the placeholder and put in the real ship...


Title: Re: Option V
Post by: Deleter on July 12, 2007, 08:30:46 PM
Looks good, but if you are expecting to finish this in two more days, you better take out the placeholder and put in the real ship...
I'll finish it when its done ;). The 14th was just an estimate, which I am receding...


Title: Re: Option V
Post by: Deleter on July 13, 2007, 11:33:23 PM
Progress:
-Enemy editing implemented completely into dev tools
-Explosions added. :)
-Added enemy ship sketch

Completion:
Game design:70%
Engine: 80%
Art:5%
Levels:5%

(http://www.deleter.phatcode.net/option_v/ss8.jpg)


Title: Re: Option V
Post by: Shoot-em-upper on July 14, 2007, 12:29:42 AM
Enemies are now fully implemented after a nice 10 hour coding session:

10 hours?  Ouch.


Title: Re: Option V
Post by: Deleter on July 14, 2007, 12:59:18 AM
Enemies are now fully implemented after a nice 10 hour coding session:

10 hours?  Ouch.

Yeah, more like 5 hours for the enemies, 5 for cleaning up the engine a bit and implementing various scraps of code.


Title: Re: Option V (Looking for sprite criticism ;) )
Post by: Deleter on July 16, 2007, 04:27:04 AM
Progress:
-Added in a particle engine
-Shaded/Colored/textured enemy sprite

I'm a programmer first, and a pixel artist second, nah make that tenth. So, if you could give me advice and constructive criticism that would be great. Especially on the shading, as this will probably be on of my first non-pillow shaded sprites. ;) Added the original drawing in there just for fun. :)

(http://www.deleter.phatcode.net/option_v/enemy1.png)


Title: Re: Option V (Looking for sprite criticism ;) )
Post by: ReleX on July 16, 2007, 01:16:03 PM
its quite ok in my oppinion.. has quite a unique style... probaby allot of work though :P especially if you want to do all the sprites like that.

-ReleX


Title: Re: Option V (Looking for sprite criticism ;) )
Post by: Kairos on July 16, 2007, 01:42:05 PM
Some nice dithering, but you'll have to do something to the mesh thingy on the bottom of the sprite; doesn't fit well.
You're doing fine with the graphics, but something isn't right...

EDIT:

I hope you don't mind this.

Yours:
(http://img118.imageshack.us/img118/2660/fish2uw9.png)
Mine:
(http://img111.imageshack.us/img111/3267/fishux5.png)

What you needed to do was to distribute the dithering throughout to make it look proper, but you don't need to if you don't want to do that, it just might be my style. Also, the shading needs a little more depth; and you use lines that are unclean (single pixel lines are good, any line with a width of more than a pixel is bad). So I tried to throw some more detail in, and that's what I got. Your lines still look somewhat jagged, but it's hard to make it right when doing sprites like that, anyways. I'm by no means a good pixel artist, but those things you should keep in mind. Try to study what I added to it. You could use the original cannons though, I didn't do so good on that. Don't use black for lines inside the sprite. I didn't anti-aliase the mesh thing... didn't do it at the right angle either, but it works.

Use it if you want. If you don't want to go into that much detail, your original sprite will do.
 


Title: Re: Option V (Looking for sprite criticism ;) )
Post by: Deleter on July 17, 2007, 03:17:54 AM
Yeah while yours is good, I kinda like mine. Also on my current version the grate has been shaded as well, a friend pointed that out to me ;). Thanks for the tips I'll keep them in mind in the future. :)


Title: Re: Option V (New screenshot 7/24)
Post by: Deleter on July 24, 2007, 03:07:27 AM
Update:
-added particle effects
-refactored enemy handling system
-added option management code
-added ship-ship collision
-added pickups
-added buildings
-added more option ai code
-added death laser
-added two new enemies (not displayed)
-began implementation of hud

Showing particles, pickups, buildings, death laser, weapons, and beginnings of a hud
(http://www.deleter.phatcode.net/option_v/ss10.jpg)


Title: Re: Option V (New screenshot 7/24)
Post by: Shoot-em-upper on July 24, 2007, 07:03:33 PM
I think that I've seen that laser somewhere before...


Title: Re: Option V (New screenshot 7/24)
Post by: Deleter on July 24, 2007, 08:15:58 PM
How original can a laser look? And I doubt that the other one(s) you saw was(were) dithered ;)


Title: Re: Option V (New screenshot 7/24)
Post by: stwelin on July 24, 2007, 08:36:55 PM
You invented dithering?  :o


Title: Re: Option V (New screenshot 7/24)
Post by: Shoot-em-upper on July 25, 2007, 07:36:36 PM
How original can a laser look?

Well, it's shaped a lot like the ones in Stwelin's Secret Lab and Bullet Symphony, which both are shaped like the one in DoDonPachi.  Still, it looks neat.  Doesn't look dithered, though.


Title: Re: Option V (New screenshot 7/24)
Post by: pixelizr on July 25, 2007, 11:02:11 PM
I think I've seen that water somewhere before. Those patches of blue just seem so familiar. ;)


Title: Re: Option V (New screenshot 7/24)
Post by: Shoot-em-upper on July 26, 2007, 05:03:44 AM
Har har.


Title: Re: Option V (New screenshot 7/24)
Post by: ReleX on July 26, 2007, 08:34:42 PM
indeed... sprites look familliar... but that would probably be because if you just start spriting and only use paint it always looks like this :P?

-ReleX


Title: Re: Option V (New screenshot 7/24)
Post by: HunchedWarrior on July 26, 2007, 09:15:19 PM
The water does looks like it came from the "Clouds" filter.

Personal opinion: Use it like noise, gradients and lens flares... don't. (Or at least use it subtly)
If the water is a WIP then nevermind :).

I do like the enemy sprite there. Nice and aquatic


Title: Re: Option V (New screenshot 7/24)
Post by: pieslice on July 26, 2007, 09:31:27 PM
The water does looks like it came from the "Clouds" filter.

Personal opinion: Use it like noise, gradients and lens flares... don't. (Or at least use it subtly)
If the water is a WIP then nevermind :).

I do like the enemy sprite there. Nice and aquatic

Depends. It's quite useful for basis for an organic materials.

The lightning textures in Sylph Wind are done by multilayering 'clouds' in photoshop.


Title: Re: Option V (New screenshot 7/24)
Post by: Deleter on July 27, 2007, 03:10:06 PM
Actually the water was made from scratch and started in paint, touched up in gimp. ;) Not sure if its final or not, depends on in the end whether or not it goes good enough with the rest of the art.


Title: Re: Option V (New screenshot 7/24)
Post by: HunchedWarrior on July 30, 2007, 05:49:07 PM
Pieslice: The Clouds, Difference Clouds, Contrast=Lightning trick? Looks good, I never really could control it all that great though, I usually use layers of blurred lines so I can get exactly the bolts I want, though it is time consuming.

I don't have a problem with the clouds filter as a basis for something, (that's where the "subtly" part came from) I just don't like it when it appears to be all that was done since all you get is an amorphous blobby blur.

Deleter:
I think a good example for water in a SHMUP is in 19XX by Capcom. (Raptor's water is pretty similar) It's a base of colour with highlights to give it shape and make it shine like water. Fairly simple to do and looks quite good in motion. As the water gets shallower the base colour gets lighter and less blue.


Title: Re: Option V (New screenshot 7/24)
Post by: Deleter on July 31, 2007, 01:02:27 AM
Thanks for the tip, I'll put that in the todo list. Now I just have to finish the last scraps of the engine...


Title: Re: Option V (New screenshot 8/8)
Post by: Deleter on August 08, 2007, 03:48:16 PM
Finally shaded the ship. Not completely satisfied, may redo it we'll see. Mostly been working on engine internals, just trying to push this thing into beta so I can start tweaking the gameplay. Got a list of about 5 things standing between me and there, hopefully my next post will be following my completion of these 5.

Cheers

edit: I'm looking for a musician who could make me at least working versions of about seven 1-2 minute tracks by the 20th. I'm planning on releasing a more finished version of this game after the competition ends, so you'll get a chance to properly finish your tracks for the final release.

edit2:found musician


Title: Re: Option V
Post by: LachieD on August 19, 2007, 12:35:11 AM
You are welcome. ;)


Title: Re: Option V
Post by: Deleter on August 20, 2007, 09:02:09 AM
Update: Reached beta, which means other than a sprite I have to shade, everything is finished that I am submitting to this contest. :D (Well except the music, which I am waiting on my musician for ;).

Thanks a lot Shmup dev, I probably wouldn't have reached this point if not for this contest, you guys are great.

Here's a screenshot of the boss who needs some shading:
(http://www.deleter.phatcode.net/option_v/ss20.jpg)

After I smooth out some rough edges and get that music, I will upload an open beta/contest version of my game.

Deleter out.


Title: Re: Option V (reached beta :))
Post by: Five Damned Dollarz on August 20, 2007, 09:13:40 AM
That's an awesome boss design, I hope that it'll be a good challenge to fight ;)
Also, if you intend to dither that thing, get ready for one hell of a grueling process :embarassed1:
Good luck :)


Title: Re: Option V (reached beta :))
Post by: Deleter on August 20, 2007, 02:39:48 PM
Also, if you intend to dither that thing, get ready for one hell of a grueling process :embarassed1:
Oh I know....Right now I almost think it would be easier to manually un-dither every other sprite than to dither that mother...

So I guess I'll ask for some opinions, do you guys think I can get away with just smooth shading the boss and leaving everyone else? Or should I just drop the dithering all together? Or, do you like the dithering, and think I should suck it up and dither that monster?

Thanks for your compliments Five :).


Title: Re: Option V (reached beta :))
Post by: berilium on August 20, 2007, 04:44:02 PM
So I guess I'll ask for some opinions, do you guys think I can get away with just smooth shading the boss and leaving everyone else? Or should I just drop the dithering all together? Or, do you like the dithering, and think I should suck it up and dither that monster?

Or should you ask some one for help ;)

I like the dithering so I vote for it.


Title: Re: Option V (reached beta :))
Post by: Adigun A. Polack on August 20, 2007, 05:02:23 PM
Well Deleter, I’d simply and most honestly say that for such a contest entry that is created in FreeBASIC, you are doing a pretty excellent job so far, and I really like the carefully crafted dithering-style shading in this one (especially on your ship)... as such, I am truly looking forward to playing your demo!!!  d=;D=b

Best of wonderful success to you on the rest of the game... it could be as good a FreeBASIC-created entry as my compo versions of Dragon Dancer and Marvellous Twilight!!!  :wink2:


Title: Re: Option V (reached beta :))
Post by: Shoot-em-upper on August 20, 2007, 10:47:28 PM
I thought I'd seen dithering when I saw your player ship...that crab's going to take forever.  But, as Berilium noted, I like the dithering.  So, to paraphrase our good friend Adigun - Go for it! d= ;D=b


Title: Re: Option V (reached beta :))
Post by: kemical on August 20, 2007, 11:05:49 PM
that boss looks really cool!  If you're manually dithering... there may be a faster solution, to achieve similar results you could use grayscale gradient fills of various types, and then convert the image to a lower limited color palette so that it dithers automatically.  I'd use photoshop for that but I'm not sure what tool you are using, I'm sure there are other freeware programs which can dither images, especially if dealing with gif or png format.   Another idea would to use a vector based drawing program and use the gradient shapes in that, to better achieve the shaded look (using gradients on vector shapes usually results in the gradient stretching and warping to match the shape nicely)


Title: Re: Option V (reached beta :))
Post by: cactus on August 21, 2007, 01:16:42 AM
I think the crab looks cool as it is. An option would be to stylize the graphics a bit, which would require very little effort...

I messed around with the screenshot in Photoshop a bit:
[1] (http://xs118.xs.to/xs118/07342/show1.jpg) - Added grain, black and white plus transparent red screentone, blur
[2] (http://xs118.xs.to/xs118/07342/show2.jpg) - Grain, black and white and level change
[3] (http://xs118.xs.to/xs118/07342/show3.jpg) - Just plain ol' hue/saturation change

I have to say that the player ship looks a bit big. I hope the hitbox is a lot smaller than that. And I'm still not a fan of the background in it's current state. And the colours are very over saturated. Especially the green bars on the sides. Other than that, it looks pretty cool.


Title: Re: Option V (reached beta :))
Post by: pixelizr on August 21, 2007, 02:46:18 AM
It's a GIANT ENEMY CRAB!!! ;D

Hmmm... by any chance, is your game based on real events that took place in Japanese history? ;)


Title: Re: Option V (reached beta :))
Post by: Deleter on August 21, 2007, 03:19:39 AM
Quote
I have to say that the player ship looks a bit big. I hope the hitbox is a lot smaller than that. And I'm still not a fan of the background in it's current state. And the colours are very over saturated. Especially the green bars on the sides. Other than that, it looks pretty cool.

Yeah the art is still a wip. The green bars are 100% development, I haven't had time to artistify those yet ;). They are just there for functional purposes.

@pixelizr, possibly ;)

@cactus, the player ship does seem a bit big, but you have to realize all the parts come off which make it smaller. Also currently the collision from ship to ship uses a pretty small hit box, so thats no worry.

@kemical, I use gimp. Currently what I was thinking of was using say 5 colors instead of 3, and then writing a simple program to translate the 2nd and 4th colors into a mix of the other colors. We'll see. I don't really have time to learn vector based drawing atm so that can't help me.

@AAP, thanks a lot, I'm just glad I've actually gotten somewhere with this project.

@berilium, if I could get an artist that would be great, but I'm leaving in two days and won't be back until after the compo ends, so I highly doubt I'll be able to manage that. For the final version though I'm still considering getting some outside help on the graphics.


Title: Re: Option V (reached beta :))
Post by: Deleter on September 25, 2007, 03:07:17 PM
Ahh how college eats up time  :lipsrsealed2:. This thing really deserves better but I would hate not to submit anything when I've come so far. So I will submit it as-is just for the sake of things. I will definitely finish this sucker and give it the treatment it deserves, but it will be a while. Sorry for the roughness, hope people can enjoy it anyway. :) Thanks for the compo I'm glad I had the chance to participate. Good luck to the other participants, I can guarantee you will have at least one entry below yours now ;).


Title: Re: Option V (COMPLETE)
Post by: Adigun A. Polack on September 25, 2007, 05:31:54 PM
Quite a solid performer of an entry, Deleter... even for a game created in FreeBASIC, too!!!  ;)=b  If there is only one minor issue, it is the look on that crab boss, which should have been more detailed and colored in.  Other than that, though, TRULY a fun little game in the spirit of the MS-DOS classic Raptor, plus, I definitely like the option formations with a dash of Terra Cresta thrown in, you know?  ;D !

I *sure* hope development on this one continues forward indeed, even after this competition is through and gone.  Great effort, especially in stepping up and finally going for it, my man!!!  8) !!


Title: Re: Option V (COMPLETE)
Post by: Deleter on September 25, 2007, 07:32:44 PM
Yeah I know about the crab. It kills me to release it like that completely unfinished, but I simply don't have the time to dedicate to finishing it. Thanks for the positive words AAP, I definitely plan on continuing the development of this, I'm too addicted to the gameplay to do anything else.


Title: Re: Option V (COMPLETE)
Post by: Five Damned Dollarz on September 26, 2007, 01:19:57 AM
Wow, that was really fun, I played through the game with only my laser once though, because I didn't read the controls :) and I still won! but then I figured the controls out properly and it was REALLY fun, I liked the way you could choose your option modes, etc. good game, very cool, I look forward to future releases :)


Title: Re: Option V (COMPLETE)
Post by: Deleter on September 29, 2007, 09:31:26 PM
Thanks, I look forward to making future releases. It actually pains me to release this as it is lacking so many of the features and things I have planned for it. Right now its just the bare gameplay skeleton of what it should be.


Title: Re: Option V (COMPLETE)
Post by: Adigun A. Polack on September 29, 2007, 10:48:09 PM
Deleter, since time is *very* much about up for this whole current competition, could you please upload your entry to the very opening post on Page 1 of this whole entry thread of yours, for our convenience?  Thanks a lot, and great job once again!!!  ;D=b


Title: Re: Option V (COMPLETE)
Post by: Deleter on September 30, 2007, 12:59:46 AM
Done and thanks.