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Read May 27, 2007, 01:55:15 PM #0
cactus

Akuchizoku (COMPLETE)

Name: Akuchizoku (bad japanese for "Evil Blood People")
Download: scroll down to find attachment
Plans: Five _different_ levels (and possible a small bonus level or two), five different pilots (plus maybe one or two bonus pilots), custom made score by John Marwin and a storyline.

« Last Edit: October 01, 2007, 05:14:05 AM by Tim W. »
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Read May 27, 2007, 02:04:11 PM #1
TehSilentOne

Re: Red Banana

...as long as your game is named 'Red Banana'
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Read May 27, 2007, 02:38:00 PM #2
cactus

Re: Red Banana

I was going for Super Red Banana at first, but it didn't sound serious enough... So I shortened the title a bit.
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Read May 27, 2007, 04:35:21 PM #3
the2bears

Re: Red Banana

I can't wait for Red Banana II Smiley

Bill


the2bears - the indie shmup blog
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Read May 27, 2007, 10:18:48 PM #4
JollyFish

Re: Red Banana

It's Cactus! : o
Good luck with Red Banana. P:
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Read May 27, 2007, 10:24:04 PM #5
cactus

Re: Red Banana

Thanks for the encouraging words, guys! Here's a WIP screenshot:

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Read May 28, 2007, 04:06:23 AM #6
Radnom

Re: Red Banana

 shocked2 That's one freaky banana.

I can't wait, I know it'll be good because, well, you always make good games.


-POPPENKAST-
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Read May 28, 2007, 03:08:28 PM #7
stwelin

Re: Red Banana

Cactus, I demand that before you start working in this compo you iron out all frustrating nose-bleeding, head-smashing kinks in Clean-Asia and release a 1.1. Seriously, i played that game for about 5 hours when I first downloaded it and almost tore my eyes out because the bullets would hit me after backing me into the corner where I cannot tell the difference between the ship and the HUD graphics.

Well, in any case, your games are wildly addictive. I hope that this one is just as fun, but not as teeth-clenchingly frustrating. Cheesy
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Read May 28, 2007, 05:55:45 PM #8
Cow

Re: Red Banana

Quote
Seriously, i played that game for about 5 hours when I first downloaded it and almost tore my eyes out because the bullets would hit me after backing me into the corner where I cannot tell the difference between the ship and the HUD graphics.
I'm pretty sure that on the latest update, that's fixed. The HUD disappears when you're behind it, if my memory serves me correctly. smiley2
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Read June 01, 2007, 12:33:15 PM #9
jellyf15h

Good luck

Agreed.  I beat china and thailand yesterday with the reflector.  Good luck in this comp, cactus, GMclans is watching us.

[and admins, expect a massive rise in contest entries in the next contest coming from that site.]
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Read June 01, 2007, 12:48:32 PM #10
relsoft

Re: Red Banana

Thanks for the encouraging words, guys! Here's a WIP screenshot:



Looks like a hotdog.  Cheesy


Hello
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Read June 01, 2007, 02:24:10 PM #11
pixelizr

Re: Red Banana

Now that the competition theme is out, you just have to make it a game where you swing around a red banana.

Grin
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Read June 01, 2007, 02:55:02 PM #12
the2bears

Re: Red Banana

Options, condiments, all the same to me.

Bill


the2bears - the indie shmup blog
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Read June 01, 2007, 02:57:48 PM #13
Adigun A. Polack

Re: Red Banana

I too have already played your game called Clean Asia, my man cactus, and the capture-and-throw technique was UTTERLY original and so successfully well-executed!!!  I mean, look, I sure wouldn’t be surprised to see what amazing stuff you can do with the red banana as an original option which goes beyond the usual Gradius/R-Type games... come up with something mighty big now, as I personally wish you such splendidly AWESOME success with your newest contest project of Red Banana!!!  d=Grin=b !
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Read June 02, 2007, 01:47:17 AM #14
Shoot-em-upper

Re: Red Banana

Is your ship the banana/hot dog?


I came, I saw, I posted.
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Read June 02, 2007, 09:40:12 AM #15
cactus

Re: Red Banana

@Shoot-em-upper: Yes, the ship is the banana. Here's what you'll look like when you're maxed on the upgrades:



Nah, seriously. I just put "Red Banana" as a title, because I had no idea on what kind of game I'd be making. The game will likely have little to do with any bananas, red or yellow. Sorry for getting all of y'all's hopes up Cry
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Read June 02, 2007, 09:49:57 AM #16
Five Damned Dollarz

Re: Red Banana

We DEMAND you make a game called 'Red Banana' even if it's not for this comp lol
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Read June 02, 2007, 07:50:39 PM #17
pixelizr

Re: Red Banana

Sorry for getting all of y'all's hopes up Cry
My hope was up. Sad
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Read June 03, 2007, 03:04:49 PM #18
jellyf15h

Re: Red Banana

I JUST BEAT CLEAN ASIA LAST NIGHT WHOOOOOOO!!!!O!O!O!O!!!OOO!!!!
Mackey I. Dole says to the little one:  You're welcome.  Now go get me a soda.
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Read June 04, 2007, 07:02:39 AM #19
Nobody

Re: Red Banana

Too bad you can't win thise one. D:
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Read June 04, 2007, 11:44:21 AM #20
pixelizr

Re: Red Banana

One can never win against a Red Banana.
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Read June 04, 2007, 12:31:32 PM #21
cactus

Re: Red Banana

I JUST BEAT CLEAN ASIA LAST NIGHT WHOOOOOOO!!!!O!O!O!O!!!OOO!!!!
Mackey I. Dole says to the little one:  You're welcome.  Now go get me a soda.
Good job! And this is the first time I've ever seen anyone mention the pilots' names Cheesy

I might be working with mr Marwin this time around as well. Dunno if I should post any further spoilers than that...
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Read June 04, 2007, 12:40:43 PM #22
Shoot-em-upper

Re: Red Banana

What's the name of the last enemy?  The farthest that I got was the skeptical square or whatever in Thailand.


I came, I saw, I posted.
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Read June 04, 2007, 12:44:06 PM #23
cactus

Re: Red Banana

What's the name of the last enemy?  The farthest that I got was the skeptical square or whatever in Thailand.
That's the final enemy of the Thailand level. The big bad boss in the game can be found in China. The final one in Korea is pretty tough too  tongue2
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Read June 04, 2007, 03:10:34 PM #24
Shoot-em-upper

Re: Red Banana

Great.  I'm better than I thought.


I came, I saw, I posted.
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Read June 05, 2007, 09:35:19 PM #25
cactus

Re: Red Banana

Progress report  tongue2

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Read June 05, 2007, 09:37:49 PM #26
Shoot-em-upper

Re: Red Banana

Is that concept art, or is it actual game graphics?  The banana looks like it's happy about being shot.


I came, I saw, I posted.
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Read June 05, 2007, 11:23:59 PM #27
relsoft

Re: Red Banana

Hey, that looks rad man!


Hello
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Read June 05, 2007, 11:25:13 PM #28
pixelizr

Re: Red Banana

Do you get to play as the banana?
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Read June 06, 2007, 12:28:44 AM #29
Shoot-em-upper

Re: Red Banana

See post 16.


I came, I saw, I posted.
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Read June 08, 2007, 06:27:14 PM #30
cactus

Re: Akuchizoku

Okay, so my game's finally ready for some exposin'. Well, maybe not... But I intend to "sell" it, to get some money which will let me and John Marwin survive through the summer without getting jobs. And thus I need to finish early, or get a lot of pre-orders in order to have a chance of succeeding (which I probably won't, either way). So here we go.

Name: Akuchizoku (bad japanese for "Evil Blood People")
Plans: Five _different_ levels (and possible a small bonus level or two), five different pilots (plus maybe one or two bonus pilots), custom made score by John Marwin and a storyline.


http://www.akuchizoku.co.nr/

There is no price on the game, instead the "customer" makes a donation of at least $1 to get his copy of the full version. Generous donators will be extremely appreciated and therefore get their names in the credit (and possibly a few subsequent cactus games for free, if the economic situation allows it). For those who feel that games should be free to play, there'll be an optional demo version with a bit over 60% of the content from the full version available for download.

Note that the full version will probably be released for free whenever I don't see a point in not requiring donations anymore. So anyone who "buys" the game shouldn't consider it that way. Look at it as a donation, and feel that you've done a good deed instead... Ok?

Edit: Didn't know that paypal charged for transactions. Have to raise the minimum to $1 unfortunately. I bet my chances at striking it rich just went down the drain Tongue
« Last Edit: June 08, 2007, 09:56:57 PM by cactus »
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Read June 08, 2007, 07:35:45 PM #31
omicron1

Re: Akuchizoku

That's a ...unique... graphical style there.

So are the yellow circles explosions, or targets?
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Read June 08, 2007, 11:02:17 PM #32
Kairos

Re: Akuchizoku

Those are explosions. And I love old school graphics Cheesy
The real question is the game-play, which is the major factor.
I'm gonna assume it's going to be great.

I rofl'ed @ the progress report XD
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Read June 08, 2007, 11:07:42 PM #33
relsoft

Re: Akuchizoku

Good thing:  Nice oldskool GFX. Really stylish. :*)
Bad thing: You lost the banana. :*( Why did you loose the banana?


Hello
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Read June 09, 2007, 01:49:10 AM #34
pixelizr

Re: Akuchizoku

I have to say that the new title is close... but no banana.
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Read June 09, 2007, 01:10:40 PM #35
rasher

Re: Akuchizoku

Judging by the pictures on your site, the graphical style is looking quite unique for modern shmups. Hope to see some more progress soon.
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Read June 29, 2007, 11:39:56 PM #36
cactus

Re: Akuchizoku

Progress update!

- 8 enemies plus five unfinished enemy ideas
- 3.5 bosses plus two planned, and some additional concepts
- Storyline outlined and planned + unfinished manuscript
- 3.5 pilots
- Character portraits
- Menu
- Character Select screen (70% done)
- Title screen
- 2 finished songs and four early versions

Level progress:

Level1: 70%
Level2: 20%
Level3: 5%
Level4: 5%
Level5: 2.5%
Bonus Level 1: 5%

note: The themes of all levels have already been planned

I'm sorry for the lack of details. I updated the first post with some "new" screens, though.
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Read June 30, 2007, 09:05:54 AM #37
alillm

Re: Akuchizoku

Great to see you’re making good progress, this is probably the game I'm most looking forward to playing at the moment. The lazer type weapon from that boss (I think it’s a boss) in the last screenshot is awesome Smiley

Ali
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Read June 30, 2007, 05:19:50 PM #38
Shoot-em-upper

Re: Akuchizoku

Looks more like a fire(blood?) whip than a laser.  It's also neat that you made seperate sprites for blood drops(at least that's what I'm assuming they are) turning instead of just turning the sprites.


I came, I saw, I posted.
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Read June 30, 2007, 08:58:40 PM #39
alillm

Re: Akuchizoku

Yea you're right, didn't know what to call it though, blood whip works  Wink

Ali
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Read July 04, 2007, 08:09:23 AM #40
-One-

Re: Red Banana

What's the name of the last enemy?  The farthest that I got was the skeptical square or whatever in Thailand.
That's the final enemy of the Thailand level. The big bad boss in the game can be found in China. The final one in Korea is pretty tough too  tongue2
I wouldn't say so. I just swept across the boss with my level 9 weapon and blew off all its side guns and the two front grey circle things. For a boss the size of China's boss, I would have expected more firepower on the boss' part, but oh well.  Tongue

If only my mom would let me buy games on the internet...I would definitely give about $5 for this.
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Read July 04, 2007, 11:37:39 PM #41
cactus

Re: Akuchizoku (With Gameplay Video?)

Yeah, I put up a gameplay video. Maybe it'll get me a few more pre-orders, maybe it will make people want their money back. I dunno.

http://www.akuchizoku.co.nr/
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Read July 04, 2007, 11:48:06 PM #42
Kairos

Re: Akuchizoku (With Gameplay Video?)

Nice, looks very retro, and those sticky option things/ bullets are pretty interesting. Anyway, great use of effects!
Can't wait to see further progress.

EDIT: Noticed how the options work from the2bears' blog. Looks innovative.
« Last Edit: July 05, 2007, 03:09:22 AM by Kairos »
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Read July 05, 2007, 02:38:33 AM #43
monoRAIL

Re: Akuchizoku (With Gameplay Video?)

That looks like fun. Since you're going with such a simplistic graphical style though, I think you should have more effects and particles. Very innovative boss.

How exactly do the options work - you shoot them off and they stick to an enemy? Do they damage it over time?
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Read July 05, 2007, 02:40:33 AM #44
Adigun A. Polack

Re: Akuchizoku (With Gameplay Video?)

I saw the video just now, cactus, and while there is some very good shooting mechanics, I simply do not think that the color red for the shots and stuff would be a proper move for you on this project, turning off and scaring away at least some players.  Sad  Remember, part of the rules of this competition said:

Quote
*  Your game must be suitable for all ages.  Your game must not contain any material of a profanatory, pornagraphic, morbidly violent, or racist nature.

...so with the red being there suggesting lots of blood being gushed and/or spilled (especially when enemies are shot!), this game ends up not being suitable for a general audience, which is something that you definitely need to be thinking about adjusting, man.

I am not trying to put you down, nor am I even gonna go against what you have done on this project at all.  Smiley !  All I want you to do is to make some vital fixes to make it even more suitable for the general public, and you will be A-OK!!

If you can do all of that, the risk of potential disqualification on your entry will be cut down to nothing flat!  Besides, I just want your game to be one of the possible winners.  That is all.  Cool=b

(And my man motorherp, I do hope that you are taking close notice at this post.  Grin )
« Last Edit: July 05, 2007, 02:49:36 AM by Adigun A. Polack »
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Read July 05, 2007, 03:00:52 AM #45
Kairos

Re: Akuchizoku (With Gameplay Video?)

Hmm. I thought the color was fine, blood was actually the last thing I thought about. Maybe it had to go with the theme/ title. Well, if something has to be changed, he could probably do that without a problem, although now that you mention it...

Yes a few blood splats and such are fine such as in Guwange.  We just wont accept anything with morbidly violent content

I wonder what he would think.

« Last Edit: July 05, 2007, 03:03:17 AM by Kairos »
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Read July 05, 2007, 03:12:02 AM #46
Adigun A. Polack

Re: Akuchizoku (With Gameplay Video?)

Kairos, I did not notice that quote you gave out just now, as I just want to be sure all entries are as suitable for the general public as ever.  I am not going against cactus on his entry at all; I *only* want him to do so well on it.  That is all.  cool2

I also want to be sure what motorherp is gonna say as a result of this gameplay video.  In a way, I am a little concerned myself, as I am carefully thinking about something that is suitable mainly to the general audience on the whole... at least I am doing so to the utmost best of my very power here.  And while I am not perfect, I am just learning to be as *truly* honest as I can right here ( Wink ! ).

My two cents.
« Last Edit: July 05, 2007, 03:16:08 AM by Adigun A. Polack »
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Read July 05, 2007, 04:57:46 AM #47
the2bears

Re: Akuchizoku (With Gameplay Video?)

There were little blood splatters in Dragon Forever, actually kind of hard to notice.  I still think it's a great effect... but I'm not commenting on the present issue, this just reminded me of it.

Bill


the2bears - the indie shmup blog
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Read July 05, 2007, 10:07:56 AM #48
alillm

Re: Akuchizoku (With Gameplay Video?)

Well that looks pretty amazing to me, I will definitely be buying it  Grin. I love crazy graphic styles and the gameplay looks superb too.

As for the blood issue, I don't think it’s a problem with the style of the game. If it was realistic and had heads rolling across the screen etc, then yes, but as it stands I don't watch the video and think 'wow that was violent'. Still, it’s up to the judges.

Great work cactus  Smiley

Ali
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Read July 05, 2007, 10:41:00 AM #49
pixelizr

Re: Akuchizoku (With Gameplay Video?)

The sound effects took me back to my Atari days. Good work! Smiley
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Read July 05, 2007, 11:45:46 AM #50
cactus

Re: Akuchizoku (With Gameplay Video?)

Yes a few blood splats and such are fine such as in Guwange.  We just wont accept anything with morbidly violent content
I wonder what he would think.
Yeah, I also read the following quote. The red stuff is in fact all blood, but if anyone would find the graphics frightening or disgusting, I'd be really surprised. I mean, even Wolfenstein is way worse than this. If I can't do the game as I want it, I'll pull it out of the competition. I don't intend to sacrifice my "artistic vision" for something that I don't agree with Tongue

I'll let you guys figure out how the options in the video work. It's not obvious from the video, but if you look hard and think about how the attack sequence seem to work, you should be able to figure it out.

Also, there's a lot of stuff not in the video yet. It'll definitely look spiffier when I add more particles, the HUD, and the rest of the stuff I have planned.
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Read July 05, 2007, 12:54:05 PM #51
pixelizr

Re: Akuchizoku (With Gameplay Video?)

I don't think the blood issue should be a big deal. I'm sure Adigun brought it up out of duty as one of the judges more than anything else; it doesn't hurt to make sure, after all. Anyway, I think cactus has done a good job so far in conveying in good taste his vision of a pixelated, comical splatterfest. It's even possible to over-analyze the game's presentation as a subtle statement on the current videogame violence debate. I won't go that far, of course. Too tired from work. All I can say is that I love those dashing ostriches. Grin
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Read July 05, 2007, 01:55:43 PM #52
ReleX

Re: Akuchizoku (With Gameplay Video?)

Dude that totally rocked! So nice and retro! ******'-A man! As for the blood, or rather: the red pixels... How can that be too violent and to graphic in the modern world? Young ppl nowadays play games where you can chop of ppl's heads in al its realistic and graphic glory. But this.. I wouldent even say the beam is blood if you hadnt told me. And I think you are apsolutely right about removing your entry from the compo if people are going to nag about the 'red pixels'. Nothing should stand in your way of making this game EXACTLY as YOU want it too. And other than that, how young are the youngest people that are actually going to play this game (on this site)? I'm shure the've seen much worse. Finally I just want to say that I'd be very dissapointed if this entry would be disqualified for all this. That's all... ttyl!

-ReleX
« Last Edit: July 05, 2007, 02:13:43 PM by motorherp »

crowd: "WE ARE ALL INDIVIDUALS!!!"
man: "No I'm not!"
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Read July 05, 2007, 02:09:53 PM #53
motorherp

Re: Akuchizoku (With Gameplay Video?)

Ok people dont get your knickers in a twist  Tongue.  The key word here is morbidly violent.  I've already stated that a few blood splats are fine giving Guwange as an example of what is bloody yet acceptable.  Go and check it out on youtube if you dont know what game I'm talking about.  What I'm trying to avoid is entries such as 'Common Sense' from the last competition where people include sickening images and ideas to try to give their game shock value and infamy.  Just remember that there is no 18 rating on this site and and such we cant freely provide material that would require such a rating.

And Relex, watch your language.  That's the third time you've posted innapropriate language and someone has taken offense and reported you for it once already in the past.
« Last Edit: July 05, 2007, 02:12:41 PM by motorherp »

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Read July 05, 2007, 03:21:52 PM #54
battlegorge

Re: Akuchizoku (With Gameplay Video?)

If I can't do the game as I want it, I'll pull it out of the competition.
I dont think its too much to enter it in the competition.
But i think shmups shouldnt have blood.
In Guwange 20 soldiers enter the screen then 10 horses and disappear in big blood clouds.
Cant say i like that   Roll Eyes.
Your shooter looks fun but i think it would be cooler with the graphic style of you old game Insect Invade 2.
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Read July 05, 2007, 04:00:25 PM #55
ReleX

Re: Akuchizoku (With Gameplay Video?)

I'm sorry for using the 'F' word. But It was not ment offensive or anything. It was a quote from a movie called 'The big Lebowski' and I ment it as 'GREAT!', 'SWEET!' or 'SUPER'. More like a big thumbs up than in any bad way.

Guess no bad words at all on this site huh?

Sorry,
-ReleX
 


crowd: "WE ARE ALL INDIVIDUALS!!!"
man: "No I'm not!"
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Read July 05, 2007, 04:34:19 PM #56
motorherp

Re: Akuchizoku (With Gameplay Video?)

No worries Relex, I realise it's not meant offensively.  I try to keep a relaxed atmosphere here which is why I dont usualy make a big deal of it, but it did seem to be fairly common place in your speach which is why I said something.  Personally it doesn't phase me at all but it does bother some people and I have to remember that this site is open to everyone.

With regards to the Guwange issue, personally I feel this is one of the hypocritical things about game rating.  For example, Carmaggedon was banned because of its blood, but when they changed the colour of the blood splats to green everyone was then fine with it.  I dont really see the logic in that since it didn't change what was happening.  With regards to shmups, these are by their very nature violent since they involve you going around killing things in great quantities, even the cute-em-ups.  Adding blood splats whether they be red, green, or tartan doesn't change that.  Also what's the difference between a blood splat and an explosion since they both signify you've just killed something, yet poeple aren't phased by explosions.  I think where the difference comes in is when the violence is glorified such that the focus of the game becomes inflicting suffering.  In a shmup you shoot things for points, whether they're poeple, horses, aliens, or abstract shapes is irrelevant, they're mearly vessels for points.  The same can be said for most games.  Anyway, this is the wrong place to really discuss such things.
« Last Edit: July 05, 2007, 04:38:17 PM by motorherp »

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Read July 05, 2007, 05:19:31 PM #57
Adigun A. Polack

Re: Akuchizoku (With Gameplay Video?)

I can understand a little clearly now, motorherp.  Thank you so much.  Wink=b

Going back on topic, cactus, my positive point that I am trying to say to you today is that you are doing an *excellent* job at the design of the game so far, and I certainly hope that this project becomes a clear success just like your previous project Clean Asia did from the Autofire 2007 competition.  Because you know, it is the gameplay and play control that matters the most out of all of the design elements of what makes a contest entry great, got that now?  Grin !!

Speaking for myself now, as a judge, I just was making sure all along that things are successfully on the up-and-up without any trouble, as I was only doing my valiant part in making sure all of the rules of the compo are upheld.  But motorherp, of course, has the final say about what material is acceptable or not, since he is both the head judge of this compo and the admin of Shmup-dev.

And no hard feelings, cactus.  I am *so* sorry if I offended you about the game.  sad2  Carry on, and continue to do an awesome job that you are doing!!!  d=wink1=b

With the record settled straight, let us now get back on track!!  cool2  Thank you everyone, for your honest and important understanding on this post.
« Last Edit: July 05, 2007, 05:21:45 PM by Adigun A. Polack »
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Read July 05, 2007, 05:25:35 PM #58
Tim

Re: Akuchizoku (With Gameplay Video?)

I'm sure a lot of guys with entries in this competition were disappointed to hear that Akuchizoku won't be disqualified lol
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Read July 05, 2007, 05:35:27 PM #59
Adigun A. Polack

Re: Akuchizoku (With Gameplay Video?)

I'm sure a lot of guys with entries in this competition were disappointed to hear that Akuchizoku won't be disqualified lol

Tim W., let us safely say that as great a game as Akuchizoku looks in the gameplay so far (according to the vid), I care so much more about the gameplay and play control myself, which I think is the very heart of probably ANY game out there, indie or otherwise.  cool1 !
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Read July 05, 2007, 05:59:26 PM #60
Kairos

Re: Akuchizoku (With Gameplay Video?)

Quote
I'm sure a lot of guys with entries in this competition were disappointed to hear that Akuchizoku won't be disqualified lol

Oh yes, surely.

Just kidding.  Tongue

Actually, a game like that increases motivation, if anything. I'm sure people love tough competition.
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Read July 05, 2007, 06:07:28 PM #61
Adigun A. Polack

Re: Akuchizoku (With Gameplay Video?)

Quote
I'm sure a lot of guys with entries in this competition were disappointed to hear that Akuchizoku won't be disqualified lol

Oh yes, surely.

Just kidding.  Tongue

Actually, a game like that increases motivation, if anything. I'm sure people love tough competition.

Well, with the way things are going so far here, I’d say KEEP BRINGING IT!!!  Because you know, the tougher, the better... and that is what make this compo a lot more interesting and fresh indeed!!!  cheesy2=b
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Read July 05, 2007, 07:37:52 PM #62
the2bears

Re: Akuchizoku (With Gameplay Video?)

I know, I have to completely redo my "explosion engine" for this competition Smiley

Bill


the2bears - the indie shmup blog
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Read July 05, 2007, 07:44:49 PM #63
cactus

Re: Akuchizoku (With Gameplay Video?)

And no hard feelings, cactus.  I am *so* sorry if I offended you about the game.  sad2  Carry on, and continue to do an awesome job that you are doing!!!  d=wink1=b
No hard feelings. Since Matt was the one to add the rule concerning blood and violence, things might've been different if he was still the head master over here. Always better to address the matter as soon as possible, rather than someone getting disqualified in the last minute.
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Read July 05, 2007, 09:19:19 PM #64
alillm

Re: Akuchizoku (With Gameplay Video?)

I'm sure a lot of guys with entries in this competition were disappointed to hear that Akuchizoku won't be disqualified lol

Actually I would have withdrawn my game in protest...and then come crawling back a few days later hehe  Wink

Ali
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Read July 05, 2007, 11:12:00 PM #65
pixelizr

Re: Akuchizoku (With Gameplay Video?)

Quote
I know, I have to completely redo my "explosion engine" for this competition

...and I probably have to rewrite my "player.splatter(double blood)" function as well... Grin
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Read July 11, 2007, 09:36:07 PM #66
cactus

Re: Akuchizoku (With Gameplay Video?)

Progress report. I've got level three alive and kicking, worked a lot on the background effect. This level will be more bullet hell than the first. And I added bomb attacks for the three playable pilots I have so far.

I've done 75% of the intro sequence... Will probably go back and rework the backgrounds a bit Tongue



The intro sequence has about a hundred lines worth of dialouge. I hope people will like the story. I'm putting a lot of effort into making it worthwhile. There'll be skippable cutscenes in between each level that will help advancing the game. Will probably finish writing the whole manuscript during the rest of the week, as I will be on a brief vacation without any computer access. Will also draw up some enemies and crap while I'm at it Tongue
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Read July 11, 2007, 09:53:15 PM #67
alillm

Re: Akuchizoku (With Gameplay Video?)

Nice screen Smiley. I'm glad you are putting the effort into a detailed story, it can really add a lot to a game. Saying that, my entry won’t have much of a story, I'm having to put all my effort into learning new tools for this one which is a shame.

Have a good vacation. I'm looking forward to seeing your progress once you get back.

Ali
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Read July 11, 2007, 11:18:18 PM #68
jellyf15h

Re: Akuchizoku (With Gameplay Video?)

Indeed.  A tip of the hat to you and your silly talking dog. 
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Read July 12, 2007, 10:53:39 PM #69
Shoot-em-upper

Re: Akuchizoku (With Gameplay Video?)

You mean General Silly Talking Dog.

Adding blood splats whether they be red, green, or tartan doesn't change that.

Actually, tartan blood splats would look pretty cool, IMO.
« Last Edit: September 09, 2007, 01:59:47 PM by Shoot-em-upper »

I came, I saw, I posted.
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Read July 13, 2007, 06:51:07 PM #70
stwelin

Re: Akuchizoku (With Gameplay Video?)

Video is lookin' pretty slick. The options that attach to the enemy pose an interesting game mechanic. I really won't be able to play this without a paypal account? It's such a shame.
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Read July 13, 2007, 07:16:29 PM #71
the2bears

Re: Akuchizoku (With Gameplay Video?)

Video is lookin' pretty slick. The options that attach to the enemy pose an interesting game mechanic. I really won't be able to play this without a paypal account? It's such a shame.

You'll be able to play the contest version certainly, and with a kind word I'm sure that cactus will make "other arrangements" for you Smiley

Bill


the2bears - the indie shmup blog
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Read July 16, 2007, 04:01:38 PM #72
cactus

Re: Akuchizoku (With Gameplay Video?)

You'll be able to play the contest version certainly, and with a kind word I'm sure that cactus will make "other arrangements" for you Smiley
Yes, the contest version should be pretty decent. Three levels and three pilots, that's more than what can be found in Clean Asia (at the moment). If people can't donate a buck (or why not ten?) for the full version, then I won't hog it. But that only applies for people that I like Kiss
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Read August 28, 2007, 08:58:31 PM #73
cactus

Re: Akuchizoku (With Gameplay Video?)

Okay, for those getting worried I might've stopped working on this or anyone who's forgotten about it, here's some new screenshots:


The skull dude has gotten himself a nice special attack


And so has the helicopter


And the penis rocket ain't any worse (it's really not supposed to be a penis)


What's this, a new boss with segmented neck and a blood squirting eye?


Yeah, some of my big donors get incorporated into the game. Here's for the2bears, who's given me the second largest donation so far. Also, he had a nickname that was easy to create something from.


New level. It's the last one in the demo, as in the third.


It's got a nice timecycle in the background. Gets darker and darker, and then brighter and brighter. AMAZING, HUH?! Too bad I took these screens at practically the same part Sad

As you can see, the game's levels will be quite different from each other. And yeah, the new level presented looks a lot better in motion... Believe me.
« Last Edit: September 21, 2007, 09:33:29 AM by cactus »
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Read August 28, 2007, 10:20:21 PM #74
berilium

Re: Akuchizoku (With Gameplay Video?)

OMG Cactus!!! Those screens are glorious man! And I do like the2bears' donation. What are those pinky rectangles coming from (I believe) the gray thing there? growing bullets?

Awesome!!!  Cheesy
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Read August 28, 2007, 11:42:31 PM #75
cactus

Re: Akuchizoku (With Gameplay Video?)

What are those pinky rectangles coming from (I believe) the gray thing there? growing bullets?
Those are parts of the boss. Both enemies in those screens are bosses, which is why they look a bit similar. Each boss in this level will have a core that looks the same as the other bosses' cores. The boss in that picture has a nice movement pattern, and looks a lot better in motion.

Thanks for the positivity, comments like yours always does wonders for my motivation to work more on the game.
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Read August 29, 2007, 01:40:40 AM #76
the2bears

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

Awesome boss  Cool

Bill


the2bears - the indie shmup blog
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Read September 09, 2007, 02:02:11 PM #77
Shoot-em-upper

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

Cool screens!
(sorry, late post)


I came, I saw, I posted.
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Read September 11, 2007, 07:41:59 AM #78
Linley

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

My life will be incomplete until I see that segmented neck with blood squirting eye in action. Awesome!
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Read September 26, 2007, 11:28:15 PM #79
cactus

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

My life will be incomplete until I see that segmented neck with blood squirting eye in action. Awesome!
Thanks, man! That's one of the nicest compliments I've ever had  Cry (tears of joy)

I'm sorry to have to dissappoint everyone who has donated to get the full release of the game. But the full version will not be complete for the deadline of this competition. It feels bad that those who haven't been as generous will get to play the game first, as I do suggest that anyone who's sent me a few bucks wait for the full version for maximum enjoyment. However, I do believe that the delay is a good thing for the most part. I've had some great ideas lately, and think that the game will end up a lot better thanks to this.

For example, I decided to practically remake a level, and it went from the first pic to the second. In my opinion, the improvement is huge.



Again, I'm sorry for this delay, everyone! I hope that you'll forgive me. I will try to have the whole game finished by mid october embarrassed2

Note: I'm not dropping out of the competition. The three level demo shall be finished by sunday, even if it kills me.
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Read September 27, 2007, 02:06:18 AM #80
Shoot-em-upper

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

Much improved.  The first one looked like a 70s test pattern.


I came, I saw, I posted.
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Read September 30, 2007, 02:38:29 PM #81
9_6

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

The clock is ticking!
Giv demo!
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Read September 30, 2007, 02:49:37 PM #82
cactus

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

I still have seven hours left, right?  Tongue

I'm coding and spriting so hard that I'm getting sweaty. Still hope to reach my goal of three levels, but it's gonna be a close one... Do I get disqualified if I'm a few minutes late? I know Monokey got away with it last time. (Sorry for asking, but I couldn't work on the game yesterday because my girlfriend got home from germany, and I just had to see her. Which threw my work schedule down the drain.)
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Read September 30, 2007, 03:04:09 PM #83
X-0ut

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

I don't think anyone will mind if its a little late, but hopefully a judge will see this post very soon and confirm.
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Read September 30, 2007, 04:27:06 PM #84
motorherp

Re: Akuchizoku (Updated 29-07-07 with 7 new screenshots)

Well I wont be doing the judgeing preperations at midnight on the dot if that's what your asking.  It'll have to be when I get back from work on the monday so you have until then.


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Read October 01, 2007, 06:29:12 AM #85
X-0ut

Re: Akuchizoku (COMPLETE)

As I expected its oozing gameplay Smiley
Havent had much time to play yet but after I've taken the kids to school I'll give it more time.
Good job!
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Read October 01, 2007, 06:32:34 AM #86
JollyFish

Re: Akuchizoku (COMPLETE)

I won't be sleeping tonight.  Grin
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Read October 01, 2007, 10:14:38 AM #87
Five Damned Dollarz

Re: Akuchizoku (COMPLETE)

Ok, Cactus is having major loading problems and told me to link to an updated version of the game [he forgot the banners Tongue]
So, here it is:
http://www.willhostforfood.com/files/167272/akuchizoku_compo.zip
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Read October 01, 2007, 01:22:34 PM #88
cactus

Re: Akuchizoku (COMPLETE)

Okay, the site seems to load a bit better now. Dunno what's up but it would only load a very small piece of the pages before...

I'll take care of all the bugs, and some major changes will happen to the game as I continue to develop it, but the current release will be the compo version.

Known bugs:
-Don't try to view the credits or the menu will stop working (press esc to get back to a working menu)
-The music is bound to be buggy. I hate OGG files :/

Clarifications:
-Level 3 has a time limit, dunno if it works or not. Tongue
-Press space to skip cutscenes.
-Free play lets you play any level with any character.
-Story mode can only be played with the chopper (currently, will change in future versions).
-Difficulty changes how many bosses and enemies you will face per level.
-Some bosses have small tricks you need to figure out to beat. Try to analyze their behaviour and think of a strategy to beat them.

Controls:

Chopper
Z - Shot
X - Missile
C - Rage (once per life)

Skull dude
Z - Aim
X - Aim / Rage (once per life, and only in mode 3)
C - Switch Mode
V - Shoot

Chick
Z - Throw aiming thing
X - Retract aiming thing
C - Shoot laser
V - Rage (once per life)

Sorry about the lack of polish :/
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Read October 02, 2007, 12:17:12 AM #89
monoRAIL

Re: Akuchizoku (COMPLETE)

When I first played this I found it very confusing, and the blocky graphics were a little offputting. But as I played it more it really started to grow on me. I particularly like the rocket ship in free play mode - it's very satisfying to stick your options on an enemy and spray bullets into them. That's a great options system. As I played it more I was able to spot the bullets and distinguish the dangerous stuff from the background and definitely found myself getting better at it. The music in stage 3 is really nice.

This game has a charm that takes time to appreciate, I look forward to the final version with all the gameplay modes and levels.
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Read October 02, 2007, 05:06:27 AM #90
Hornet600S

Re: Akuchizoku (COMPLETE)

Plays nicely  laugh

Though I got two problems:
1. the latest version from the shout-box-link won't work here:

Quote
FATAL ERROR in
action number 1
of Key Press Event for <Enter> Key
for object menu_obj:

COMPILATION ERROR in code action
Error in code at line 46:
   }

at position 2: Symbol } expected.

2. the "official" download works with one flaw:
I got two monitors, it switches the FIRST monitor to 640x480, keeps the resolution of the SECOND (1280x960), and places a small 640x480 windows at coord 1280x0, so it appears at the top left corner of the SECOND monitor  Huh?
I remember I had the same effect with some other game from this forum.

Anyway, very nice work!


"When the Amiga came out, everyone at Apple was scared as hell."
(Jean-Louis Gassée - Head of Macintosh development at Apple)
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Read October 02, 2007, 06:16:26 AM #91
monoRAIL

Re: Akuchizoku (COMPLETE)

Hornet - I've got 2 monitors, 1 widescreen and 1 4:3 and the game works correctly for me, playing fullscreen on the widescreen monitor which I then adjust to 4:3 ratio to correctly scale the game.

Make sure you've set the monitor you want fullscreen games to run on as your primary monitor in the windows display settings. Your widescreen monitor should have some controls for resizing non-widescreen inputs.
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Read October 02, 2007, 06:35:07 AM #92
Hornet600S

Re: Akuchizoku (COMPLETE)

To monoRAIL:
no wide-screens here, just two good old 4:3 19" CRTs.
Display settings are all ok. The game seems to find the correct primary display, since it changes its display settings. But has problems getting the right X coordinates.
As if it would assume that my secondary monitor would start the logical coordinate system (secondary left, primary right instead of primary left, seconary right).

Well, just found out how to "fix" it. I just changed my display order. Now the secondary is positioned left (logical coord from 0-1279) and the primary right (logical coords from 1280 to 2559) and and voila: the game changes primary monitors settings, starts at 1280x0 and is therefore visible on my primary screen  Grin
But have to change it after playing: moving windows to the left to appear at the right screen isn't very practiable...

But veeery strange!


"When the Amiga came out, everyone at Apple was scared as hell."
(Jean-Louis Gassée - Head of Macintosh development at Apple)
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Read October 02, 2007, 08:47:49 AM #93
cactus

Re: Akuchizoku (COMPLETE)

I recorded a video guide to the first level. I die a few times, but it's mostly because I had to run the game in 160x120 windowed, so it was hard to see everything that was going on.

(In hindsight, I should probably have skipped the intro part Tongue)
http://www.youtube.com/watch?v=vtysOcyoQbs
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Read October 02, 2007, 10:59:09 AM #94
Ichigo Jam

Re: Akuchizoku (COMPLETE)

When I tried playing story mode on easy, there seemed to be a bug where the 2bears didn't show up - I just kept flying against the background for a few minutes with no enemies. Then I got bored and quit Smiley
I then tried on hard, and everything seemed fine (although as usual I died to the 2bears). So I tried easy again - same problem.
This was playing the first uploaded version (w/out the compo splashscreens) if that makes any difference.

But great work overall! I really like the retro style of the game and the bizarre plot and enemies!
I might suggest splitting the first level in two though - I think 6 minutes (judging from the youtube video) is a bit too long, personally. (The furthest I've managed to get so far is the "Vomit Unit")
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Read October 03, 2007, 08:23:40 AM #95
motorherp

Re: Akuchizoku (COMPLETE)

Is there a version of this that displays the compo banners at the start?  I might have grabbed the wrong version.


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Read October 03, 2007, 11:37:04 AM #96
cactus

Re: Akuchizoku (COMPLETE)

This one is supposed to (as found from FDD post):
http://www.willhostforfood.com/files/167272/akuchizoku_compo.zip
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Read October 03, 2007, 06:55:08 PM #97
Adigun A. Polack

Re: Akuchizoku (COMPLETE)

Thank you, my man cactus!!  I did not notice that myself, and I just noticed the banners showing in the version from which you just now presented the link from your most recent post here.  Well done, because I just wanted to make thoroughly sure that this game was FULLY qualified for the results coming up soon!!!  Grin=b

I thought that the game Akuchizoku was VERY tight and solid myself, and yes, I will fully review and rate this game *solely* on the basis on how well it actually plays, just like I do all of the other games of this competition.  Just making sure I play as fair as ever and giving all entrants equal opportunity, since I am a first-time judge in this compo indeed.  Wink
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Read December 20, 2007, 07:54:32 PM #98
Tidegear

Re: Akuchizoku (COMPLETE)

Hey Cactus, any updates on how the final version of the game is coming along?
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