Marvelous Twilight. A shoot(cute)-em-up
Marvelous Twilight. A shoot(cute)-em-up
Yo 1000101, I hope you don't mind that I used some base code from you PPCD. I converted it to my liking.
Download here:
http://rel.betterwebber.com/junk.php?id=84
Marvelous Twilight
Project Data:
Full name:
Marvelous Twilight
Current status:
Engine: (99% finished)
Art: (70+% finished)
Music: (0% finished)
Year of planning / development:
2006
Tools of the Trade:
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Gimp as sprite editor
Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack
Music: None yet
Credits to:
Eric Cowles(1000101) for some collision base-code.
Download available:
FreeBASIC version
Comments:
Our own entry to the Shmup-Dev Autofire Shooter Compo.
A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.
Screenshots:
:*)
Source and media are available in the zip.
Download here:
http://rel.betterwebber.com/junk.php?id=84
Marvelous Twilight
Project Data:
Full name:
Marvelous Twilight
Current status:
Engine: (99% finished)
Art: (70+% finished)
Music: (0% finished)
Year of planning / development:
2006
Tools of the Trade:
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Gimp as sprite editor
Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack
Music: None yet
Credits to:
Eric Cowles(1000101) for some collision base-code.
Download available:
FreeBASIC version
Comments:
Our own entry to the Shmup-Dev Autofire Shooter Compo.
A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.
Screenshots:
:*)
Source and media are available in the zip.
Hello. :*)
-
- Veteran
- Posts: 288
- Joined: Sat Feb 18, 2006 4:02 pm
Thanks guys!
Update:
DL here:
http://rel.betterwebber.com/junk.php?id=84
EK:
Change(line 21)
to
Linux?
Update:
DL here:
http://rel.betterwebber.com/junk.php?id=84
Code: Select all
1/18/2006(Rel)
1. Added the Deflector shield(star trek phrase)
Now Rhemi does Not have a laser but a deflector shield.
Uses radial lens mapping (realtime) To achieve a jelly-like effect
reflects the enemies' bullets back with 3x the energy
very powerful If you know how To use it.
2. Fixed some bugs.
3. Reordered rendering of objects
1. boss
2. enemies
3. players
4. bullets
5. explosions
6. lasers And deflector shield
1/16/2006 (by AAP):
----------------------------------------------------------
1. Adjusted the score displays by Removing the commas to
make it look MUCH more professional And arcade-like,
just like in the Cave/Toaplan games!!! d=^-^=b !
2. Adjusted the score System To enable you To score 10pts.
per enemy hit With your shots, With extra additional
points added For EVERY enemy destroyed.
3. Successfully added a New parallax map by me. ;)
4. Changed only the keyboard controls For the fire/ikalaser/
Option formation buttons For Player 1 To make things a
little easier. ;) !
5. Added FULL gamepad support For both players, including
those For analogue controllers too!!! \(^_-)/
EK:
Change(line 21)
Code: Select all
#include once "FBMLD.bas"
Code: Select all
#include once "fbmld.bas"
Hello. :*)
-
- Veteran
- Posts: 288
- Joined: Sat Feb 18, 2006 4:02 pm
LOL, how i didnt figure that outrelsoft wrote:EK:
Change(line 21)
toCode: Select all
#include once "FBMLD.bas"
Linux?Code: Select all
#include once "fbmld.bas"
Ubuntu and fb .16 stable.ekvirtanen@ekvirtanen-desktop:~/Desktop/twi$ fbc m_twilight.bas
oo_wrapper.bas(3) : error 42: Variable not declared, Macro
#Macro new_object( _id, _type, _ns)
^
oo_wrapper.bas(3) : warning level 0: Implicit variable allocation, new_object
oo_wrapper.bas(4) : error 14: Expected identifier, found: '_type'
dim _id as _type
^
oo_wrapper.bas(5) : error 42: Variable not declared, _id.init
_id.init = @_ns.init
^
oo_wrapper.bas(5) : warning level 0: Implicit variable allocation, _ns.init
oo_wrapper.bas(5) : warning level 0: Implicit conversion
oo_wrapper.bas(6) : error 68: Array not dimensioned, before: '('
_id.init(_id)
^
oo_wrapper.bas(7) : error 42: Variable not declared, EndMacro
#EndMacro
^
oo_wrapper.bas(9) : error 10: Expected '=', found: 'new_object_x'
#Macro new_object_x( _id, _type, _ns)
^
oo_wrapper.bas(9) : warning level 0: Implicit variable allocation, new_object_x
oo_wrapper.bas(10) : warning level 0: Implicit conversion
oo_wrapper.bas(11) : error 68: Array not dimensioned, before: '('
_id.init(_id)
^
oo_wrapper.bas(12) : error 10: Expected '='
#EndMacro
^
oo_wrapper.bas(16) : error 10: Expected '=', found: 'delete_object'
#Macro delete_object( _id )
^
oo_wrapper.bas(16) : warning level 0: Implicit variable allocation, delete_object
oo_wrapper.bas(17) : error 42: Variable not declared, _id.destroy
_id.destroy(_id)
^
oo_wrapper.bas(17) : error 120: Too many errors, exiting
EK:
Use this FB build (then doenload the newest MT build):
http://www.freebasic.net/forum/viewtopic.php?t=5193
Just load "m_twilight.bas" and compile.
Anyways: Neat new enemies:
DL here:
http://rel.betterwebber.com/junk.php?id=84
Update:
1/21/2006 (Rel)
1. Made an object map editor
controls: Mouse = move
Arrow R/L: map scroll
Arrow U/D: Rotate enemies
f1 = save
f2 = load
f3 = load stage
2. Added more enemies
3. Followers of each enemy can be animated via angles
4. Allowed each cannon to be attached to each follower(pointer magic)
5. Allowed each enemy to do a kamikaze
6. lasers and homing also targets followers
7. New boss AI and barrages
Use this FB build (then doenload the newest MT build):
http://www.freebasic.net/forum/viewtopic.php?t=5193
Just load "m_twilight.bas" and compile.
Anyways: Neat new enemies:
DL here:
http://rel.betterwebber.com/junk.php?id=84
Update:
1/21/2006 (Rel)
1. Made an object map editor
controls: Mouse = move
Arrow R/L: map scroll
Arrow U/D: Rotate enemies
f1 = save
f2 = load
f3 = load stage
2. Added more enemies
3. Followers of each enemy can be animated via angles
4. Allowed each cannon to be attached to each follower(pointer magic)
5. Allowed each enemy to do a kamikaze
6. lasers and homing also targets followers
7. New boss AI and barrages
Hello. :*)
Compo version finished...
Yep, I present to you...
Marvelous Twilight
Development Tools
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Jasc Paintshop Pro as sprite editors
Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack
Music: Adigun A. Polack
Credits to:
Eric Cowles(1000101) for some collision base-code.
DrV, yetifoot for FBMLD(FB mem leak detector)
Download available:
Windows version
[bar]
Comments:
Our own entry to the Shmup-Dev Autofire Shooter Compo.
A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.
Gameplay:
This game uses an original RFG system. (R)apid (F)ire (G)rowth. This system
does not rely on power-ups that you can get by killing enemies. Instead you power up
your fire power by continously pressing the fire key. The RFG meter will slowly
go up when you press the fire button. As the meter levels up, your fire power will increase. Stop firing and your meter goes back to zero.
Once you RFG meter reaches level 6, the RFG gauge will blink and your character
will fire either the wave beam (Rhemi) or the Homing missiles(Teija). Having a full
RFG meter would allow you to fire your special shots:
Rhemi:
"Jelly deflector". This acts as a shield and stops the enemies' bullets.
It also deflects bullets to the enemies and damages them 3 times the
original bullet energy. This also acts as a score multiplier.
Teija:
"Borken laser". This is a fast homing laser that damages enemies
continously until the enemy dies or the laser looses energy. Also acts
as a score multiplier. Destroys all active bullets on screen at an
instant for defensive puposes.
Screenshots:
Yep, I present to you...
Marvelous Twilight
Development Tools
Freebasic / GFXlib 2 for FB /GLFW
Mappy as Map Editor
PP256 and Jasc Paintshop Pro as sprite editors
Full credits:
Programming: Relsoft, Adigun A. Polack , DR.D
Artwork: Adigun A. Polack
Game concept and design: Relsoft/Adigun A. Polack
Music: Adigun A. Polack
Credits to:
Eric Cowles(1000101) for some collision base-code.
DrV, yetifoot for FBMLD(FB mem leak detector)
Download available:
Windows version
[bar]
Comments:
Our own entry to the Shmup-Dev Autofire Shooter Compo.
A 2 player manic-shooter in the likes of Strikers 1945, Dodon Patchi and a cute-em-up from the likes of Parodius and Harmful Park.
Gameplay:
This game uses an original RFG system. (R)apid (F)ire (G)rowth. This system
does not rely on power-ups that you can get by killing enemies. Instead you power up
your fire power by continously pressing the fire key. The RFG meter will slowly
go up when you press the fire button. As the meter levels up, your fire power will increase. Stop firing and your meter goes back to zero.
Once you RFG meter reaches level 6, the RFG gauge will blink and your character
will fire either the wave beam (Rhemi) or the Homing missiles(Teija). Having a full
RFG meter would allow you to fire your special shots:
Rhemi:
"Jelly deflector". This acts as a shield and stops the enemies' bullets.
It also deflects bullets to the enemies and damages them 3 times the
original bullet energy. This also acts as a score multiplier.
Teija:
"Borken laser". This is a fast homing laser that damages enemies
continously until the enemy dies or the laser looses energy. Also acts
as a score multiplier. Destroys all active bullets on screen at an
instant for defensive puposes.
Screenshots:
Hello. :*)