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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1433018709013-0.gif (1.06 MB, 381x278, 381:278, condensed_spiral.gif)

File: 1433018709013-1.gif (2.56 MB, 414x281, 414:281, pulsating_patterns.gif)

File: 1433018709014-2.gif (1.43 MB, 456x319, 456:319, negative_patterns.gif)

6d3517 No.17871

Making a bullet hell game, just finished writing my bullet pattern system so I'm posting some of the patterns I've made with it.

Powered by a custom engine written in Haxe.

6d3517 No.17872

File: 1433018769548-0.gif (2.76 MB, 545x314, 545:314, negative_while_moving.gif)

File: 1433018769549-1.gif (858.73 KB, 386x273, 386:273, negative_triple.gif)

File: 1433018769549-2.gif (1.4 MB, 430x343, 430:343, downfall_aimed.gif)


6d3517 No.17873

File: 1433018782253-0.gif (452.29 KB, 294x233, 294:233, symmetric_bullet.gif)

File: 1433018782254-1.gif (787.43 KB, 390x312, 5:4, spiral.gif)


71980a No.17875

Why not use HaxeFlixel?

I really like the result.

>me doing slow progress with HaxeFlixel


6d3517 No.17877

File: 1433020582367.gif (1.6 MB, 294x233, 294:233, bullet_curtain.gif)

>>17875

This way I have more control over the game and can optimize it to perform better than a jack-of-all-trades engine would.

Also, because it's fun to code engines.


71980a No.17879

>>17877

I was thinking to do the same but I realized I was more working on the game engine than the game itself. So I decide to switch from C++ and SFML to Hax and HaxeFlixel.


03b72f No.17922

I like these. Especially the second one in OP, where it looks like the bullets have their own will.


21205b No.17969

>>17877

WTF

rip in peace purple block ;_;


1e7613 No.18015

Share the code or pseudo-code, OP.


803de1 No.18018

>>17877

lol'd hard.


6d3517 No.18826

File: 1435091527482.png (369.4 KB, 580x703, 580:703, sugoi_hd.png)

Distracted by real life so development is going slow. Here are some updated HD graphics.


f9a627 No.18838

How do I bullet hell mechanics?


156fe9 No.18859

You should make each bullet particle change color or something. A large contrasting image looks cool.


211862 No.18865

Really cool shit OP.


6d3517 No.18892

File: 1435157950900.png (391.87 KB, 724x740, 181:185, big_bullets.png)

Trying out new bullet types!

>>18015

>>18838

My bullet pattern system is constantly expanding and evolving so there's probably no point in sharing it right now.

You might find BulletML useful though, I never personally used that but it's one of the most popular ways to create bullet patterns for shmups.


6d3517 No.18894

File: 1435158098253.gif (1.29 MB, 335x277, 335:277, sparkles2.gif)

Added new sparkling effects.

In this gif you can also see my magnet mechanic - as long as a certain button is held all the collectibles on the screen are attracted to the player one by one, but the player can't move while that is happening.


a40d34 No.19011

>>18894

Just a tiny reminder - in a bullet hell game, you really shouldn't be able to park you ship and chill out while collecting coins.

But the whole thing looks really nice so far. Maybe put some dummy ship sprites to your previews next time - that army of MS Paint guys is kinda distracting lol.


6e9ea5 No.19015

>>19011

You might be able to, if you can draw the stuff toward you rapidly.

But why make "a bullet hell" game to begin with? Something totally non-unique, another iteration of what has come before? There must be something different in it. The drawing-in mechanic might be one such idea. Make it necessary to stop in place at some point in order to succeed ... might mean you'd have to design things more carefully, of course. But that's all part of the fun and challenge of dev.


6d3517 No.20554

File: 1438610391278.webm (6.26 MB, 852x480, 71:40, sugoidev3.webm)


64df2d No.20561

>>20554

playtest when

Also, sauce on the music pls


6d3517 No.20562

>>20561

Don't know when but it will come eventually.

Music is OC and unfinished, might not use this particular track in the final game.


a5e10a No.20586

>>20554

The bullets look kinda hard to doge because you're a block, I'm assuming the final model will be different though.


6d3517 No.20590

>>20586

The hitbox (hitcircle?) is a small circle in the center of the player. It only becomes visible when in focus mode (player moves slower).

Good point though, I should add an option to show the hit area at all times.


6d3517 No.21415

File: 1440948895959.png (223.56 KB, 1142x958, 571:479, enemy_sketch.png)

Been working on level design these past few days.

Also started sketching up graphics for the game. Here's a potential enemy.


6d3517 No.21423

File: 1440959763268-0.png (68.47 KB, 420x436, 105:109, uglings.png)

File: 1440959763270-1.gif (3.33 MB, 409x433, 409:433, new_graphics.gif)

Added new enemy sprites. I am not sure if I want to keep them.


6d3517 No.21425

File: 1440961884429.gif (555.56 KB, 349x258, 349:258, animated_enemies.gif)

Animations

heh


6d3517 No.21469

File: 1441047341145.gif (5.42 MB, 462x491, 462:491, GORE.gif)


6d3517 No.21491

File: 1441121406730.png (1.72 MB, 915x1080, 61:72, game_bg.png)


b7529f No.21836

>>21469

I'm liking where the game is headed with the sprites and all.


98e79d No.21844

>>21415

What theme are you going for with this? High Fantasy? Mythic? It's pretty interesting.


47d730 No.21857

File: 1442245230484.jpg (14.6 KB, 256x245, 256:245, 1366479658755.jpg)

What are you using to make the game itself and the graphics?


0ac124 No.21861

>>21857

He says in the first goddamn post that he's using Haxe.




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