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shmup-dev | forum A forum for shoot-em-up game developers. 2019-09-20T14:35:43+00:00 http://www.shmup-dev.com/forum/feed.php?f=4 2019-09-20T14:35:43+00:00 2019-09-20T14:35:43+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1800#p1800 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>
The last video will be thebest to look at if you only watch one video...

Modeling the missiles and missile launcher. The missile launcher is based on the system used on the F-22 Raptor which "ejects" the missiles from the internal bay. As you you will see in the vid, I found it to be quite larger actual scale, so based on the idea more advanced materials would be available in the future, I slimmed it down to accomodate the size of the Fusion Fighter (FAF-X01 for Fusion Atmospheric Fighter - Experimental version 01). I needed a way to remove and or shrink the fins of the missiles to be able to tightly fit into the internal bay. So based on the concept of materials which take different forms when an electric current is applied, the fins on the missile will expand when launched allowing them to be smaller for internal storage, and to remove the need more mechanical parts, maneuvering is done with thrustvectoring on the missiles. The size of the missile is based on the actual size of an AIM-120 missile, which in game would be a powerful missile for larger targets and I think I will design smaller (half-size) missile for smaller weaker targets and to accomodate twice as many missiles and same number of launchers (2 missiles per launcher).
Link:



The first round of concept design. I originally started modeling this the one method I knew how and after working out an initial idea, I got to the point I discovered sub-d modeling and decided to start over using sub-d with what I had discovered design-wise so far on the concept to start the second round of the concept design. The design problem was based on creating a Fighter Jet that could handle supersonic and subsonic speeds which means it would need different engine systems (Turbofan, RAMjet and SCRAMjet) and based on how they function it seemed one engine could do all three if it could change "modes". So I designed to air intakes, one for the turbofan and subsonic speeds and the other to feed air directly to the combustion chamber of the engine by passing the compression chamber to feed air to the engine for RAM/SCRAM function for supersonic speeds. The fuselage will be composed of futuristic composite materials which will allow airframe "morphing" such as warping the wing shape etc. This would allow the jet to close the Turbofan intake or internally redirectthat airflow to the combustion chamber for RAM/SCRAM and cover up the turbofan for protection from highspeed airflow. I would like to show animations of this happening in-game so some details still need to be worrked out. Again, this is concept stage and the first round. I orginally though I would need 3 intakes (which is what you will see me designing at first, but then from some researc it seemed I could go straight frm turbofan to SCRAMjet functionality and would only need 2 intakes (Concept 2).
Link:




Modeling the Landing Gear
Link:



The 2nd Concept design. Based on using to air intakes the concepts discussed from the first round. I got to a point where I could use it in-game for testing so stopped working on it. I am currently not stisfied with the landing gear placment and the bulkiness of the lower body. I may ty to make it slimmer and the landing gear more in-ine wth fuselage, or may utilize the forced bulkiness to add smaller forward bays for smaller missiles (who dosent want more missiles??)
Link:


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2019-05-27T00:16:05+00:00 2019-05-27T00:16:05+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1798#p1798 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>
I don't see any comments, wondering if anyone finds this project of interest, besides the one...?

https://www.youtube.com/watch?v=ZCA8CO7Byes


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2019-05-23T19:28:40+00:00 2019-05-23T19:28:40+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1797#p1797 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>

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2019-05-21T17:14:34+00:00 2019-05-21T17:14:34+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1796#p1796 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>

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2019-05-07T18:50:32+00:00 2019-05-07T18:50:32+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1794#p1794 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>
https://youtu.be/NIUtdLT-oZs



Did some more tweaking of this. Created an extremely basic procedural generator for spawning the rings, giving them a random but limited height offset and adjusting the distance between rings to account for estimated player velocity. Added a basic timer and info on player HUD showing relative velocity (Relative to start velocity which would be about 7668.55 meters/second for an earth orbit of 400km) and info for your current G's and G Acceleration Rate (When Bursting). I hope I can have something finished to the point where I can have a free download for players to get a taste of the feel of the movement mecanics and possibly shoot some targets wit the 4 weapons I have done so far.


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2019-05-07T18:43:12+00:00 2019-05-07T18:43:12+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1793#p1793 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]> I honestly havent spent much time at all on effects so will have vast improvements once I have mechanics done I will go back and polish. Iwill have to check out Ion Assualt, never heard of it. As for the DevHUD, I don't see why I couldn't have it an option in final, might do a revamp for better playability whil enabled and easier to read maybe.
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2019-05-02T18:36:02+00:00 2019-05-02T18:36:02+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=569&p=1792#p1792 <![CDATA[Showcase • Re: Cuboid Keeper - The Legendary Guardian [Arena shooter/PC]]>
What a time to be alive.
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2019-05-01T04:32:16+00:00 2019-05-01T04:32:16+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1791#p1791 <![CDATA[Showcase • Re: [WIP] FUSION: Project Razor]]>
The mass collection mechanic reminds me a little of Ion Assault - where the player has to collect ion particles in space to shoot enemies.
Also I think your debug graphs are great - I hope you'll allow players to turn these on in the final version :)
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2019-05-01T04:24:55+00:00 2019-05-01T04:24:55+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=569&p=1790#p1790 <![CDATA[Showcase • Re: Cuboid Keeper - The Legendary Guardian [Arena shooter/PC]]> ]]> 2019-04-29T20:17:24+00:00 2019-04-29T20:17:24+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=569&p=1789#p1789 <![CDATA[Showcase • Re: Cuboid Keeper - The Legendary Guardian [Arena shooter/PC]]>
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It gives weird results sometimes, though, and the elevation/depth is limited.
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2019-04-29T18:12:30+00:00 2019-04-29T18:12:30+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=570&p=1788#p1788 <![CDATA[Showcase • [WIP] FUSION: Project Razor]]> https://youtu.be/Ue8915qI9Oc



The Mechanics:
Movement is zero gravity physics based. Powered by a Fusion Reactor and an engine which utilizes the plasma from the reactor for thrust. Calculations are based on reality using specific impulse. Depending on the thrust output and efficiency of the engines (Upgradable) will determine the rate of movement and mass consumed for thrust. Movement restrictions is based on human tolerances for high-G's. I created a "G-Burst" move which allows the player to perform high-G maneuvers with 4 in-game switchable modes. A Flat Constant G Acceleration, An accelerated G burst, a max G acceleration Burst and a final version which is the same as the latter except when released oposing force calculated for thrust to stop ship. Bursting uses large quantities of mass to produce the large amounts of thrust. You will also have a control to produce the correct thrust vector to stop your movement at max G acceleration at anytime.

Collecting mass will be iportant as you can use up your 8,000kg Mass Storage pretty quickly bursting a lot. When enemies are destroyed they will drop mass particles accordin to their mass value/HP. You will be able to use the ships "Mass Condenser" to collect the mass particles and restore your mass storage. Unfortunately, using the condenser requires all available energy output from the reactor, so no thrusting or weapons fire while collecting and condensing mass!

There will be 4 weapon slots available on the ship, and I hope to have a large variety of weapons to equip as the user chooses for each level. Each weapon also has 3 firing modes, dynamically selectable in-game. Weapons such as homing missiles will not only have firing modes, but some of those firing modes will be alternate targeting modes, such as targeting weaker enemies first, stongest enemies or closest ect. Not only that, but Iplan on having targeting computer upgrades which will allow your weapon system to calculate the numberof missiles neededto destroy each target and assign enemy targets accordingly.

Weapon systems will consume energy and mass. A Rapid Rate Fabricator will allow you to rebuild your missile/bomb/mine ammo with varying fabrication rates. Weapons will auto-charge, and the charge quantity will be able to be upgraded on weapon systems. The more often you shoot, the less power your shots will have. In the case of some weapons such as lasers, the charge will determine the length of time for activation. Equipping powerful weapons with a weak reactor will result in slow weapon charge times. Or you can equip weaker weapons with a stronger reactor and lay down a relentless non-stop fire of everything at once.

Let me know what think of what you can see (I know, its not mucjh) from the video and the concept. Would like to know how many are interested and the level of interest to determine if I should continue development.

Thank you!
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2019-04-29T02:17:01+00:00 2019-04-29T02:17:01+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=569&p=1787#p1787 <![CDATA[Showcase • Re: Cuboid Keeper - The Legendary Guardian [Arena shooter/PC]]> ]]> 2019-04-29T20:18:30+00:00 2019-04-26T05:54:06+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=569&p=1786#p1786 <![CDATA[Showcase • Cuboid Keeper - The Legendary Guardian [Arena shooter/PC]]]>
We are a team of two, a musician and a developer (myself) and we recently finished the third trailer of our game. The first two were quite bad. But we are very proud of this one. Proud enough to show it in forums like this one.

Here it is:


The game plays as an arena shoot 'em up and has other interesting mechanics that make it unique.

The ship changes shape during battle, between a large offensive mode, and a small evasive one. It adds a lot of dynamic to the gameplay, since the player must regularly stop firing to become small and evade the enemy attacks (and also grab resources).

The ship can be built as the player chooses. It is a simple build system, but those that played it found it quite fun.

There is a demo available on Steam in which you can play the first 5 levels, one mini-boss and one boss included:
https://store.steampowered.com/app/9542 ... id_Keeper/

Our team is based in Chile (incidentally, please excuse any grammar error in this post and in the game... The Spanish version is top-notch, though). It took us 3 years to make it. I started with a small clone of Geometry Wars and built upon it.

We greatly welcome any opinions!

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2019-03-04T15:41:10+00:00 2019-03-04T15:41:10+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=567&p=1785#p1785 <![CDATA[Showcase • Re: Dragon Vs. Orcs - Endless Shmup/RPG Collect 'em Up]]>
I agree that Skyforce is a great example of how to convert from vertical to wide screen mode, though there is some sacrifice - personally I much prefer it on a vertical screen, because you have more of a sense of 'exploring' the screen from left to right, with extra parallax, and more of a dynamic psychological sense of moving forward (up, vertical). So the book is not closed on that topic! Maybe you can come up with an original solution yourself? In my game 'Cosmonator' (which is also a vertical scrolling RPG/shmup mixup), we simply created dashboard graphics to fill the sides of the screen, but that's a lazy solution (and one adopted for years by danmaku games, often to horrible effect with stupid sleazy anime chicks in the margins). And Cosmonator isn't even made for mobile phones - PC is our main platform. We just liked those old school vertical arcade shooters I guess. So if you come up with a cool solution, I want to know about it!

I see that 'Drone Swarm', the product used as an example by our helpful administrator on this site (monoRAIL), has an interesting solution that you don't see often - making a vertical scrolling shooter but tilting it sideways, so it's a bit like Gradius, but still top down. Seems pretty obvious, and looks quite efficient actually; when I first saw it seemed really weird but I guess that's just because it's so unusual. Maybe one could make an option to just tilt all the in game graphics 90 degrees like that and leave it to the player to decide what they prefer?

Oh, and concerning Skyforce's reward system and replayability - my opinion - it's a great system for the most part, especially since each level has several different challenges to clock (so you have to approach it differently in order to complete it in different ways), but be careful not to get too inspired! They do it to such an extent that it becomes quite grindy eventually, because you have to play the same levels over and over and over and over. A bit of that is fine, in the RPG sense of it, but if you don't have any randomized roguelike elements in your game, different randomized levels or weapons or abilities, etc (all staples of most modern RPGs, think Diablo), then too much forced replayability will make some players put down your game for good.

'My intention was to make something that anyone can have a quick, fun blast with, but shmup/rpg players would find the deeper harder long game.' - That is a really solid approach. I wish you all the best, and I'll follow your project!
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2019-03-04T15:12:11+00:00 2019-03-04T15:12:11+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=568&p=1784#p1784 <![CDATA[Showcase • Re: How to use [youtube] tags to embed a video]]> ]]> 2018-12-04T08:11:35+00:00 2018-12-04T08:11:35+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=567&p=1782#p1782 <![CDATA[Showcase • Re: Dragon Vs. Orcs - Endless Shmup/RPG Collect 'em Up]]> ]]> 2018-12-04T04:34:13+00:00 2018-12-04T04:34:13+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=568&p=1781#p1781 <![CDATA[Showcase • How to use [youtube] tags to embed a video]]> ]]> 2018-12-04T04:19:58+00:00 2018-12-04T04:19:58+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=567&p=1780#p1780 <![CDATA[Showcase • Re: Dragon Vs. Orcs - Endless Shmup/RPG Collect 'em Up]]> ]]> 2018-12-03T20:02:20+00:00 2018-12-03T20:02:20+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=567&p=1779#p1779 <![CDATA[Showcase • Dragon Vs. Orcs - Endless Shmup/RPG Collect 'em Up]]> Hey everyone, new to the forum, but a long time fan of shooters. Literally walked miles in the snow as a kid to play Tatsujin (Truxton) at my local. I want to share my new (intentionally bubble-gummy / casual-ish) game Dragon Vs. Orcs.

Please pardon the excessively markety imagery, it's all my graphics I made for the app stores (which need to be stupidly, excessively, markety, puke).
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Play now on Android (iOS coming soon-ish)







I make games for a living and I'm doing independent hustle nowadays and it has been forever since I made a shmup so I wanted to create a framework that I could build a series of shooters on. I wanted to try something completely different so I started in 3D and after experimenting with a few fixed cameras, I came up with this rotating camera system that feels dynamic and compelling (to me), but still supports simple one touch sliding.






I got inspired by some shooter/rpgs that prioritize a collect mechanic as high as shooting and dodging. I felt this could be a fun space to explore for mobile where you sometimes want a little lighter level of engagement than the really tense mindest that some bullethell shooters require. I love them all, I just wanted to try something really really really light and fluffy. I intentionally picked a theme the opposite of what I usually want in a shooter. I used cartoon dragons for players, and a set of combat orcs (all range combat, throwing axes) for enemies. Everything is presented in a pastel, gum-ball candy aesthetic, and the soundtrack is a background 'radio-player' of synthwave tracks.

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The game focuses on the collect mechanic that fills the power meter, that releases power-up pickups when it's full. The power gems that you collect are spawned from destroying enemy projectiles, destructibles, and enemies themselves. Early on in a run, it only takes 2 gems to fill the power meter, but the further you go, the more gems it takes. So you get a quick, dazzling experience with lots of power ups immediately when you start a run, then it gets more tense and clutch as the run goes further and you really need grab every power gem to build that meter slowly. My intention was to make something that anyone can have a quick, fun blast with, but shmup/rpg players would find the deeper harder long game.

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The type of power-ups that get spawned are determined by the types of powers each dragon has. Each dragon has an assortment of different powers and overall number of them. As well, each dragon has a different assortment (and number) of collect buffs. Collect buffs determine if extra currency pickups will randomly spawn when you destroy enemy projectiles, enemies, and destructibles. The currencies are all required for various unlocking and upgrading in the game.

Dragons are divided into 3 classes (small, medium, large: represented by the size of the star in their profile). Small are faster and have less health, large are slower and have more health). Also, dragons are divided into 8 classes (represented by the color behind their profile pic). Lower classes have less powers and buffs, higher classes have more powers and more buffs (and higher level buffs). Lower classes also have lower power duration ranges and buff pickup chances.

You can hatch new dragons (cheaper for lower rank, more expensive for higher rank). They spawn randomly leveled up from 0-3. Taking dragons into battle gains them experience. As the XP threshold is reached, the dragon unlocks 3 upgrades. Dragon powers and buffs can be upgraded (all from level 0 to 10 affecting power duration for powers and chance to spawn for buffs). Higher ranking dragons aren't necessarily "better" than lower ranking dragons. They run with more active powers and longer durations, but it's also equally fun to run with a dragon with only 2 powers since those 2 will be the only ones spawning creating fun over powered situations. Similarly the large classes aren't necessarily "better" than the small classes, just different. It's fun to run really fast and have quick tense runs with small dragons, and it's fun to use larger dragons to maximize loot harvesting.


I'm experimenting with a widescreen view for a desktop port. I may put it up on itch.io for ~$5 but only if I can figure out a way to rebalance the game without ads and in-app purchases. Maybe just give you like 1million of every currency or something and call it a day? Here's a test video of widescreen HD.
[youtube]t0-0GVyBPWU[/youtube]
https://www.youtube.com/watch?v=t0-0GVyBPWU

Anyway, thanks for looking. I'm hoping to re-skin / re-theme this framework a few different ways now and let it evolve. We'll see. It's available for Android now on Google Play. If it makes a hundred bucks I'll re-enroll my Apple developer account and put it up on the App Store.
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2018-10-27T12:41:17+00:00 2018-10-27T12:41:17+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=566&p=1778#p1778 <![CDATA[Showcase • COSMONATOR - Shmup / RPG hybrid (on Steam) - update]]>
My dev partner and I are doing final touches on our shmup / RPG hybrid (RPG-em-up) game, Cosmonator. It's available on Steam in Early Access, but we're getting ready to roll out into proper full release in a few weeks, so check it out while it's still at the Early Access price! Any feedback wellcome; it's just a part time hobby for us but we're starting to get more and more into it so we value any advice from the shmup crowd!

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Steam page:
https://store.steampowered.com/app/656740/Cosmonator/
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2018-08-17T21:00:46+00:00 2018-08-17T21:00:46+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=561&p=1776#p1776 <![CDATA[Showcase • Re: Cycle 28 Beta Released Today + Key Giveaway!]]> ]]> 2018-03-16T21:50:56+00:00 2018-03-16T21:50:56+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=563&p=1772#p1772 <![CDATA[Showcase • Space Elite Force - pixel-art shmup, with chaotic and insane]]>
I would like to receive your feedback!

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SPACE ELITE FORCE is a frantic space-shooter with graphics in pixels, with chaotic and insane battles against bosses. Fight against the terrible and merciless Klyvu race in this endless battle for the survival of the earth.

Enjoy its incredible gameplay, battles against insane bosses, enemies generated (almost) randomly and an insane amount of weapons. Upgrade your ship at intervals of each stage with a large amount of updates and weapons.

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• Frenetic and chaotic battles.

• Beautiful pixel art graphics.

• Phases generated (almost) randomly

• Fluid and intuitive gameplay

• Support for any Joystick

• A great arsenal • Upgrade your ship

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The game is still in full development. You can contribute by leaving a comment, sharing with friends or even donate any amount through the "Pay as you want" system of the site.

trailer:

Link: https://moraesstudio.itch.io/space-elite-force
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2018-03-16T05:25:48+00:00 2018-03-14T17:41:39+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=562&p=1771#p1771 <![CDATA[Showcase • Hydrotron - 80's style side scroller w/four way controls]]> I'm writing to introduce my Nano Indie game shop's side scrolling release shoot-em-up "Hydrotron".



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A free shoot ‘em up arcade game inspired by 80’s classics like Aquatron & Defender. Pilot your submersible Starfighter day and night to defeat alien enemies who have taken over a planet mostly covered in water.

With rich 80's style graphics, interactive water, and a full set of 2.5D background elements, Hydrotron is an immersive fast-paced jump-in-and-shoot sure to satisfy any vintage gamer.

Highlights

A 2D water wave that changes phase to simulate horizontal motion and interacts with game elements to make waves and splashes.

The player has four way directional controls in an infinitely repeating horizontal world – up into the air, down underwater, and left or right.

Enemies wrap around the world horizontally, just like in classics like Aquatron & Defender.

Each level presents increasing resistance from the enemy fighters, cruisers, submarines, and interceptors.

All enemies must be destroyed before advancing to the next level; but be warned most enemies have two lives. When they explode, they drop a parachute that will turn into a submarine if it reaches the water line. Cruisers also periodically drop parachutes regularly so keep your eyes peeled!

There is no defined end level; play until you can't take it anymore!

Beautiful soundtrack matches the action perfectly.

Saved game is ready to be continued on-the-fly for jump-in-and-shoot action.

Blast your way to one of the 10 high scores and enter your initials 80’s style!

Totally optional video reward ads are available to receive a second player life per game for 5 games.

A complete set of options offers players the ability to tune movement sensitivity, music and effects volumes, and detail level to support older devices and player preferences.

Coded by a long time programmer dedicated to real world testing and satisfying his own gaming itch, Hydrotron is built and tuned for smooth performance up to high levels which even the designer cannot get past.

LifeStamp Games is very interested in constructive feedback to help make our games better!
Future directions for Hydrotron include:
- Bases every few levels which spawn power-ups
- Alien intruders that are more nasty than interceptors!
- Shields
- Enhanced submarine motion

Thanks for your time!
LifeStamp Games
Bringing Data to Life

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2018-03-05T20:24:26+00:00 2018-03-05T20:24:26+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=561&p=1770#p1770 <![CDATA[Showcase • Re: Cycle 28 Beta Released Today + Key Giveaway!]]>
There's only 4 days until Cycle 28 launches on Steam. Because waiting is hard, I thought you might be interested in a free copy of the soundtrack!

Just sign up to our mailing list here for the free download:

The soundtrack plays a really big part in the gameplay, so we're really pleased with the feedback we've had so far. Do let us know what you think!

Dave
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2018-02-06T13:36:14+00:00 2018-02-06T13:36:14+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=527&p=1769#p1769 <![CDATA[Showcase • Re: [WIP][PC][DEMO] Hawkwing | Retro shoot'em up!]]>
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2018-02-06T11:14:44+00:00 2018-02-06T11:14:44+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=495&p=1768#p1768 <![CDATA[Showcase • Re: An Oath to the Stars]]> ]]> 2018-02-06T11:07:14+00:00 2018-02-06T11:07:14+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=527&p=1767#p1767 <![CDATA[Showcase • Re: [WIP][PC][DEMO] Hawkwing | Retro shoot'em up!]]>
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2018-02-06T11:05:40+00:00 2018-02-06T11:05:40+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=533&p=1766#p1766 <![CDATA[Showcase • Re: Galaxy rebel force is now completed !]]>
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2018-02-03T14:45:47+00:00 2018-02-03T14:45:47+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=561&p=1765#p1765 <![CDATA[Showcase • Cycle 28 Beta Released Today + Key Giveaway!]]> Hi Shmup Devs,

Pill Bug Interactive (a 2-man dev team from the UK) is launching the beta of Cycle 28 today on itch.io, and we wanted to share it with some fellow shmup devs!
We’ve made a momentum-based 2D shmup with ship upgrades, an epic original score, and a mysterious story at its heart.



But we wanted to do more than that just show you a trailer or some screenshots.



Those who don’t manage to snipe 1 of the 5 Steam keys, you can click here for the itch.io beta:

As Cycle 28 is still in beta, we’d love to hear your feedback!
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2018-02-01T10:35:48+00:00 2018-02-01T10:35:48+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=560&p=1764#p1764 <![CDATA[Showcase • I Hate Running Backwards - Coming to Steam! Feedback Needed!]]>
My name is Luka and I help manage some of the online communities for Binx Interactive, the creators of I Hate Running Backwards.

I Hate Running Backwards is a never-ending adrenaline packed shoot'em down roguelite that puts the emphasis on destruction and fighting never ending waves of enemies while time traveling through procedurally generated worlds! Pick your character and blast away enemies with a high powered arsenal of shotguns, lasers, rocket launchers, nukes and other weapons! Get stronger and earn perks to decimate the game challenging bosses along the way. The game features local co-op multiplayer for 2 players.

Features:
- Lots of characters with different playstyles to pick from
- Leaderboards
- Daily challenges
- Non-stop never-ending adrenaline packed action
- Couch co-op multiplayer
- Randomly generated levels
- Bosses and Perks
- Destructible environments
- Lots and lots of unique weapons

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We are part of Croteam's incubator program, and our publisher is Devolver Digital. Current release date is set in April 2018. The best way to describe the game is to see it in action, so here is our latest trailer:





We are currently on , come and share your thoughts in the discussion hub, follow us on and to get all the news and updates.

Feel free to comment, criticize, share your thoughts and suggestions! We will be replying as soon as possible :)
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2018-01-16T03:45:38+00:00 2018-01-16T03:45:38+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=559&p=1763#p1763 <![CDATA[Showcase • I made my first bullet hell shmup, RHEUM!]]> ]]> 2018-01-12T14:08:32+00:00 2018-01-12T14:08:32+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=556&p=1762#p1762 <![CDATA[Showcase • Re: D.O.T - Learning from Doom]]> I've released a video for the beta gameplay.
If you like it, don't hesitate to follow me on twitter :

https://www.youtube.com/watch?v=_ktHNwvZ-hE
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2017-12-31T03:09:49+00:00 2017-12-31T03:09:49+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=558&p=1761#p1761 <![CDATA[Showcase • Frantic Dimension]]> https://gamejolt.com/games/Franticdimension/308073

Frantic Dimension is a Twin stick arcade shooter highly inspired by The forgotten, underrated world's first twin stick shooter 'Space Dungeon'. Controlling The treasure hunter 'Jason Allen', you have to collect alien treasures and flee away from aliens called 'Yadcian'. Don't forget exploring every rooms in the level, that gives a huge bonus points !

This game was created in two weeks, I wanted to make a simple arcade action game this time. It was really fun to make a game like this, where every levels are completely random.

Any feedbacks are welcome, especially about the game's difficulty !



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2017-12-24T11:43:52+00:00 2017-12-24T11:43:52+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1760#p1760 <![CDATA[Showcase • Controller support]]>

- You can see which key is binded buring changing controls.

- Now this game supports controller !
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2017-12-22T10:02:13+00:00 2017-12-22T10:02:13+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1759#p1759 <![CDATA[Showcase • Now available on steam !]]>

http://store.steampowered.com/app/739260/Golden_Hornet/

You can play Golden Hornet on steam now ! Of course, the price is free.
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2017-12-19T13:42:17+00:00 2017-12-19T13:42:17+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=546&p=1758#p1758 <![CDATA[Showcase • Re: [WIP][PC] Rick Henderson And The Artifact of Gods]]>
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2017-12-16T13:42:47+00:00 2017-12-16T13:42:47+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=542&p=1757#p1757 <![CDATA[Showcase • Re: Vulture Strike (demo and Greenlight)]]>

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2017-12-16T13:35:41+00:00 2017-12-16T13:35:41+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1756#p1756 <![CDATA[Showcase • 1.4.1 patch]]>

- A new chapter "Saving up before wintering" is added in campaign mode beteween Chapter 5 and Chapter 6.

- Balalcing fix in Arcade mode, enemies are little stronger and The amount of weapon resupply is decreased a little.
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2017-12-11T08:02:48+00:00 2017-12-11T08:02:48+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1754#p1754 <![CDATA[Showcase • 1.3.1 patch]]>

- Improved Arcade mode's radar ! Now you can check the enemies' position much better and you can see the area of the screen, which would be useful when you use Doomsday bombs.

- Decreased Super missile's range as it was needlessly long.

- Doomsday bomb now deletes pink pea bullets.

I have found someone who would help to publish Golden Hornet on steam. If possible, I'll publish it in a month. Of course, the price will be free
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2017-12-09T12:46:41+00:00 2017-12-09T12:46:41+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1753#p1753 <![CDATA[Showcase • Re: Golden Hornet - Twin stick shooter with helicopters]]>

1.3.0 patch

Many changes on Arcade mode

- Now supports Online Scoreboard !

- You can earn Higher scores by lifting numerous hostages. To get the highest score, you have to lift 8 hostages at once.

- Bonus score at the end of the levels had doubled up.

- Killing enemies with machine gun doesn't earn any score. you have to use sub weapons to get it.

- Lots of balance fixes.

others...

- Added Title music. Many thanks to Minsik Kim (or his nickname, Pointless ) for making the music !

- Napalm bomb's falling speed had increased.

- Changed Doomsday bomb's effect so it won't hurt your eyes.
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2017-12-06T16:03:37+00:00 2017-12-06T16:03:37+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=557&p=1752#p1752 <![CDATA[Showcase • COSMONATOR shmup / rpg hybrid launched on Steam]]> https://bourbontank.itch.io/cosmonator that we would love for you to check out. We want to gather feedback during Early Access and we want to get as many as possible shmup fans involved! Plus, we just basically want everyone to play our game, because it's awesome. (It's very cheap on Steam, but if you think it's too expensive or if you have no money, or if you're just a cheap bastard, just reply here and we'll consider your situation and maybe send you a free game key. Maybe.)

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The game is a classic old school shoot-em-up at heart, but infused with a deep progressive character building system in the style of an RPG. So think hectic action and tight gameplay (and true Danmaku bullet hell on the higher difficulty settings), but with tons and tons of upgrades, special abilities, weapons, spells, and an infinite amount of different tactical builds using cool combos of spells and upgrades. Also, a sick amount of levels and more than 10 epic boss battles along the way. Hope you enjoy it!

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2017-11-29T14:02:36+00:00 2017-11-29T14:02:36+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=556&p=1750#p1750 <![CDATA[Showcase • D.O.T - Learning from Doom]]>
The action in D.O.T takes place with the succesion of enemy waves. The different waves are designed to either provide challenge or make the player learn something about the enemies behaviours. If you don't clean the wave fast enough, another one appears and you could easily get overflooded.

Each Doom unit has very distinct characteristics that differenciate it from the others. That's part of what makes the experience so rich and joyful.

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The zombie man has a hitscan weapon and is quite hard to transpose to D.O.T. The player has only one health point which nearly prohibit the use of hitscan weaponery. I replaced it by a wanderer hexagon that just moves on the screen without caring about the player. He is as ennoying as the zombie man which is its main purpose.

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The imp fire bullets and moves quite slowly toward the player. It exists to force the player to move to avoid bullets. It's perfect for my game where it takes the form of a green gunner triangle that tracks the player and force him to keep moving.

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The demon hunts the player and do melee damage. In D.O.T., the chaser donut moves fast to the player and kills him instantly.

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The yellow speeders appear in packs of at least 5 and move very quickly in straight line. Just like Doom's lost souls does.

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The hollow sniper cube incarnates the cocademon. It stays back and fires a nearly constant flow of bullets. You'd better kill it quickly or prepare to die. To add more precision, it targets the direction you're heading. Deadly!

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The little red bugs are enemies coming in flock chasing the player. It doesn't move directly to the player. It kinda orbitate around the player to kill it. Just like the speeders, they appear in their own waves; without any other enemy. It provides a short time of relief just before adding more tension when you see all those bugs charging at you.

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The combination of all those mechanics offers a wide palette of possible encounters. It encourages the player to think fast and act fast.
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2017-11-26T10:22:40+00:00 2017-11-26T10:22:40+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=556&p=1749#p1749 <![CDATA[Showcase • Re: D.O.T - Arena shmup with a lot of weapons]]> You can check the full gameplay video here:


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2017-11-22T15:22:38+00:00 2017-11-22T15:22:38+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=556&p=1748#p1748 <![CDATA[Showcase • Re: D.O.T - Enemies are welcome!]]> I have to add more weapons and do the usual game stuff: menu, options etc...

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2017-11-22T09:16:39+00:00 2017-11-22T09:16:39+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1747#p1747 <![CDATA[Showcase • 1.2.0 patch !]]>
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- You can see the map when you paused the game in campaigh mode.

- Adjusted the difficulty at first levels because someone claimed that it's too easy.

- Added little musics when you start the mission, complete the mission, and failed the mission.

- In arcade mode, helicopters never attack you when you are in the base.

- Nerfed doomsday bomb's damage.
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2017-11-29T14:04:16+00:00 2017-11-20T10:25:02+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=556&p=1746#p1746 <![CDATA[Showcase • D.O.T - Learning from Doom]]> There are still many things to do: more enemy types, more weapons and more juice.

Here is how scoring works:

Each enemy has a different score value depending on how much danger they represents.
Each time you take a weapon orb you get a new weapon, good or bad.
It increments the score multiplier and reset it's timer.
When the multiplier timer reach its end, the multiplier is decremented.

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2017-11-19T14:43:53+00:00 2017-11-19T14:43:53+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1745#p1745 <![CDATA[Showcase • Re: Golden Hornet - Twin stick shooter with helicopters]]> ]]> 2017-11-19T14:26:29+00:00 2017-11-19T14:26:29+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=546&p=1744#p1744 <![CDATA[Showcase • Re: [WIP][PC] Rick Henderson And The Artifact of Gods]]> ]]> 2017-11-19T14:24:09+00:00 2017-11-19T14:24:09+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1743#p1743 <![CDATA[Showcase • Re: Golden Hornet - Twin stick shooter with helicopters]]> ]]> 2017-12-09T12:45:54+00:00 2017-11-19T03:47:31+00:00 http://www.shmup-dev.com/forum/viewtopic.php?t=555&p=1742#p1742 <![CDATA[Showcase • Golden Hornet - Twin stick shooter with helicopters]]> https://gamejolt.com/games/goldenhornet/298878

Do you like helicopter games like choplifter or fort apocalypse ? I like them a lot, but I was disappointed that there are barely any remake / clone of choplifter or fort apicalypse, or even just a helicopter action game to enjoy today. So, i decided to make Golden Hornet, A game where you control a multi-role helicopter called 'Golden Hornet' to rescue hostages or destroy enemy positions.

In story wise this game is a prequel of my previous game Tujate, (defender clone without screen looping) where the second civil war was happening when Videl empire was a divided country.

There are Two game modes in This game :

1. Campaigh mode : a mode that plays similar to Fort apocalypse. you have to explore levels and rescue hosstages or destroy the targets. there are Total 7 Chapters and each chapter has 3 levels.

2. Arcade mode : A mix of defender and choplifter. in a completely opened area, you have to rescue as many hostages as possible and get the highest score. Like choplifter, enemies will keep generating, but they don't disappear until you kill them. so don't waste your time !

Since this is the initial version there must be some issues i have to fix quickly. So please leave a feedback after playing it. Thank you !!!

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