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Read September 08, 2006, 02:13:01 pm #0
junkboy

Force Majeure




Download Link
http://www.daikenkai.com/monokey/forcemajeure/FORCEMAJEURE-DEMO-v01.ZIP


Screenshots
 


Snippets from README.txt


GAME PLAY
=========

The DEMO version of Force Majeure only consists of one stage for you to beat. The slow moving green carrier ships carry a power up. There are two kinds of power ups.

{*P*} will level up the cannons of your fighter
{*A*} will enables the side arm for your fighter

A second player can join any time by pressing the PLAYER 2 START BUTTON (make sure you configure your keys/buttons first!).

In order to score high in this game you can't just blindly roaming around and shooting enemies. You will need to earn MEDAL MULTIPLIER POINTS to reach the true score levels. The MEDAL MULTIPLIER is located in the lower corner of the screen.

At first you won't see anything but when you start to get MULTIPLIER POINTS you will notice how a MEDAL with appear and if you're really good it will evolve.

To earn MULTIPLIER POINTS you need to dissolve enemy bullets and/or play the daredevil trick.

When you shoot an enemy, any fresch bullets fired by the enemy will dissolve and add MULTIPLIER POINTS to the player! However the fastest way is to stay REALLY close to an enemy and shoot the finishing bullet. If you are successful you will hear a metal sound and MULTIPLIER POINTS will be added! Watch out though, you don't wanna get TOO close when the enemy starts shooting at you and roaming into you.

When you are hit by an enemy or an enemy bullet you will lose all your MULTIPLIER POINTS and your MEDAL MULTIPLIER LEVEL will be reset to zero again.

Extends are given at 50 000 points and then at every 75 000 points.



Credits
=======

Programming: fsFreak
Graphics: Junkboy
Audio: Surasshu

Please visit the Monokey Website for more information and download our games: http://www.daikenkai.com/monokey/

Questions? Mail us at: monokey@daikenkai.com
« Last Edit: February 06, 2007, 11:35:52 pm by junkboy »

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Read September 08, 2006, 03:08:29 pm #1
Mogster

Re: Foce Majeure

hey thats an awsome first post Smiley i like your work.

 Cheesy
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Read September 08, 2006, 04:35:14 pm #2
Pixel_Outlaw

Re: Force Majeure

Very cool looking stuff you have there. Good luck Smiley



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read September 22, 2006, 08:36:01 am #3
fsFreak

Re: Force Majeure

DEVELOPMENT JOURNAL

< 2006-09-22

* Cleaned up old game engine
* Created a kick-ass menusystem called METEOMENU which will used in most of our games
* Created a new compressed image + animationdata format called mBmp (which probably also will be used in most of our games).
* Musician created a title-song and the first stage-song (they're very good ^^)
* Incorporated the old scriptengine used for my old RPG into the game so the enemies are now scripted.
* Ditched the fMOD sound library in favour of the BASS library, since fMod didn't play the music correctly. Also the sound/music-wrapper was rewritten a bit.

2006-09-23

* Finally fixed the map format to support different layers. (first stage is using 7 of them, and 4 of those 7 is used by the clouds Smiley )

2006-10-04

* Almost finished the how-to-play-sequence that will be showed for first-time players. Arcade-style Smiley
* Uh.. a lot of other things has been done as well, but for now we're mostly developing graphics and music. The game will feature a simple, but interesting (..), story as well. A love-story ^^ !
* Player will have to choose between two different pilots/mechas, with somewhat unique abilities.
* RAGE MODE!! Player will reflect bullets and make more damage!
* Finally found the time to write a decent joypad/keyboard key/button configurator. Not everyone likes to fire with ENTER Wink

To be continued
« Last Edit: October 04, 2006, 12:09:18 pm by fsFreak »

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Read December 16, 2006, 02:37:17 am #4
junkboy

Re: Force Majeure

Small teaser image (cropped)



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Read December 16, 2006, 03:42:45 am #5
the2bears

Re: Force Majeure

Small teaser image (cropped)



That is sweet!  Consider me properly teased, I'm loving the pixel work there.

Bill


the2bears - the indie shmup blog
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Read December 16, 2006, 02:06:04 pm #6
DrPetter

Re: Force Majeure

Gah, I hadn't even noticed you guys were entering the compo! Very awesome teaser there, the background buildings look particularly delicious.
Since the contest has been extended through January I could still put in maybe one or two weeks on an entry early next year... Seeing this crap makes me darned inspired to push some pixels for it, we'll see if I can come up with something Tongue
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Read December 18, 2006, 01:45:32 am #7
cactus

Re: Force Majeure

Cool teaser. Wanted to download Loveless, to see what you guys are capable of, but the download was huge! Shocked I guess it'll be a surprise instead.

It's fun to see so many swedish entries... Lycka till Wink
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Read December 18, 2006, 12:01:41 pm #8
fsFreak

Re: Force Majeure

Yeah... about 10 mp3 files in 192kbps can do that to a game Wink

Hehe, anyway, Loveless is old though! So don't judge us purely by that game. Wink
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Read December 18, 2006, 02:32:13 pm #9
Mogster

Re: Force Majeure

wow from the preview its looking awsome. love to see it when its done.
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Read December 19, 2006, 09:51:30 pm #10
Foppy

Re: Force Majeure

Very nice graphics!  Cheesy But I bet you just cropped it because that's all you have so far! No? Oh. Wink
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Read December 20, 2006, 01:01:11 am #11
relsoft

Re: Force Majeure

Nice looks. I like the Nes feel. :*)


Hello
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Read December 20, 2006, 05:28:49 am #12
junkboy

Re: Force Majeure

Thanks guys, glad you're liking it.  Smiley

Here's another teaser (ack! cropped again..)



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Read December 20, 2006, 05:42:41 am #13
the2bears

Re: Force Majeure

I am really looking forward to this... another amazing bit of artistry, sir Smiley

Bill


the2bears - the indie shmup blog
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Read December 20, 2006, 10:07:09 pm #14
relsoft

Re: Force Majeure

Metal Slug?
Cool art!


Hello
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Read December 21, 2006, 06:36:28 am #15
Mogster

Re: Force Majeure

no i think they made that themselves.
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Read December 21, 2006, 08:26:42 pm #16
junkboy

Re: Force Majeure

Metal Slug?

Haha, I wish!


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Read December 27, 2006, 07:48:54 pm #17
junkboy

Re: Force Majeure


Right up until that point, Frank had thought that joining an evil army, in order to take over the world, was a good career move.


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Read December 27, 2006, 07:57:50 pm #18
Matt McFarland

Re: Force Majeure

Hahahaha  I love how you're doing this preview


Matthew A McFarland
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Read December 28, 2006, 08:06:17 am #19
mice

Re: Force Majeure

Gorgeous! Skitsnyggt!

Really looking forward to this one.
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Read December 28, 2006, 11:01:46 am #20
Valle2

Re: Force Majeure

lol!

great pixelart!!
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Read December 29, 2006, 01:30:03 am #21
fsFreak

Re: Force Majeure

Yeah!
But you should see the code Wink
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Read January 06, 2007, 12:28:22 pm #22
surasshu

Re: Force Majeure

And hear the music! Wink

EDIT:
Quote
But I bet you just cropped it because that's all you have so far!
Damn, they're onto us! Sad
« Last Edit: January 08, 2007, 01:08:31 am by surasshu »

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Read January 07, 2007, 08:24:40 pm #23
Geona

Re: Force Majeure

And hear the music! Wink

EDIT:
Quote
But I bet you just cropped it because that's all you have so far!
Damn, they're onto us! Sad
404, file not found. :-/


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Read January 08, 2007, 01:08:06 am #24
surasshu

Re: Force Majeure

And hear the music! Wink

EDIT:
Quote
But I bet you just cropped it because that's all you have so far!
Damn, they're onto us! Sad
404, file not found. :-/
Oops! Here's the fixed link (also edited the original post). That'll teach me to proofread my posts. Shocked


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Read January 08, 2007, 01:38:18 am #25
Geona

Re: Force Majeure

Holy crap, that is simply amazing! I can tell this is going to be some serious oldschool awesomeness, the music even gives off that vibe. REALLY looking forward to this one, good luck!


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Read January 12, 2007, 01:22:35 pm #26
fsFreak

Re: Force Majeure

Sadly we will probably just have one finished playable level when the deadline is due ... But i guess it's better than nothing huh Smiley ?

About half of the first stage is finished ...
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Read January 12, 2007, 02:20:47 pm #27
relsoft

Re: Force Majeure

Sadly we will probably just have one finished playable level when the deadline is due ... But i guess it's better than nothing huh Smiley ?

About half of the first stage is finished ...

One level would be good enough. Those teasers look delicious!


Hello
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Read January 13, 2007, 04:24:10 am #28
Adigun A. Polack

Re: Force Majeure

I can *wholeheartedly* agree with that.  Wink

Look, junkboy, the graphics look as mega-awesome as ever, reminds me of the stuff that Irem used to make (you know, R-Type II, In The Hunt, that sort of thing!), and the music is looking mighty good, too!!!  Cheesy

And yes, one level is better than none indeed.  I want to wish you the absolute utmost best with your whole entire project, and I sure hope you win, too!!!  d=cool1=b
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Read January 17, 2007, 01:34:26 am #29
jony

Re: Force Majeure

The music is very well done!  Art looks very good as well, looking forward to playing this game.
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Read January 24, 2007, 03:05:42 pm #30
mice

Re: Force Majeure


Two options: a demo or more pictures!


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Read January 24, 2007, 09:45:47 pm #31
surasshu

Re: Force Majeure

I just got this in the mail...



I think junkboy and fs went on holiday and didn't tell me! :O


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Read January 31, 2007, 06:51:26 pm #32
mice

Re: Force Majeure

One option: Contest version, NOW!
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Read January 31, 2007, 11:11:54 pm #33
junkboy

Re: Force Majeure

It's on it's way.  Grin We're putting the final touches in the demo right now...

Just want to wish good luck all participaters, and a big thank you for all the praise and kind words that we've gotten in this thread! <3


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Read January 31, 2007, 11:33:59 pm #34
surasshu

Re: Force Majeure

Just want to wish good luck all participaters, and a big thank you for all the praise and kind words that we've gotten in this thread! <3
Me too, good luck everybody! I also want to thank Matt McFarland and all SHMUP-DEV nabobs for organizing this awesome competition. It's been an absolute blast. Hopefully we'll be entering more of these... Cheesy


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Read February 01, 2007, 12:07:40 am #35
junkboy

Re: Force Majeure

Aaaand it's up. Sorry for being fashionably late, we hope it's okay!   angel


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Read February 01, 2007, 12:39:11 am #36
cactus

Re: Force Majeure

It was... Exactly like I expected it to be  Sad

(Sorry for the lack of words, I'm trying to hold my tears back. I wanted to win sooo bad.)
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Read February 01, 2007, 12:44:00 am #37
relsoft

Re: Force Majeure

This may take a while to DL but the screens look awesome!!


Hello
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Read February 01, 2007, 01:09:24 am #38
Raistlin77it

Re: Force Majeure

Good gameplay and gfx
it's reminds me "in the hunt" a great game Cheesy

Very intresting also the first chunk of any gfx file ( a message for the lamers like me Cheesy )

Very good game, really Cheesy
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Read February 01, 2007, 01:13:08 am #39
gyger

Re: Force Majeure

Lets see:
1 part Progear
1 1/2 parts Metal Slug
1/2 part Dodonpachi
1 complete overdose of popcorn(bullets)
with just a hint of Area 88/ UN Squadron

stir well and put into an arcade cabinet

yep, definitely a recipe for beating the competition (aka excellent).


Steel Armada Onslaught - Yoyogames Ancient Civ Contest Entry
Status: Complete
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Read February 01, 2007, 02:29:09 am #40
DrPetter

Re: Force Majeure

Thumbsup.

Boss got me on my first attempt though, but I was just getting into the groove there near the end (managed to locate the hit zone on my ship). I'll get him next time!

Oh, maybe I should try the other character as well, in case the ships have different specs...
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Read February 01, 2007, 04:05:31 am #41
fsFreak

Re: Force Majeure

Yeah, they are pretty different Smiley. Still haven't figured out exactly which of the fighter's that are more preferable ... Red is faster, have a faster sidearm (but not as damaging), better spread fire (but not as damaging), than blue .. who is slower but have slightly more damagable weapons over all. . Both fighter's hitboxes (as seen on the monitor in the character select screen) have their hitboxes. Both are placed sort of around the cockpit area of the fighter, knowing this (cause that's a really old monitor in the beginning Wink ) can make your life a bit easier.

Seriously, and I'm REALLY sorry about the .exe in the package being a DEBUG-exe :/. 10 minutes to deadline I tried to compile the release-exe but there was an annoying bug concerning the highscore entry ... and I simply didn't have time to investigate ... Perhaps this can be changed later on (if the judge's will allow it).

We didn't have time to get half of the stuff we wanted in this demo, but hey, it turned out better than nothing huh ....
« Last Edit: February 01, 2007, 04:43:42 am by fsFreak »

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Read February 01, 2007, 06:14:54 am #42
Pixel_Outlaw

Re: Force Majeure

I must say that that is one of the finest arcade feeling shmups I have ever played. The art is what REALLY impressed me. I'm a sucker for low color images with good shading and great perspective. The whole thing felt like a Sega Megadrive or Super Nintendo game. I was having a hard time at first but then I got better. Really REALLY profesional.



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read February 01, 2007, 06:18:36 am #43
fsFreak

Re: Force Majeure

I was able to fix the bug I mentioned above, and now have a stable RELEASE-version (which loads a lot faster as well!!). Is it against the rules to replace the .exe in the package with this new one? (also made a readme file with scoring tips etc.).

I won't upload it until you guys tell me it's ok Smiley

(don't wanna be disqualified or anything...)
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Read February 01, 2007, 08:06:39 am #44
lalle_calle

Re: Force Majeure

it loks realy nice.
but its to hard i got in to the city then i got game over
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Read February 01, 2007, 09:19:29 am #45
mice

Re: Force Majeure

God, I want to get home and try it out.
Come to think about, maybe I'm feeling a bit ill and have to leave work early. Yeah, I feel a bit feverish...
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Read February 01, 2007, 10:57:15 am #46
neilsouth

Re: Force Majeure

Id like to thank the developer for this GREAT shoot em up , one of the best ive played for a long time.. I hope you keep it upto date with new stuff or new levels.

I have also made a topic about your game here

http://www.rage3d.com/board/showthread.php?t=33881588
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Read February 01, 2007, 02:24:12 pm #47
jony

Re: Force Majeure

Fun game!  Love the art, music and game play.  Good job all around.

I did find a bug, however, when I try to change the key for 'start' when I'm changing keys for player one (not sure if it also effects player two) it instead changing Fire2 to the key that I press.
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Read February 01, 2007, 02:42:49 pm #48
fsFreak

Re: Force Majeure

*loads of damage control text that was edited out*

But yeah you're right! It is a bug.Check the DEMO 1.3 (non compo-version of course) which I will post on the monokey website (http://www.daikenkai.com/monokey/) any day ...
« Last Edit: February 02, 2007, 03:43:29 am by fsFreak »

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Read February 01, 2007, 08:57:58 pm #49
mice

Re: Force Majeure


One word: Gorgeous!
At first I thought it was lacking some animations, but then it hit me that it can't really be compared to the metal slug series, so just ignore this sentence.

Plays really well and sounds great.

Phrase of the day:
LET'S CREATE THE BOMBER

Can't wait till 'Winter 2007'...hey, wait, it is winter 2007! Where can I buy the full version?  Wink

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Read February 01, 2007, 11:52:42 pm #50
fsFreak

Re: Force Majeure

LOL! Yeah "let's create the bomber" indeed Smiley

Forgot to remove some debugging text from the scripts .. heh...
Anyway, thanks for your input Smiley. Glad you like it!
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Read February 02, 2007, 01:02:17 am #51
fsFreak

Re: Force Majeure

hehe ok I got two bugs for you ...

1. the player start key can't be configured (for keyboard config). Not a big deal though since the only time you need it is to join in on a game ... Dunno if player 1 ever needs it.

2. music fades wrong when beating the game a second time (if you don't restart the program of course..).


I've fixed all this (and will add some more stuff) to the non-compo version 1.3 ... up in a few days.
« Last Edit: February 02, 2007, 03:44:53 am by fsFreak »

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Read February 02, 2007, 06:23:45 am #52
OmniDistortion

Re: Force Majeure

Very awesome. Art, music, and programming are all top notch and it all runs smooth as butter on my PC.
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Read February 04, 2007, 06:42:48 pm #53
9_6

Re: Force Majeure

The art is brilliant, the music is superb and the gameplay is smooth.
You three did an awesome job with this. Congrats.
I'll definately keep this on my harddrive.
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Read February 04, 2007, 10:58:25 pm #54
Fireblend

Re: Force Majeure

Hello. I just signed up just to tell you I was really, really impressed with your game. I can't wait for the full version; I'm sure this will be right with Warning Forever and Cho Ren Sha as my favorite shooters.
Keep up the great job!

Fireblend
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Read February 05, 2007, 05:26:36 am #55
relsoft

Re: Force Majeure

Metal slug!! Definitely metal slug!!

Beat the first stage dying 3x. ;*)


Hello
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Read February 05, 2007, 04:15:31 pm #56
Brother Mojo

Re: Force Majeure

Loving what you have so far! I finally figured out the hit window and managed to beat the demo stage without dying, so I feel like I have enough experience to make a few possible suggestions for the full version.  Of course, I've got my own opinions, so take these with a grain of salt, but I hope you guys at least give them some thought.



Problem: It's sort of difficult to get a good rhythm if you want to fire constantly in spread mode while still retaining full maneuverability.
Solution: Perhaps if you release the fire button and haven't yet entered stream firing, you continue spread firing for a short time?  This would allow continuous spread firing by tapping the fire button repeatedly, a feature many similar shooters have.  Alternately, or perhaps in combination, a shortcut button for "autofire spread only" could be added.

Problem: I'm used to playing arcade shooters and not continuing, but instead immediately restarting.  When the continue countdown appears, I reflexively mash the fire buttons to drain the countdown faster so I can start again.  However, in your game, the fire button works like start and continues.
Solution: Make it so only the start button will continue at the countdown, while fire buttons decrease the timer by one second per press.  Alternately, this option could be called "arcade mode" in the options menu, and possibly even include an "insert coin" key for realism.  (In fact, "arcade mode" would ideally include a separate "menu" key, and normally jump straight from the play demo to the game, so that it theoretically could be installed into an arcade cabinet.)

Problem: There's currently no disadvantage to simply holding down the sidearm button and, to me, this means you might as well not have it as a separate button.  I've played lots of shooters where additional weapons fire at the same time as your main weapon, and see no disadvantage to doing so here.
Solution: Up to you guys, but I'd either put more detail into the sidearm system (such as limited ammo, or differing effects on tap or hold) or just link it to the main gun.

"Problem": It seems a bit odd that this game doesn't have any "oh shi--" mechanism, like a shield or bomb.  IMO, there are several good reasons most shooters have a last-resort temporary invulnerability power.  Metal Slug is an example of a game that doesn't, but note that it's more of a platform/shooter hybrid than a pure shooter, and bullet fields are much less dense than many other games.
Solution: It's a major game-altering choice, so it's really up to you guys what to do, or even if you do anything at all.  In terms of shields, I'd go more for something like Mars Matrix than your previous shooter, Loveless.  I felt that shields were both short and therefore awkward, and usable too often, vs. Mars Matrix's "hold and drain, meter must be full to use" shield system.  When it comes to bombs, it's more a matter of how frequently you plan on giving the player bombs and/or the method through which they are acquired.  (See Radiant Silvergun sword weapon for a great example of a non-standard bomb system.)

"Problem": The first phase of the boss is more difficult than the second phase unless you immediately destroy the lower gun.  With all three guns firing, I find myself always getting forced to either the top or bottom corner and destroyed.  The second phase of the boss can easily be handled without too much trouble, so this seems unbalanced.
Solution: Again, it's up to you guys how to handle this.

"Problem": This is more of a matter of preference, but there are a couple of long gaps with no enemies in the demo level.  I think levels should be designed so there's a certain maximum time between the appearance of enemies other than immediately before a (mid)boss.
Solution: I'd just close up the gaps, either by removing the problem sections of terrain, or adding a couple of enemies to keep the player busy.  However, this isn't as important as other issues.



It's a bunch of suggestions at once, and hopefully I don't end up coming off as too pompous or anything.  The top two changes are just a few things that I don't think would add any obvious problems while they'd make things flow a lot more smoothly.  The next two are a few questions of game dynamics to consider, and then the last are just a few complaints about the level and boss themselves, so I think they're more matters of opinion than the first two.  And guys... the fact that I made so many comments on this means that I loved it.  The more I like something, the more I think about what I'd like even more.

So, in closing, I'll say that this definitely has the ingredients to be one of my favorite shooters when the full version comes out.  Thanks for reading!
- Brother Mojo
« Last Edit: February 05, 2007, 05:08:29 pm by Brother Mojo »
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Read February 05, 2007, 09:04:51 pm #57
surasshu

Re: Force Majeure

First of all thanks for the feedback everybody! This is nothing, we're gonna make this game real special before the year's over. I'm really excited about some of the new design ideas and upgrades!

I'd like to quickly respond to the last post because it gives a bit of an idea where we are going, and how much this demo is a preliminary, unfinished release. We just really wanted to get something in for this competition because that's the reason we started the project in the first place!
Loving what you have so far! I finally figured out the hit window and managed to beat the demo stage without dying,
You didn't even suggest this but it's been fixed anyway: you no longer have to "figure out" where the hitbox is as much, it's much more obviously shown.

Problem: It's sort of difficult to get a good rhythm if you want to fire constantly in spread mode while still retaining full maneuverability.
Solution: Perhaps if you release the fire button and haven't yet entered stream firing, you continue spread firing for a short time?
A great idea that we didn't implement in time for the demo, but "Cave shooter"-style fire has now been implemented.
Quote
Problem: I'm used to playing arcade shooters and not continuing, but instead immediately restarting.  When the continue countdown appears, I reflexively mash the fire buttons to drain the countdown faster so I can start again.  However, in your game, the fire button works like start and continues.
Solution: Make it so only the start button will continue at the countdown, while fire buttons decrease the timer by one second per press.  Alternately, this option could be called "arcade mode" in the options menu, and possibly even include an "insert coin" key for realism.  (In fact, "arcade mode" would ideally include a separate "menu" key, and normally jump straight from the play demo to the game, so that it theoretically could be installed into an arcade cabinet.)
Sounds like a good suggestion to me!

Quote
Problem: There's currently no disadvantage to simply holding down the sidearm button and, to me, this means you might as well not have it as a separate button. 
"Problem": It seems a bit odd that this game doesn't have any "oh shi--" mechanism, like a shield or bomb. 
Combined because the sidearm is going through a fairly rigorous redesign so it's less useless. You can still use it as it is in the demo (which we dubbed "carpetbombing"), but it will also charge up to other attacks. We're still working on it though so I can't say more than that!
Quote
"Problem": The first phase of the boss is more difficult than the second phase unless you immediately destroy the lower gun.  With all three guns firing, I find myself always getting forced to either the top or bottom corner and destroyed.  The second phase of the boss can easily be handled without too much trouble, so this seems unbalanced.
Solution: Again, it's up to you guys how to handle this.
I actually think the second stage is harder, but both are pretty hard, too hard for the first boss in the game in my opinion. I additionally think the first half of the level is much harder than the second half. Overall, the difficulty of the game needs some tweaking.
Quote
"Problem": This is more of a matter of preference, but there are a couple of long gaps with no enemies in the demo level.  I think levels should be designed so there's a certain maximum time between the appearance of enemies other than immediately before a (mid)boss.
Solution: I'd just close up the gaps, either by removing the problem sections of terrain, or adding a couple of enemies to keep the player busy.  However, this isn't as important as other issues.
Yep, the level is unfinished in many ways. In fact, even the music to the level is unfinished, so expect a lot more from us for the final product! Cheesy

And don't worry about offending us, we're very critical/perfectionistic and most things you pointed out were already sticking out to us like sore thumbs (no pun intended).

(Hopefully I didn't spoil anything that the other Monokey guys wanted to keep under wraps for now... :O)
« Last Edit: February 05, 2007, 09:47:48 pm by surasshu »

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Read February 05, 2007, 09:36:33 pm #58
mice

Re: Force Majeure

The game clearly stated that it was going to be released 'Winter 2007'.

And seeing that your country don't get winter at all (and the other members didn't get winter until now), it means that you can't possibly mean the end of this year. Right? So, I expect the game to be finished before march this year. Ok?

No, no, don't even try it...
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Read February 06, 2007, 06:42:54 pm #59
Neji

Re: Force Majeure

Wahhoooo !

Ce petit shmup est vraiment un cas de force majeure !

lovely !

 
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Read February 06, 2007, 10:38:41 pm #60
junkboy

Re: Force Majeure

Wow! Thank you all for your comments. Let me just go on with a ton of individual replies..

cactus: Aw, don't be silly. You're gonna take this one home, trust me. Cheesy

Raistlin77it: Thank you. Oh, and don't take the message personal. Or maybe you should if you were up to no good.. Wink

gyger: Haha, that's brilliant. Thanks, man. Mind if we borrow that recipe for future use?

DrPetter
: Thanks, did you manage to beat the boss yet? Wink

Pixel_Outlaw
: Thank you, that's really nice to hear. We tried our best to re-create the classic coin-op look, sound and feel. Judging by your comment, I guess we succeded in that to some degree. Smiley

lalle_calle: Just keep at it! The difficulty is there to sort out the men from the boys Wink

neilsouth: Thank you, especially for spreading the word, that's much appreciated Smiley

jony: Thanks! I really enjoyed Trouble in CloudLand, I think it had some of the nicest aesthetics in this compo.

OmniDistortion: Glad to hear it's running smooth. Thank you.

9_6: Hey again 9_6, and thank you!

Fireblend: Thanks man! We're trying to create the best game possible. If we'll be able to reach up to the level of über classics such as CRS68K and Warning Forever I can't say, but we sure as hell are gonna try.

relsoft: Aw man, that's like comparing the Mona Lisa to a five minute scribble. But thank you anyway. Nice work on Marvellous Twilight by the way. Smiley

Brother Mojo: Surasshu already replied to your post, so I just wanted to thank you for your comments and suggestions.

mice: Surasshu and fsFreak are both real workhorses, so this game probably would've been finished by now, if it weren't for me and my artistic anxieties. Sorry! March is pushing it a bit, but I hope we'll have it ready before summer. No promises though. Wink

Neji: Haha, calembour! Merci.


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Read February 08, 2007, 05:21:42 am #61
oNyx

Re: Force Majeure

Holy metal slug esque pixel art, batman! :V

It's on tigsource btw:
http://tigsource.com/articles/2007/02/07/force-majeure-demo
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Read February 09, 2007, 02:50:44 pm #62
geekman

Re: Force Majeure

The game is definitely of professional and commercial quality. However, it's too unforgiving, or too difficult at least for shmup-lite players such as myself. Once I missed any enemy, that's it for the whole game. After I died, I will be re-spawned with a a screen full of bullets and barely any space for me to recover, and you could guessed the rest - continuous death until game over. I believe I didn't even made it to 3% of stage 1 (i.e. Enemies start shooting, I keep dying, game over in 10 secs, yeah I know I suck, but shouldn't have been "so suck"   Embarrassed).

It's a good thing to make the game challenging, but if it's too "challenging" for some of the casual (or should I say casualty? Tongue) players then you have limited your game to a very niche group of pro players. An Easy Mode would be nice.
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Read February 09, 2007, 07:11:35 pm #63
surasshu

Re: Force Majeure

The game is definitely of professional and commercial quality. However, it's too unforgiving, or too difficult at least for shmup-lite players such as myself. Once I missed any enemy, that's it for the whole game. After I died, I will be re-spawned with a a screen full of bullets and barely any space for me to recover, and you could guessed the rest - continuous death until game over. I believe I didn't even made it to 3% of stage 1 (i.e. Enemies start shooting, I keep dying, game over in 10 secs, yeah I know I suck, but shouldn't have been "so suck"   Embarrassed).
Yeah there's definitely some balance issues. Although the Monokey mantra has always been to make games challenging, there's a difference between challenging and just plain insane. We're gonna make level 1 easier for the full game, rest assured! However, when you respawn after dying, all the bullets should get removed from the screen...
It's a good thing to make the game challenging, but if it's too "challenging" for some of the casual (or should I say casualty? Tongue) players then you have limited your game to a very niche group of pro players. An Easy Mode would be nice.
I agree with you. But... People have asked for a Hard mode. X_X


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Read February 14, 2007, 03:29:16 pm #64
KanedaFr

Re: Force Majeure

Loveless is on my harddisk for so long now...
It seems I will be able to give it a friend soon Wink

very good work!
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