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Read March 09, 2008, 02:50:37 pm #0
monoRAIL

Go Beryllium!

I'm making a quick game to test out my online highscores code. It's a rhythm-action style shooter inspired by Cactus' Minubeat and Linley's Garden of Coloured Lights. It will be HARD!

Click screenshots for larger version:

   

Update - video

http://www.youtube.com/watch?v=_aw5ykjTK9E

Latest Version

http://cokane.com/games/beryllium/files/go_beryllium_setup.exe
« Last Edit: October 16, 2008, 03:35:33 pm by monoRAIL »

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Read March 09, 2008, 07:27:43 pm #1
berilium

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Ah! Sounds familiar to me  Cheesy
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Read March 10, 2008, 01:41:30 am #2
monoRAIL

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

I expect you'll be top of the scoreboard!
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Read March 10, 2008, 06:28:02 am #3
serprex

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Please, are there no trails to the bullets?
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Read March 10, 2008, 08:03:41 am #4
monoRAIL

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

No bullet trails. That's linley's trademark  Grin
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Read March 10, 2008, 09:12:11 pm #5
ThetaGames

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Looks good!  What exactly will this have to do with quantum mechanics?  Everything seems quite sharp and defined!   Smiley


"What is a circle but a square without corners?"
http://www.thetagames.co.nr
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Read March 11, 2008, 01:26:55 am #6
monoRAIL

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

It's got very little to do with quantum mechanics, apart from borrowing the language and terminology  Grin
I just needed an interesting visual style. Although, firing 'photons' as bullets from spinning electrons has resulted in some really nice bullet patterns from the larger atoms.
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Read March 14, 2008, 02:15:10 am #7
Null1024

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Yay, no bullet trails! (dot bullets seem to be easier to dodge + process in the mind) And this game looks really cool. I can't wait to get my hands on it...
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Read March 15, 2008, 11:12:02 am #8
hima

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Look very interesting indeed. I really want to see how this game work Cheesy The art style is so cool and unique, though it reminds me of one of my least favorite subject - Chemistry lol
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Read March 24, 2008, 03:01:42 am #9
monoRAIL

Re: Go Beryllium! (Rhythm-action-quantum-mechanical-vertical-shmup)

Look very interesting indeed. I really want to see how this game work Cheesy The art style is so cool and unique, though it reminds me of one of my least favorite subject - Chemistry lol

You know - I never really liked Chemistry when I was at school. Although I think that's because my teacher was really boring. Now that I don't have to learn it for exams, I actually find the subject very interesting!

YouTube video of the latest version:

http://www.youtube.com/watch?v=_aw5ykjTK9E
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Read March 24, 2008, 03:35:29 am #10
Linley

Re: Go Beryllium! (update - video)

That looks really nice! I like the smooth way everything seems to move. My only comment is that the enemy bullets seem to pop into existence fully formed (rather than growing from nothing or having some kind of flash), although it might look fine when it's not in youtube compression. The explosions look particularly good.
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Read March 24, 2008, 06:34:28 am #11
monoRAIL

Re: Go Beryllium! (update - video)

Good point - I haven't worked on that yet. I also need to do a proper hit effect for when the player is shot and I wipe all the active bullets. There's also a lot more sound effects to do to make it a bit more varied. Not shown in that video are a couple of other powerup modes - the boson barrage and neutrino stream.
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Read March 24, 2008, 06:58:44 am #12
serprex

Re: Go Beryllium! (update - video)

That has got to be the most boring background ever. But that aside, bullet formations seemed formed well enough. No forces to cause bullet mutation though?
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Read March 24, 2008, 03:57:26 pm #13
Sar

Re: Go Beryllium! (update - video)

Not shown ... neutrino stream

Hah!


It looks pretty fun to me, but then having more than a hundred bullets on-screen at once is always a good start for me. ;-)

I like the look of what I presume is a 'bomb' option, where all the bullets are suddenly repulsed from the player.
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Read March 25, 2008, 04:29:09 am #14
Pixel_Outlaw

Re: Go Beryllium! (update - video)

This does look quite nice and goes to show that you can derive good shmup ideas from many sources.



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read April 28, 2008, 01:35:05 pm #15
monoRAIL

Re: Go Beryllium! (update - video)

More screenshots (click the images below). It's nearly finished now. I've got an online scoreboard working. I need to do a few more sound effects and add a little more polish.


« Last Edit: April 28, 2008, 01:40:58 pm by monoRAIL »

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Read May 05, 2008, 03:33:46 pm #16
monoRAIL

Re: Go Beryllium! (update - more screenshots)

Video of the weapon powerups:

http://www.youtube.com/watch?v=hiraqDKMegA
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Read May 06, 2008, 09:43:30 am #17
Linley

Re: Go Beryllium! (update - more screenshots)

The sound effects are awesome! You're definitely channelling Rez here :) The way the electrons in the giant radium atom produce bullet patterns is also nice.

If I had to criticise I'd say that the background music has a bit of a grim, downbeat tone to it. It could be a bit happier. Otherwise, great!
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Read May 06, 2008, 12:58:03 pm #18
monoRAIL

Re: Go Beryllium! (update - more screenshots)

Thanks Linley. I'm working on an evaporating micro black hole boss at the moment. I think I'll experiment with a different musical theme for that stage.
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Read May 06, 2008, 07:58:40 pm #19
berilium

Re: Go Beryllium! (update - more screenshots)

I really like the look of this game!!
Please! Gimme a demo~~~ Cry
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Read May 07, 2008, 01:34:40 am #20
serprex

Re: Go Beryllium! (update - more screenshots)

I think the background could be made more interesting. Abstractions representing differrent subatomic particle streams and stuff or something. Gray just seems so...
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Read May 07, 2008, 04:57:05 am #21
monoRAIL

Re: Go Beryllium! (update - more screenshots)

I think the background could be made more interesting. Abstractions representing differrent subatomic particle streams and stuff or something. Gray just seems so...

Actually, that's exactly what I have in the background, it just doesn't show up well in the mushy YouTube videos. Demo's coming soon - let me know what you think of the background when you see it in full motion high-res detail.
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Read May 07, 2008, 10:15:32 am #22
mice

Re: Go Beryllium! (update - more screenshots)

Marvelous idea. No "now where do I put these cannons?" stuff, they're automatically there...  Smiley
Good stuff!
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Read May 11, 2008, 10:14:37 am #23
monoRAIL

Re: Go Beryllium! (DEMO)

DEMO

http://cokane.com/games/beryllium/files/go_beryllium_beta.zip

Please post feedback and bugs and let me know if your name shows up correctly on the high score table.

Highscores are here: http://cokane.com/games/beryllium/displayscores.php or just select highscores from the ingame menu.
« Last Edit: May 11, 2008, 03:45:46 pm by monoRAIL »

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Read May 11, 2008, 04:18:48 pm #24
Edge

Re: Go Beryllium! (DEMO)

Downloaded and tried it out.

Nice visual/audio style, it suits the theme.  Smiley
Though I personally didn't like the black edges of the enemy bullets... but anyway.

I entered my name and clicked on highscore. So my browser started to load something, but there was no new site he was trying to access. I am on a weird version of the IE. I just checked to see my last browser update was in 2004(!) so maybe it is simply to old...

I am sorry but my machine is probably the worst case for a coder as I never change anything until it breaks. Which means I am running on pretty low specs and in many cases outdated drivers. Still you have a lot of cassual users with similiar crappy setups. Tongue
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Read May 11, 2008, 04:40:42 pm #25
monoRAIL

Re: Go Beryllium! (DEMO)

Edge - thanks for testing it. You may have accessed the webpage while I was uploading a new version. If your browser can display a php forum like this it should have no problem with a simple php scoreboard. Your name entry was submitted correctly to the scoreboard.

It's good to hear the game runs ok on an older computer!
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Read May 11, 2008, 04:55:22 pm #26
Edge

Re: Go Beryllium! (DEMO)

Beeing shocked myself about my old browser version, I just installed a new version of Firefox and retried accessing the highscoretable, which worked very well this time. But yeah maybe you were uploading a new version at the same time. Smiley

I was always afraid of switching to Firefox because of importing all my bookmarks, but I think it is about time I changed. Actually my old browser was starting to annoy me with random frozes.

Besides your game is giving my machine a little bit trouble. It sometimes goes into slo-mo and then switches to super highspeed to make up for the time loss. But it is still playable,as it doesn't happen to often.
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Read May 11, 2008, 05:06:44 pm #27
serprex

Re: Go Beryllium! (DEMO)

The game hangs for a few seconds whenever it goes from game to menu or menu to game (well, only a couple seconds when going from game to menu)

Background is fine enough, when actually playing you're too busy dealing with the massive amounts of round bullets which make it hard to choose which ones to ignore. Not to mention that love for inertia you have
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Read May 12, 2008, 12:52:56 am #28
berilium

Re: Go Beryllium! (DEMO)

DEMO

Yay! Downloading!
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Read May 12, 2008, 01:40:10 am #29
berilium

Re: Go Beryllium! (DEMO)

I just gave it a go and I really like it. It frozen my PC only once, after I died. But no more than that. And no lags only when switching to the title screen where I think it lags a bit due to Internet accessing to post the score?

I like the overall feeling but the inertia thingy make it even harder to play with all that bullets around you going all directions. I felt I died unfairly because of that Sad

Some times my ship flied really fast after releasing the held button. Kinda like as though it was accumulating speed. I only notice that when playing with a joystick though (which in general I found more difficult to play with).

I like the weapon power-up. Really nice indeed.

I didn't really notice but I saw my score going up even though I was already killed. However the online scoreboard reflects the correct one.

Great job monoRAIL!!I will keep on playing and will see if get used to the inertia.  Roll Eyes

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Read May 12, 2008, 03:55:41 am #30
monoRAIL

Re: Go Beryllium! (DEMO)

Thanks for the feedback everyone - it's very useful. I will be making a few changes before the final release. There's a lot of bugged names showing up on the scoreboard - please let me know if it's your name so I can figure out what's causing the bug.

By the way, my domain is down at the moment. Should be back up in a day or two.
« Last Edit: May 13, 2008, 01:38:05 am by monoRAIL »

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Read May 13, 2008, 11:35:09 am #31
crunchysaviour

Re: Go Beryllium! (DEMO)

Hi Conor,

I joined this forum just to comment on this game!  Grin I like the theme, being a physics graduate with a penchant for destruction. I love the quarks of various colours and flavours. Awesome!

I downloaded the demo but I found it too hard! The beryllium atom is quite big and it's very hard to dodge the photons, as they seem to be fairly evenly spread across the screen. I only lasted about 30 seconds to a minute, even after 4 or 5 tries.

Also, the photons don't seem to disappear after they've hit my atom. It seems like the photons can sit over the atom and damage it until it dies - or is it to do with how hard they hit the atom?

I think the energy bar is too difficult to see, and the "danger" warning is too small to really be noticeable. Perhaps the electrons in their orbits could glow and pulse with the music, green to start with and then speeding up in their orbits, turning red and glowing more as the atom loses health.

I appreciate that you're nearly finished and these are all big things to change, but here are some more things I'd like to see.

-When the beryllium atom finally explodes, it could split into its component electrons, protons and neutrons, with them flying out in a burst.
-Mouse control of the atom.
-You could adjust the time that the quarks stay on screen, as an alterable aspect of difficulty.
-I think this one is a huge alteration, but as the atom gets bombarded with photons it could lose protons and neutrons and electrons, and become a lesser atom or isotope! Then, somehow, you could incorporate the possibility of combining with extra subatomic particles (and maybe require the input of energy somehow) to allow the atom to grow back to its original beryllium form...

I'm no game developer myself (although I've got some ideas, but there's a gulf between my dreams and my powers!) but I know these things take a lot of time. It would be selfish of me to expect you to implement any of these things.

You've made an awesome shooter with an original premise, and I look forward to the final release! Well done!

Anthony
 
Read May 13, 2008, 11:37:48 pm #32
Sar

Re: Go Beryllium! (DEMO)

High-score table seems to work for me.

And man - the most stylish shooter I've played in a long while!

I think the only criticism I have at the moment (I've only played it a couple of times, I'm caught up with too many other things right now :/) is that I'm not entirely sure where the collision bounds for the nucleus are... I'd presumed it would be literally the whole of the nucleus, but I'm sure I've passed through gaps that wouldn't fit through without getting hit.

The pick-up-energy-or-die thing is pretty neat; it gives another reason to go after the baubles other than "score yay!". ;-)
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Read May 14, 2008, 02:10:31 am #33
monoRAIL

Re: Go Beryllium! (DEMO)

Crunchysaviour - welcome to the forum! It's great to hear that my game has drawn someone new into the world of shmups! I'm hoping more science fans will spot the game and be attracted by the details.

I've had a lot of feedback suggesting the game's too hard, so I will be including an easy mode in the final release.

It's a common feature in shooting games, particularly ones with lots of bullets, called bullet-hell or curtain-fire shooters, that the player's collision box is much smaller than the actual graphic. In this game you only get hit when an enemy photon hits your central neutron - the little grey 'N' in the center of the beryllium atom. This is how you can squeeze through the tiny gaps in the bullet patterns. There are some situations where there is no escape at all, and then you must use the shield. The shield only uses a small amount of energy so you should use it often. I sometimes fire the shield on EVERY beat when the action gets very hectic to constantly clear away bullets while I chase after large quark clumps. Firing the shield on the beat in time to the music makes it much more effective.

Thank you for your gameplay suggestions. I'm trying to get the game finished for a competition in July and there are still some bugs to fix, but I'll try to incorporate a few new features before it's finished.

Sar - thanks for the feedback - read above for details about the hitbox ;-)

ps, my website should be back up again now - the domain had expired!
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Read May 14, 2008, 02:36:40 am #34
Edge

Re: Go Beryllium! (DEMO)

I also would like to comment on the gameplay. I think it is already pretty good but a bit too difficult so It sometimes becomes frustrating.

I think one thing which makes the so game difficult is that bigger enemies have a lot of Hitpoints. And if you can't destroy them fast enough the screen will soon be clustered by enemies and bullets. I think if you give the enemies less HP or make them leave the playfield sooner it would positively affect the gameplay. I reccently tried it a few tries again, but when I was driven to the opposite side of a group of enemies (esspeccialy those guys who circle in groups, shooting mean red bullets and needing some hits) I had a really hard time recovering. Because when I finally get to hunt those down there are already a lot of other enemies on the screen. And the general survival becomes very hard, because I messed up to destroy some enemies early enough.

Also I think the boss battle would be more fun if there would be less enemies interfering, as it is hard to destroy them. Or as the boss self destructs it after a while, it would be useful if the player shots go right through the boss, so that the player is able to attack all the other enemies.

Maybe more control over the special weapons would also be nice. For example I thought the homing circles are pretty useful for the first boss fight. But to get the weapon on the boss fight requires me to fill my energy bar fully twice. Which I could hardly do on purpose.

How about giving the player the homing weapons on maximum energy. And the cathode gun is activated when the player gets into the danger-status. So the gun is trying to help the player who is already struggling with the survival. Now this gun is reward for the more experienced players, giving the newcomers a even more harder time.

Anyway that are just my 2 cents, I think the game is already pretty nice.
« Last Edit: May 14, 2008, 02:39:46 am by Edge »
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Read May 14, 2008, 02:50:40 am #35
Avist Torch

Re: Go Beryllium! (DEMO)

Heh, most awesome concept for a shmup that I've seen.  You weren't lying when you said it'd be difficult. 

I like the game, although some enemies could die a little faster.  Then again, we don't want it to be *too* easy.  Wink
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Read May 14, 2008, 04:21:41 pm #36
Linley

Re: Go Beryllium! (DEMO)

Well, I've had a chance to play Go Beryllium! and I like it. I found the repulsion shield thing difficult at first, but when I worked it out it was very effective and felt nice to use. It gives a really involving rhythm to the game. Also, the explosions are great. Nice subatomic particle paths Smiley. Got up to the black hole a couple of times but didn't last very long against its evil bullet vortex. Anyway, here are some more comments:

- Sometimes it's hard to tell exactly when the beats occur - maybe the player atom pulse effect could be more obvious - larger, or a different colour - to make it easier to identify the audio cues. Or maybe I just have no sense of timing.

- It would be nice to have a small sound effect when you pick up a quark. I find it hard to work out whether I'm picking up all of the quarks or whether most of them are just expiring.

- I think the bullets could do with some more variety. It was nice to see the purple Hawking radiation, but maybe there could also be large bullets, small bullets, lumpy bullets, flashing bullets, pulsating bullets, bullets with small comet trails after them, etc. Most of the time I only saw red and orange bullets (mind you I only got up to the second stage).

- The way that bullets come out of electrons combined with the way the atoms move means that you end up dodging through a kind of random lumpy cloud of bullets. I really like the radium atom because it produces an interesting spiral pattern which stands out by being yellow. I think the bullet cloud would be improved if more of the enemy atoms stopped in place, or maybe moved in straight lines or circles or otherwise predictably, before firing distinctive bullets in a regular pattern. A certain amount of bullet cloud chaos is fine, but it would also be nice to see some structure underlying it. Even if the structure only lasts until you hit the shield key.

- The main weapon feels weak, especially compared to the way the cathode ray seems to cut through everything in your path. The bullet graphics are nice, though.

- Sometimes the game interprets quick repeated presses of fire as holding down fire, and activates the focussed attack. Bug or feature? (I'm using a keyboard)

- Glad to hear (via 2bears) that inertia will be optional Smiley Inertia means that if I'm on critical energy I'm doomed, because I can't use the shield and it's very difficult to steer through the bullets without precise control. It's not so bad for the fast movement mode, though. And I like Edge's suggestion of giving the player a better weapon while low on energy.


Also - I had a look at the Eegra competition and thought about entering as well, but decided against it when I read the terms and conditions. In particular I don't know why they think entries couldn't be subject to classification, and why they want all of those indemnities(!). Pity, though - otherwise it looks like a great competition, and it's an Australian site. Oh well.
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Read May 16, 2008, 01:40:09 am #37
Sar

Re: Go Beryllium! (DEMO)

I've gone back and put some more time into this (spurred slightly by noticing that I'd slipped several places down the scoreboard since the last time I played ;-) and have a couple of other comments.

Firstly, the quarks... seem to me to fade out just a little bit too fast, to me. Pretty much all the time, unless I went for a mad dash for them as soon as the enemy atoms popped, they'd be fading out as I got to them. I wonder whether I'm using the shield right, though; I'm being pretty reluctant to hit it, 'cause it loses me energy and you seem to need an awful lot of quarks to replenish energy.

Secondly - speaking of quarks, the uranium atom doesn't seem to give off very many, by comparison. Or perhaps it's just that they're fading away quickly, but well... comparing it to the Lithium and Carbon atoms in terms of both difficulty and quarks gained as a result, it seems somewhat lacking. Does it vary by how much you shoot it?

Speaking of which, I got to the black hole once with about half a gauge, and died from running out of energy; I'm pretty sure I didn't get hit by any of the bullets, but I also didn't see any quarks at all to pick up, and I'm fairly sure there weren't any enemies, either. It was pretty frustrating, though, doing all that dodging only to basically time out. :/

Still, it's amazingly fun, kept me occupied for a good long time that I should probably have been doing work in. ;-)
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Read May 16, 2008, 02:57:20 am #38
monoRAIL

Re: Go Beryllium! (DEMO)

Thanks everyone for such detailed feedback. This is really useful stuff!

Edge - Good idea about having the enemies leave. At the moment no enemies ever leave the screen. I thought it would be fun to swamp the player and push the torque engine to its limits by not having anything leave, but I guess it's just becomes cluttered and less fun. There needs to be some enemies during the boss battle so you can replenish your energy with their quarks, however if you get to the blackhole boss there are no enemies. It emits a stream of quarks so that stage is purely about dodging. I also like the idea of a last-resort weapon for when the player is about to die. I'll think about that some more.

Avist - I think a combination of having the bigger enemies stay still for longer (as Linley suggested) and also having them leave after a set time should offset the difficulty in killing them.

Linley - The subatomic particle paths are inspired by bubble chamber photographs, which is actually an old technology now as it's all done with digital imaging these days, but they look really cool so I had to incorporate them in some way.
I will try a sound effect for the quark pickup, however since pickups don't always happen 'on-beat' this might not sound good. I'll have to experiment with that.
The clumpy bullets is a problem. I think your suggestion of having larger enemies stay still for longer will help this. I might try to have them spray more interesting bullet patterns when they stop too.
You must be pressing fire bloody fast to get focused fire from rapid presses. I think I wait 200ms after the initial press to see if the button is down, and if it is I trigger focus fire. I hadn't bothered to check if the button was released and re-pressed in that short time! You only need to press fire once every 2 or 3 seconds to do normal fire.
As for the inertia - I like it on, but most shmup players like it off - so I may as well give the players what they want. No point in being stubborn.

The Eegra contest was just something that came up right when I started working on the game, so I decided to enter it. I don't expect to win as my game doesn't really suit their theme, but I find I work better with some time pressure and it's good to have the contest community spirit to inspire me.

Sar - After the 3rd wave or so you will find that you need to press the shield once every 3 or 4 seconds, and you need to kill every enemy within a few seconds of it entering the screen to maintain your energy, and to prevent the screen filling with bullets. You also need to stay on maximum energy most of the time. It becomes very hectic and intense, but the quark supply stays just ahead of your energy depletion combined with shield use. I spent a long time balancing this - it is very hard, but it's not impossible. One person has beaten all 8 waves already.

Yes the bosses don't give off the correct amount of quarks. The small enemies give off 3 quarks per nucleon, as they should, but the bosses should spray out hundreds of quarks if I kept the true ratio, and this would slow the game too much. The black hole spews a stream of quarks which fade out just after they pass its event horizon, so you have to stay REALLY close to it to collect them. It gets easier as the black hole shrinks. Use the shield lots - there's enough quarks to pay for the shield use.
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Read May 27, 2008, 02:46:30 pm #39
monoRAIL

Re: Go Beryllium! (DEMO)

Progress! I've added the colour gameplay mechanic now. Every time you pick up a quark, the coloured bars on the top left adjust to show the ratio of colours you've collected so far. When you max out your energy a powerup is selected based on your top colour.

Red = Cathode Ray, Green = Neutrino Stream, Blue = Boson Barrage.

This way you have some control over what weapon you'll get next, so you can plan ahead and pick the right weapon for the situation. I've also added an easy mode (where the quarks live for longer and the enemy bullets are slightly slower) and I've made the inertia optional.

Also - a new boss... the Higgs Boson! Stay back, it has antimatter tentacles!

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