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|-+ Marvellous Twilight [compo version completed!!]

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Read September 20, 2006, 04:30:42 am #0
Adigun A. Polack

Marvellous Twilight [compo version completed!!]

After a serious chat and get-together between me and Relsoft (Richard Eric M. Lope) just now on coming up with some fresh new ideas, we both have just now decided that we are gonna enter this new competition together!!!  Wink  Let’s go for it now!

Our newest entry is gonna be called Marvellous Twilight.  Check out this new title design that I have made here:



In this game, instead of using witches on brooms as characters, how about something fresh and original: people riding magical flying scepters!!!  Creative, yes?  Grin !

Now in this game, when you first press and hold the fire button down, your shots fire in a rapid stream, right?  BUT, keeping in true tune with this “Autofire 2007” compo here, here’s the MAJOR draw: there is gonna be an all-new Rapid Firepower Growth (or RFG) system.  Now, what this system does is this: upon continually holding the fire button down, the RFG system meter will grow *slowly* in level increments, thereby increasing your firepower!!!  But let go of the fire button, and the RFG system meter slowly drops down and down, until it eventually reaches empty, sending you back to firepower level-1.  Get the picture?  Cool

As well, there is gonna be a powerful secondary weapon system in which you can fire away MUCH stronger shots.  A tap of the “secondary weapon” button launches it, another tap then will cause it to stop firing.  And as that weapon is launched and continues firing, your RFG system drains a bit faster, sacrificing your level of firepower (so players oughta use some real timing on where and when to fire this baby, you know what I mean?  cool1 ).  However, for as long as your secondary weapon is not fired, your RFG system continues as normal.  Also, how powerful your secondary weapon is *will* depend on the firepower levels of your RFG system.  The higher your firepower level on that system indeed, the MUCH stronger your secondary weapon will be!!!

This game Marvellous Twilight is gonna be displayed in a 320x240 graphics resolution.  Rel will be doing the main programming, and I will be doing all the original graphics, sounds, and music.  So all in all, this is gonna be a team effort by both him and I.

And by the way, credit goes to Rel on this.  He had the idea for him and I to enter this contest together, after all.  Wink !

Please wish us well on this new entry, and to all of you that are currently entering this compo, I wish you all some good success!!!  d=police=b



UPDATE (on January 31, 2007):  The compo version is NOW completed, and a lot has changed!!  It has two (2) chapters, and a whole lot of amazing cute-em-up action... and it is available for you to download.  I have disabled the intro to prevent the game from crashing after selecting “New Game” from the title screen.  Wink

Anyway, do enjoy this compo version of Marvellous Twilight!!!  Grin
« Last Edit: January 31, 2007, 11:46:40 pm by Adigun A. Polack »
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Read September 20, 2006, 04:35:14 am #1
the2bears

Re: Our newest entry is “Marvellous Twilight”.

Hey, Mr. AAP, glad to hear we'll see another game out of your partnership with Relsoft.  The more entries the better Smiley

Bill


the2bears - the indie shmup blog
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Read September 20, 2006, 04:45:31 am #2
pixelizr

Re: Our newest entry is “Marvellous Twilight”.

Quote
people riding magical flying scepters

"Suteki desu wa, Sakura-chan!" Grin

[attachment lost, please re-upload]
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Read September 20, 2006, 04:50:32 am #3
Adigun A. Polack

Re: Our newest entry is “Marvellous Twilight”.

Hey, Mr. AAP, glad to hear we'll see another game out of your partnership with Relsoft.  The more entries the better Smiley

Bill

Well thanks, man!!  Wink=b  Look, if I can remember the last game that me and Rel partnered each other with, it was Frantic Journey back in 2002-2003.  That was in QuickBASIC back then.

“The more entries the better”?  Hey, I agree with that!!!

Also, remember my last entry from the Dragon Shmup competition called Dragon Dancer?  While it did not win, it was *surely* one of those entries that has surely touched and captivated the hearts of a lot of people in these very forums here!  Yep, I’m a pioneer, you know what I’m talking about!!!  Cheesy

My inspiration for our new project Marvellous Twilight came originally from the Irem 1992 arcade shmup called Mystic Riders (or Gun Hohki in Japan).  Some people have heard of it, but if you have not, please take a look at it here and here.

Thanks again, the2bears!!!  Cool
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Read September 20, 2006, 05:03:01 am #4
Pixel_Outlaw

Re: Our newest entry is “Marvellous Twilight”.

Quote
people riding magical flying scepters

"Suteki desu wa, Sakura-chan!" Grin
Is that Card Capture Sakura? Hmmm i think that show was on a while back when there were like 4 card anime on at once........


Ahem anyways Good luck Buddy. Smiley Why 320x240 though?



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read September 20, 2006, 02:01:05 pm #5
relsoft

Re: Our newest entry is “Marvellous Twilight”.

Quote
people riding magical flying scepters

"Suteki desu wa, Sakura-chan!" Grin
Is that Card Capture Sakura? Hmmm i think that show was on a while back when there were like 4 card anime on at once........


Ahem anyways Good luck Buddy. Smiley Why 320x240 though?

AAP likes the retro feel.

As of right now, the object handler is finished so all enemies would have autofire(Matt has seen the object and bullet hell binaries).  the actual windowed mode would be 640 by 480(we're just writing to a 320 * 240 buffer).  At render time, we would apply filters to make it bigger.

The filters that are already implemented are:

1. Scale2x(software/ASM)
2. Scanline2x(software/ASM)
3. Bilinear Filtering(OpenGL/GL_LINEAR)
4. Nearest Filter(OpenGL/GL_NEAREST)
5. Prolly would add bloom and and a high alpha test.

Bilinear and nearest does not work with AAP's laptop (prolly integrated video prob) but scale2x and scanline should work with every computer.



Hello
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Read September 21, 2006, 08:31:14 am #6
Art_Sempai

Re: Our newest entry is “Marvellous Twilight”.

Ah...Just wondering Relsoft are we still working on our fresh and original people riding magical flying objects game.? Huh?
I know the rules say we can work other teams games... but geez...
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Read September 21, 2006, 08:52:44 am #7
relsoft

Re: Our newest entry is “Marvellous Twilight”.

Art Sempai, As I said we have lots of time.  The object and bullet handler I'm making for this game could be reused as it is API independent.  I'm usually on YIM if you want to talk.

Hey guys, can you test the filters for this game. I just made a mock up or something as the sprites are temporary.

Tell me what runs best and what should be the default.

There are 5 filters all in all. Download is attached. Thanks!




[attachment lost, please re-upload]


Hello
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Read September 21, 2006, 09:32:08 pm #8
Adigun A. Polack

Re: Marvellous Twilight

Hey!  Wink  I said people riding magical flying scepters; here is my first original design of one so far:



Now all I need to do is to fit an original anime-based person on it and we’ll be all set, you know?  Grin

So what do you think, guys?
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Read September 23, 2006, 11:45:52 pm #9
kemical

Re: Marvellous Twilight

Nearest OpenGL is the best by far (for me), super smooth motion, without the fuzzyness of bilinear filtering.  All the others ran in bursts of smoothness, fast slow fast slow.. etc
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Read September 24, 2006, 10:59:59 pm #10
Pritchard

Re: Marvellous Twilight

Well I can't wait . . . I was entered in but you know I haven't coded a single line in a month now, so I don't see that happening.  ^_^;; You can do it Adigun!


I will live forever, or die trying >_<;;
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Read September 25, 2006, 04:55:57 am #11
Adigun A. Polack

Re: Marvellous Twilight

Thanks, Pritchard.  I am glad you are rooting for me here!!  Wink

Now then, I promised you an original anime-based person to ride on a magical flying scepter, and here it is:



Not bad at all for my first full sprite-art piece in this project, you know?  Cool  And this is just the beginning of something big that I am gonna do in terms of at least the graphics for this game.  Plenty of time left, hey, I am as confident as ever!!!

Also, about the person riding the scepter in this post, her name is Princess Rhemi, age 16.  She is gonna be one of the main characters in Marvellous Twilight.  I plan on animating her hair a bit later.  I will keep you posted soon, ok?  Grin
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Read September 25, 2006, 05:14:54 am #12
Pixel_Outlaw

Re: Marvellous Twilight

Nice to see some more work. I'm sure that you will achieve your usual standard of excellence one again! Smiley



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read September 25, 2006, 05:49:39 pm #13
Adigun A. Polack

Re: Marvellous Twilight

I sure will, my man.  I sure will, just like I did on the compo version of Dragon Dancer in the graphics department.  So expect nothing less than some excellence from me in this very project, and with Rel doing the main programming indeed, there is no stopping us!!  wink1 !

Thanks so much for your fine reply, Pixel_Outlaw!!  Cool
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Read September 25, 2006, 05:53:56 pm #14
Matt McFarland

Re: Marvellous Twilight

Interesting title, and idea!  My only complaint is the art seems a bit too pixelated for my personal taste!  Is that how its going to look in game? Or did you just zoom it in?


Matthew A McFarland
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Read September 25, 2006, 07:32:34 pm #15
Adigun A. Polack

Re: Marvellous Twilight

Actually Matt, all I did was zoom it in close on that last pic so that people can see it easier.  I promise you now, the actual sprite will be much smaller in-game than was presented the last time, like this:

     

That is how normal sprites should be, my man!!  Wink

As you can see, I have just animated the hair of Princess Rhemi as she is riding a magical flying scepter.  How do you like it?
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Read September 25, 2006, 07:40:19 pm #16
Matt McFarland

Re: Marvellous Twilight

ahh cool! looking good AAP!  Cool


Matthew A McFarland
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Read September 25, 2006, 08:55:06 pm #17
9_6

Re: Marvellous Twilight

so may i asume that that red-yellowish thing on her head isn'ther hair but a helmet then?

I'm curious on what you'll come up with.
good luck  Wink=b
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Read September 25, 2006, 09:18:36 pm #18
Pixel_Outlaw

Re: Marvellous Twilight

You might make the line a verticle line since it's a profile rather than a front view...



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read September 25, 2006, 10:09:46 pm #19
Adigun A. Polack

Re: Marvellous Twilight

so may i asume that that red-yellowish thing on her head isn'ther hair but a helmet then?

I'm curious on what you'll come up with.
good luck  Wink=b

Actually, 9_6, that red-yellowish thing there *is* hair (I made it the best I can, really, as this is my VERY first time creating a sprite-art involving an anime-based person at all!  Smiley ! ), not a helmet.  Also, I want to make the game as whimsical, magical, and even as humorous as I and Rel can, all while keeping the very manic style of shmup here.  Expect to see a lot more graphics from me as I go, ok?  Thanks a lot!!  Cheesy

And Pixel_Outlaw, please show me what you mean by a vertical line because I am not sure here.  I just want to have some ideas on that, that is all.  Thanks to you as well!!  cool1
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Read September 25, 2006, 10:21:44 pm #20
Pixel_Outlaw

Re: Marvellous Twilight

Heh I meant to say the eye.



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read September 25, 2006, 10:33:55 pm #21
Adigun A. Polack

Re: Marvellous Twilight

Oh, I did not know that!  Thanks again, man, now I got the idea!!!  Wink=b !

One question though: how exactly were the eyes properly drawn when drawing regular anime-based character sprites like the one I just made?  If you can show me some character ideas from different games and/or some tutorials that would help me out, that would be *most* appreciated, Pixel_Outlaw, alright?  Grin

Once again, thank you so much!!!
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Read September 25, 2006, 11:35:37 pm #22
9_6

Re: Marvellous Twilight

I couldn't find any propper sideview seiken densetsu character so i just edited your image to show you how to create some generic sideview eyes.
As you can see there's no big trick behind it.

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Read September 26, 2006, 02:50:58 am #23
Adigun A. Polack

Re: Marvellous Twilight

Bingo, that’s the one, 9_6!!  That is the one.  Grin

Thanks a ton, man, as I am gonna be using this one!!!  Man, it is just those little details like that that make sprite-art so worthwhile to learn and be amazed by, you know what I am talking about?  Wink=b

I will show you my updated design of Princess Rhemi after I do some touch-ups like that, ok?  Good!
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Read September 26, 2006, 03:36:37 am #24
Adigun A. Polack

Re: Marvellous Twilight

Ok guys!  After some touch-ups on the eyes and hair of Princess Rhemi, here she is now:

   

Much better here, I think!  Wink  What do you think of her now?
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Read September 26, 2006, 03:53:15 am #25
relsoft

Re: Marvellous Twilight

Hey guys...

Bullet hell test

AAP, try to see if the GL backend works on your laptop. :*)

Download attatched.

BTW, this would be an OpenSourced Game. Smiley

[attachment lost, please re-upload]


Hello
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Read September 26, 2006, 02:24:34 pm #26
Neji

Re: Marvellous Twilight

Hello,

I just gave a try on the pc i am using at work which have rather low specifications: (not a laptop)

--------------------------------
Win2000 Pro
   
Intel Pentium IIIE, 800 MHz (6 x 133)
256 Mo  (SDRAM)
   
Carte vidéo   Intel(r) 82815 Graphics Controller  (4 Mo)
Accélérateur 3D   Intel i752

OpenGL Core features :
v1.1 (100 % - 7/7)
v1.2 (12 % - 1/8)
v1.3 (0 % - 0/9)
v1.4 (0 % - 0/15)
v1.5 (0 % - 0/3)
v2.0 (0 % - 0/9)

Latest driver installed.

[4] bilinear/OpenGL(default)
[5] nearest/OpenGL

both tested modes do not work Sad
edit : the other modes just run fine.

Don't know if you will find this useful, but i was bored and just wanted to see your bullet hell in action which is by the way looking very good to me.

Best motivation for your Marvellous Twilight !


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Read September 26, 2006, 02:28:50 pm #27
relsoft

Re: Marvellous Twilight

Thanks!!!

At least the software ones did work so all is well. Working on the character right now.





Hello
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Read September 26, 2006, 07:24:27 pm #28
Adigun A. Polack

Re: Marvellous Twilight

Rel, I have tried choices 4 and 5 on the Bullet-hell test that you just presented, and even at the 16-bit level, it *still* did not work for me.  Cry !  However, the choices:

     [1] normal2x/software
     [2] scale2x/software
     [3] scanline2x/software
     [6] none/software


....did work, that is looking on the bright side.  Grin !

I do not want us to risk our game being disqualified, man, so I would *definitely* remove all of the OpenGL support from our game.  I mean eliminate choices 4 and 5, and leave all the rest in.  That way, we are certain that the game should work on ANY computer that has Windows 98/ME/NT/2000/XP without causing any trouble..... especially for when judgement time for the entries comes in in case the contest deadline hits, ok?  Wink

And oh.... could you make choice #1 the new default, please?  Thanks so much.  smiley1 !
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Read September 27, 2006, 02:05:59 am #29
relsoft

Re: Marvellous Twilight

Actually, the OpenGL backend should be optional. For people whose computers have 3d accelleration.  I don't think removng OpenGL support is a good idea. But rest assured, option #1(Normal2x) would be the default from now on. I just have to check for mode availabilty at startup and change render target to the most compatible.

Backend choice, should be menu based so no worries with that. :*)


Done some work on the character. Attached a turret to each follower and done what you requested of the autofire( Up to level 3).



Hello
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Read October 01, 2006, 03:31:22 am #30
Adigun A. Polack

Re: Marvellous Twilight

On my side so far, I am currently working on putting together one of my original new 8x8 fonts for this game.  Here is what I have:



It is not finished yet.  I plan on doing the same font in many different colors, too!  In the meantime, how do you like it?  Wink
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Read October 01, 2006, 03:43:37 am #31
relsoft

Re: Marvellous Twilight

AAP: Your Ikaruga laser is done. And I have already combined all the module into one engine. :*) 

I could post a demo here anytme you send me the sprites. :*)

PS. I'm defining a new common coordinate structures so that each of the enteties from Ikalasers to option barrages could share one target sturcture. what I have right now would need lots of pointer casting.



Hello
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Read October 02, 2006, 06:57:57 pm #32
DrPetter

Re: Marvellous Twilight

Adigun: Font is looking very sharp. Very retro. Although to me the look seems more rpg/adventure than shmup... but I guess the rest of the content so far does too, so that's ok Smiley

(all fonts should have gradients... I don't see why there's not a global option for that in Windows Wink)
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Read October 07, 2006, 12:12:32 pm #33
relsoft

Re: Marvellous Twilight

I made added some sine/cosine displacement in the pseudo-mode7 render for water effects. It uses sine/cosine additions to achieve the effect. (OpenGL mode would use vertex manipulation). I really don't know of this thing would make the game suck or would make it better as I can't really think of any use for it.

As for the engine:

Linked lists as parameters for both Bullet-hell and enemy patterns(unlimited). I implemented my own as I don't have access to C++'s STL lib(it would have been easier with STD::list or STD::vector).  I'm writing my exams right now so work has been a little stagnant.

Ikaruga Laser and homing missiles does not use ATN/ATAN2. Instead I used a modified dot product so It's a little faster.  I'll probably add some 3d FX (using GL primitives in GLmode or pure sofware in software mode.)



[attachment lost, please re-upload]


Hello
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Read October 15, 2006, 08:48:41 pm #34
Adigun A. Polack

Re: Marvellous Twilight

Well, well, well, here I am again!!!  Grin  Sorry for my lack of updates from earlier ( Sad ), so I WILL GET BACK TO WORK on this very game with Rel, and this time, it is for real.  Wink !

Alright then.  Recently, I have worked on the different colors of the font that I have showed you from earlier, and here now is what I have:




...and, this preliminary mock-up shot is a temporary placeholder to show you just an idea of what this game will look like:



Please note: it is just an idea of what this game will look like indeed, and the finished product of this will definitely be subject to improvement, you get it?  Cool

Now in addition, I am already working on a LOT of original music for this game, and I will be working on a bunch of the additional graphics and new backgrounds.  No kidding.  grin1=b !

And Rel, outstanding Mode-7 sine/cosine displacement effect, too.  VERY well done!!!  Cheesy
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Read October 15, 2006, 09:56:37 pm #35
Pixel_Outlaw

Re: Marvellous Twilight

I like your font shading but some of the serifs on the font ake it a bit hard to read I think. Looks like it's coming along nicely. Smiley



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read October 16, 2006, 02:39:07 pm #36
relsoft

Re: Marvellous Twilight

Quote
And Rel, outstanding Mode-7 sine/cosine displacement effect, too.  VERY well done!!!  Cheesy
I don't know, w/o bilinear filtering it looks a little too block for my tastes. But we could force it to have smoothing even on 8 bit. I'll tell you wen we have a chance to chat. :*)


Hello
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Read October 16, 2006, 06:58:52 pm #37
Adigun A. Polack

Re: Marvellous Twilight

Sounds good to me, Rel.  And I will be handing you a LOT of new original graphics from me as I work on them.  I have plenty of free time enough to do that, you know?  So with that in mind, let’s do this now!!  Wink=b
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Read October 23, 2006, 05:27:30 pm #38
Adigun A. Polack

Re: Marvellous Twilight

Ok.  Speaking of original graphics from my last post here, I will proudly show some of them to you as I work on more of the game.  For starters, take a look at this new mock-up shot showing my original new starry background that I made:



Beautiful, isn’t it?  Wink

Next, while I was recently working a lot on the new graphics, here is a piece for one of the bullet designs that I am making:



...plus, another mock-up showing another one of my original new backgrounds and even more different bullet designs I made as well:



No enemies yet, but we will get there soon.  I know that.  Grin

See you all in a bit as I continue the work now!!!  Cool
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Read October 25, 2006, 01:30:05 am #39
gandalf42

Re: Marvellous Twilight

Excellent work Adigun!  Makes me wish I had a knack for doing graphics.. I can do ok looking ships but doing the perspective to animate the left and right banking animations is completely beyond me.  It's no wonder there are so many abstract shooters coming out as it really saves on needing good pixel art.  Wink


Gandalf42  < www.shmuptacular.com >
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