Super Galaxy Star

Winzenheimer

  • Posts: 97
Play Super Galaxy Star [Animation Test 1]

Okay so apparently my desktop did something to offend my laptop, and now the two won't talk with each other over my private network anymore, and I have to use a thumb drive to ship file between the two.

Whatever, thing is I do all my pixel art on my desktop; because awesome monitor and more comfortable, but the laptop has internet access. So instead of doing small updates like I said in my last post :V, I'll try doing these larger interactive updates that display the graphics of the level I'm working on. Not sure how to do enemies and bosses yet, but I'll think about that latter.

This test demonstrates: Level 1 (Spaceport), the Ovbius player sprite, and player effects (thrust/brake/shooting)

How does it look? Please post any animation errors or suggestions bellow!

« Last Edit: June 08, 2011, 07:43:47 pm by Winzenheimer »

DaPatman

  • Posts: 14
I would suggest there doesn't neet to be a burst from the jets when moving to the left, as doing so is equivalent to the ship slowing down.

Winzenheimer

  • Posts: 97
I see what you mean DaPatMan, I'll toy with the animation some more. Although my intent was to show the ship "adjusting" or shifting gears to slow down.


Play Super Galaxy Star [Animation Test 2]

This test is showing of the second playable character's sprite, as well as the near finalized HUD and Level 3.

I'm starting to think that the player's laser needs to be darkened or something, it sort of disappears in front of the lava.

Winzenheimer

  • Posts: 97
Completed the backgrounds for 2 more levels!

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They have a much bigger impact when you see them in-game, but I haven't programed or sprite anything else yet and this is why I didn't do an animation test.

Just 5 more BGs left! or maybe there's a sixth! ooooh-oooooooh, it's a mystery!

Rhys

  • Posts: 1046
Those backgrounds are beyond awesome. Brilliant job.

Strasteo

  • Posts: 322
Pretty darn sexy. Really feels like a shmup!

Winzenheimer

  • Posts: 97
Thank you guys!


I hope to have a boss completed by tomorrow night, or maybe a new level/player sprite. I'm skipping on any development tonight (or, at least for the rest of the day) because I'm getting a new bigger desk. Hooray! No more cramped workspace!

dineyin

  • Posts: 110
This is looking really cool. I see that the exhaust flames are yellow on the "Chillen" screenshot, I think it might be intersting if you changed the ship sprite as well a bit depending on the level (like it could have a bit of snow on the wings)

Winzenheimer

  • Posts: 97
Thank you Dineyin, I'll give it a try, but I'm trying to use as few actors as possible to keep a solid FPS.

Sorry to be so inactive guys, I hit my bandwidth cap last month and got to enjoy the experience of only having internet access on my BlackBerry (read: Destructoid, and about 3 Youtube Channels, that's it.), but I have remained very active on Super Galaxy Star. Most of the pieces are in place and I can start building levels now, on my next update I'll try to have a playable level built. Boss included.

As proof of progress, here's a turret:

Not finished yet, but good enough for testing.  ;)

I've also put together a camera scrolling behavior called Shmup Camera, it allows you to have scrolling levels without the highly noticeable jitter effect. It's also programmable, so you can give it commands at certain points in a level (Such as, stopping and ending the level. You can also easily add new commands.). It's on the Forge now as Shmup Camera Pack v1.

« Last Edit: July 02, 2011, 12:41:00 pm by Winzenheimer »

Jon

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  • Posts: 17524
This is definitely your best take yet. Looking forward to the final game.

Winzenheimer

  • Posts: 97
Thank you Jon!

This week has been a killer (as is typical with July weeks ::) ), but I do have a mock screen shot of level 2 as proof of progress:

Although it's missing its background, which I hope to work on tonight, everything you see in is working in-game.

Oh, and apparently when I upgrade to my next phone (<3 Droid Bionic <3), Verizon will be nice enough to grandfather my unlimited Blackberry plan over. So I might actually be able to stay active on the forums again! Hurray!

« Last Edit: July 14, 2011, 12:10:16 pm by Winzenheimer »

Winzenheimer

  • Posts: 97
Originally this was going to be a simple "dodge asteroids" level, and while that is still mostly true, I felt like that wasn't enough, and didn't make much sense story wise. So I've included some mining elements to the level to add enemy variety and a story reason as to why the player needs to fly through this massive asteroid.



On another note, I've become extremely interested in mobile game development and I'm planning on making a mobile version of this game (probably with a new story/levels) called Galaxy Star, using 8-bit sprites, chip-tune music, and the like.


« Last Edit: July 30, 2011, 12:11:09 pm by Winzenheimer »

KungFuFurby

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  • Posts: 487
I know of a NES tracker that I can use to make real NES music, if you want.
Hi, all! I'm KungFuFurby, music composer. If you're looking for some music for your game, just PM me.
My Works List for Non-Stencyl Games
My Works List for Stencyl Games

Hectate

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  • Posts: 4643
The Musagi music creation program has "xnes" or something which is a simulated NES sound chip essentially.
:
:
Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

KungFuFurby

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  • Posts: 487
Wrong. I've got the wrong OS for that one... I'm talking about NTRQ. I have an NES emulator that can do so, and I can easily get the audio off of it.
Hi, all! I'm KungFuFurby, music composer. If you're looking for some music for your game, just PM me.
My Works List for Non-Stencyl Games
My Works List for Stencyl Games