
TubaticPrime
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Hello Destructoid, it feels like we haven't hung out in forever. You look well. Have you lost weight? Part of the reason I haven't been musing out like a bandit on the c-blogs lately is that I've been tinkering with the idea of maybe designing and making my own games for the past few months. I don't actually have much to show for it, except this game right here! Rubber Duck Zerocraft, First Version for Other People! Fair Warning: It *should* be just as easy as unzipping the .exe and running the .exe. It shouldn't cause any problems. If it does, I'm sorry: I've no idea where to even begin troubleshooting it, and honestly, it may not be worth the effort to. You probably have much better games to get running on PC than this prototype. I highly recommend playing this with a controller. Grab JoyToKey (its free) and give yourself a button for Shift and a button for Space.
There isn't too much to it, really. I wanted to get a good grip on how GameMaker works, so I more or less built this game out of the tutorial for 2D shmups on the GameMaker Tutorial page. I mainly wanted to try creating a shmup without projectile attacks. The focus is on defense and avoidance. My main concession is that I can't do art especially well. If you pretend, in that regard, that I am 5 years old, this may be acceptable. I'll eventually pick up the full version of GameMaker and add some sweet particle effects, but for now, that's what's up. It doesn't necessarily need more priming than that, so I'd love for you to give it a shot and give me your opinions on it Any of it. I want to call my self effectively done with this incarnation of the game, so any feedback will help me improve my gamecraft and possibly make a better, more involved version 2/ sequel in the future. I've got a few other neat ideas I want to scratch out, which I hope to produce much more efficiently than this one! Have fun and let me know what you think!
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But it's a damned good effort and I look forward to seeing what you can do with some more time spent on a game.
@meteorscrap
Oh wow. Nice catch! I wanted that sub boss to be a good reason to use the full field of play, but I can definitely see how getting up near the top breaks the mechanic a bit. Last thing I did was make him a more obvious superficial threat (made him bigger, made his shots more distinctive with size and sound), but I didn't make him that much of an energy/damage threat to take out.
That also points out that the waves are mostly a matter of breaking through the line when it comes. I considered having another sub boss that just rams straight down with no shots. Will have to throw him into the mix, for sure. Along with rebalancing damage values across the board
@Son of Makuta
Not a bad run, actually! UNder
@DaedHead
Lack of player projectiles is 100% intentional! I've seen shields come into play in a few shmups. Jamestown has a really cool implementation of a similar pulse mechanic mixed in with traditional shooter arsenal. But the idea of having nothing you could do offensively at range seemed like a fun challenge to take on. I've got a couple platformer ideas that play with a similar defense-first setup, too.
Definitely down to contribute and collaborate at some point!
Meant to say there that I averaged around there on my last few test runs.
Definitely agreed. I added sound to the game just this weekend, and that alone makes it pop significantly by comparison. While I was working on this, I imagined something like the first stage music to UN Squadron.
If any of these projects really start to cook, I'll probably troll for artists to help kick it up several notches.
Also, that start menu needs some work for multiple playthroughs. Each time I start a game I have to click ok 3 times.
Interesting concept, if I was better at Shmups I could better tell you how to better design the shmup.
Thanks, and thanks for the retweet!
@Alpha Deus
I may take you up on that! Thanks for the offer!
@manasteel88
Yeah, tutorial was extremely last minute and needs some fixin. When I realized I couldn't just hand my wife the controller and let her rock it, I threw that in for primer. I like that its there the first time, but it is pretty lame for repeated playthrough (and the timing is nasty) Happens to clear with SPACE, but def. not a cool implementation.
I've got a few blogs "on deck" :) I definitely miss participating in the community, but it looks like the clogs have become super active since December, which is awesome!