Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

skalt711

40
Posts
8
Followers
13
Following
A member registered Sep 06, 2024 · View creator page →

Creator of

Recent community posts

i play 90s shmups, so I went with their aesthetics.

Now, about visibility, it's probably due to lack of outlines and me using colors with similar color. Will have to check on grayscale later on.

Quick bullets spawn from behind because I wanted to animate her hand casting them, but forgot later on.

Aaaaand yes I forgot to tick Published lol, so I ticked it just now.

I forgot to put a tick on Published, so I put it. And thanks !

0.0.5 is the scoring build btw

Updated the build, i-frames should help you now

Updated

ALSO I FORGOT THAT now weapon rank from wide shot is properly removed when you die and your rank lowers down when you die

Also I forgot to mention that there's rudimentary scoring system going on - flying glowing enemies that die quickly now get more points when they fall down if they started to fall down from a higher height

You can find legacy (aka MGGJ10) HTML build in downloads, but you need to boot a local HTTP server for it to launch at all

Now that the jam is over, I really should update the build, heh... (obv i'll move gamejam build somewhere accessible)

Yeah, I was conflicted on whether to fix spawnkill post-deadline or not while the rating system is still running.

I ended up not fixing it so that rating would strictly match the deadline version :mggj_angelica_sweat:

и хотите получить ссылку на англоязычный дискорд сервер про разработку шмапов?

будете ли вы работать дальше над игрой?

(1 edit)

счёт 200900. Для шмапа с таким коротким кругом хотелось бы больше разнообразия в плане механик, большего разнообразия в поведении противников и более выраженной анимации объектов на экране. Также усложнение останавливается примерно на 50к и для моего скилла, игра после этой точки всё равно является слишком легкой, поэтому хотелось бы усложнения атак противников

Another RPG Maker action game, sheesh

Hooked me up a lot! Also, I'm about to sleep, so idk what else to say :mggj_angelica_sweat:

This is an RPG Maker game??? O_O

Currently busy with a semi-secret game, will return to Fairystep dev *some day* after some work on secret game

(1 edit)

So, yeah, coding took me way more time than I wanted to lol, but I still worked on subtler details because I hoped that I'll wing level design later on. Didn't manage to rush it in because of lack of coding skill, so I left it in uncompleted state. waaaaaaaaaaaaaaa T_T

I'm surprised that I coded so much as a newbie. I don't know if I could patch up level design if I were a better coder 🥹

I ignored poor balance because I really wanted to showcase time-based dynamic difficulty to the point of gambling on it, and worked on boss instead of Anna i-frames. Predictably backfired on me LOL

Edit: thank yu :3

Just in case, first boss is way harder than second boss, ahah :mggj_angelica_sweat:

Regarding video, go ahead :CB_thumbs_up:

I wanted to go straight for no miss too, but I didn't expect shmup to be 15-20 min long, very brave to go for a long length in game jam 😄 

I like how Hard requires serious routing

I also regularly play shmups I guess :CB_shrug:

OMEGAbased for making it in RPG Maker

Also, is it me or character movement is capped to 30 FPS?

Incredible shmup, like, how is it made in 1 month lol????????? Easily feels like 2-3 months worth of effort (^o^)b

Btw did Hard 1cc no bomb on third try, so how does bomb look like? ^_^; 

I FINALLY NO HIT IT 

Switching to Windows 11 somehow fixed screen-sized hitbox bug on second boss that have appeard some time during the fight... Was it just a fluke?

If you ever develop it into a longer game, I'd prefer level design to resemble normal twin sticks more than bullet heavens/Survivor-likes :)

Yeah, I got picked at for unusual hitbox (^_^);; and lack of i-frames due to rushed, but hitbox is intentional

I think that I could finish the game in time if I didn't burn out at the second week 'cause I needed time to figure out how to generate enemy patterns

As for overall enemy behaviour, it's inspired from some Gradius games, which tend to have really good gameplay! Don't ask me what I could as "good" though :CB_shrug:

Yeaaaaaah, I regret elaborating boss fight instead of adding i-frames to Anna, ahahahahaahahahaha... :mggj_angelica_sweat:

(1 edit)

1) Yeah, I think I kept non-center hitbox because I wanted to visit the idea of bullets not aiming straight at your hitbox, but ultimately forgot about the idea because skaltmoment and because I put the sprite center at necklace's crystal for my own programming comfort and never revisited the idea again. Hopefully I won't forget this time :peko:

2) I'll do a toggle between faster and slower focused movement on title screen or (not implemented) service mode, I didn't do an intermediate value (aka non-integer straight movement) because I explicitly work in 320x240 resolution with some entities rounding up from floating point to integer, so I wanted integer for smoother movement. (Edit: are you okay eith non-integer *visual* movement even if it won't look smooth?)

If you're interested, I'll release the update after rating period (I'll try to keep gamejam ver available)

1) What was the first thought when you guessed where could the hitbox be? Did you have a place in mind or you really couldn't guess it?

I considered hinting at it with grazing (Lunar Bunny Invasion does it!), not sure why I didn't proceed with it, like, the code isn't too complicated since I could reuse the same logic from rocket splash damage, but just check if there's just one nearby enemy's hitbox inside the range (or terrain), that *probably* won't help against super fast bullets, but still.

2) So that shooting with two shots at the once won't become a chore in movement. The idea really is to give a little penalty for maximum firepower to force you to switch to one shot at a time when switching from one enemy pattern to another. I didn't have a lot of fun with bigger speed penalty, it felt too jerky. Didn't have enough patterns to make focused movement idea shine at ig.

3) Ah. Welp. I forgot to add sound effect for thst one. I think I thought about what kind of it to give, then gave up and never returned. Whoops. Sigh... Anyways, it's supposed to give powerups from the right side when you destroy enemies of some kind, but I never got to implement more powerup shots like rocket and (non-existent) lighting, so you might have seen how weapon rank isn't reset after picking up wide shot after you die. I really forgot about it lol.

4) Time-based dynamic difficulty increasing as you go further into the game. I wanted to decrease it if you die, but... I forgot as always :CB_shrug: not really due to crunching, I just forgot

Oh, yeah, speaking of recording framepacing, I was recording essentially an iGPU app (browser) with dGPU's encoder, and it seems like Windows spends a lot of CPU time copying composited window frames from RAM to VRAM. Linux on Wayland fares better since window frames can be DMA'ed by dGPU itself due to some PCI/PCIe specifics. Soooo maybe I should've used iGPU recorder instead lol.

Maybe recording would fare better if I locked browser to 60 FPS, had too many tabs to sscrifice my browser just for recording though.

So the standalone app is kinda important for us laptop users liking to record (^_^);; so that we use Game Capture from OBS, which directly captures the game's framebuffer.

Btw just wanted to say that crystal pickup sound is really loud (^_^);;

Incredibly high quality jam game for a shmup. 

(1 edit)

I don't know why you always get hurt at the second level. It's frustrating.
Edit: haven't rated yet, maybe I can figure out how to beat the second level

INSANELY creative powerup menu, like, woooooooow.

Anyways, if you scroll the page while the game is running, on the next time you launch the game without rebooting the page, the start screen gets duplicated and the game will essentially run doubled (except background, interface and menu ig).

Upon playing the game again in all cases, HP scaling isn't reset, so it stays at max during new game plus/second loop and all further sessions (again, until page reboot), but you retain skill points, so it makes for a different flow where early game is tedious, but mid game is ez.

No standalone version is a bit of a bummer since it means the recording has framepacing issues due to essentially 60 FPS game running in 165 FPS browser page due to my 165Hz screen.

Also, I had Flash nostalgia for some reason, been a while since I had fun playing browser games uwu

Insaaaaanely fun gameplay loop, like, it's hard to describe how fun it is lol

Cute

I wanted to reply an expanded reply, but my browser nuked it while I was busy in a uni pair. I forgor to backup reply ;-;

So, for the invincibility period feedback, I want to implement, so that you can move out of flying up anytime between 6 ticks (100 ms) after the start up until animation stops when you automatically take control of yourself. Possibly at any point after you get control back (or just between 6 ticks and only to near to when the animation finishes?), give 3-5 sec invincibility period while you flash or flicker. That'd be post-jam ver 0.0.3 (0.1 would be for completely finished first level), I don't use version control btw. The 6 ticks thing is so called "protection from dummy" (защита от дурака in Russian) so that you don't accidentally ram into terrain (if invincibility period not given) or you don't stop too low. Had more to say in expanded reply.

Also, it's rushed because I implemented lives at the last day of gamejam, so I panicked, stressed and (internally) cried, and had to ease myself by not bothering to implement limited lives and said invincibility period since I'm bad with timings due to skill issue at GMS2's event order.

Oh, yeah, about doing great on second run, currently enemies are cheesable by hugging to the right side aka pointblank. I'd like to make it more challenging without making enemy firerate too ridiculous, revenge bullets or just making it unfair/unfun I forgot what was this exact thing's name, it's a bit complicated.

So, one of the days after gamejam I worked on artificial slowdown on boss. Then I promised not to overscope and left the work as is, so I will work on boss animation since the boss moves too choppy rn.

I like giving frequent updates, though asking people for feedback takes time away from them, so I'd need to be careful.

Have to stop expanding due to math logic subject starting now, don't want browser to nuke reply draft, too lazy to back it up

I'd make the shmup longer, but I overscoped. At least I added the particle of enemy bullets colliding with terrain, so... WAIT DID I EVER FIX TERRAIN DYING DUE TO COLLIDING WITH THE PLAYER??? I think I did lol

*plot

Ngl I still have no idea of what Fairystep's should be, like, I have rough ideas around, but I'm bad at planning

Oh hey, Raymond finally made a new video about Project Feline

I probably should've resorted to the weight system of determining artificial slowdown, so that it would be possible to contribute to it from entities themselves, not from the controller 'cause uh, I wrote down 2 or 3 individual combos, which is already a pain to work with lol