Page 2 of 3

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Fri Jun 26, 2015 11:09 pm
by erico
Oh no, it is fine, I just wondered about the teleport, I haven´t tried the game yet so I could not tell.

Yep, looks like a samurai (we are talking sushis right? ;) ), it is based on the illustrations on the side of the Berserk arcade machine.
I guess back at that time, all enemies on american movies looked like samurais, darth vader, cylons,etc etc. :lol:

edit: oh, the last sentence I wrote on the image post was about the art(the one I humbly attempted), not the game itself. I´m a huge fan of robotron and berserk and arena shooters.

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Sat Jun 27, 2015 4:25 pm
by BurningSushi
Well it looks awesome in any case dude ;D

Getting further with teh game, hopefully there will be another version I'm puttin' out soon!

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Sat Jun 27, 2015 5:48 pm
by Jerom
erico wrote:Here a mock intro.

niiiiiiice!

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Mon Jun 29, 2015 5:57 am
by Skyrunner65
Can there be different abilities?
  • The Dash, which you have already made.
  • Lock View, where your shots are locked to the selected direction.
  • Grenade, which if it wasn't handled correctly, could be overpowered.

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Tue Jun 30, 2015 9:36 am
by BurningSushi
Dash is actually a pretty good name for it, I only have 4 letters available on the title screen XD

I actually already have strafe (weapon lock) coded, but when teleport came along it turned out to be much cooler!

I had a lot more to write here but then I had an idea for how to lay out the controls:

A (press): Shoot
A (hold, release): Grenade launcher/Charge shot/EMP (whatever rings best ;D)
B (press): Strafe toggle
B (hold, release): Teleport/Dash
C (press): Weapon change (if I choose to put lots of weapons in, seems nice and pure for now)

What's your thoughts?

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Wed Jul 01, 2015 9:26 am
by frakasss
Nice dude! :)

I think having different events for 'pressed' and 'hold/released' status is good, but since the gamebuino is quite sensitive, you'll most have 'hold/released' events.

Maybe play with duration of 'hold'.

What about having enemies randomly dropping ammo/lives/dash when killed? This would make game harder! :twisted: ;)

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Mon Jul 06, 2015 10:59 am
by BurningSushi
Got a monster upgrade yo!

- Added new enemy type: Rhinos
- Added strafe lock
- Added bombs
- Added shield for a free hit that recharges every level
- New splash screen
- New end screen
- Added new control system
- Adjusted enemy spawning to make it slower giving
- UI tweaks

There's a lot here, so have an good play and hit me with some feedback if you guys are a little unsure about certain things, or don't if you're too busy playing! XD

p.s. splash screen is provisional, the controls are going to be in-game next time. If you want to make a splash screen for some 'cart art', post it and I'll stick it in ;)

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Mon Jul 06, 2015 6:06 pm
by rodot
Just a tip : too free some flash memory, you can put the controls and story in the .INF file instead of putting them in your game (pictures takes a lot of space). You can download the beta version of the .INF generator plus the new graphical loader here. Any feedback on the inf encoder and graphical loader is welcome !

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Tue Jul 07, 2015 12:06 am
by BurningSushi
Cheers for the tip Rodot, is there any limitation for how big the file can be? If so I'll most likely look over the code to see if I can optimise things better ;)

Speaking of which I'm going to include the code on (what I consider) the finished version, which will be the next or time afterwards hopefully :)

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

PostPosted: Tue Jul 07, 2015 4:43 pm
by rodot
You can't put more than 255 slides in the .INF... which should be enough to explain the game controls :P
Looking forward to the final version !