彩虹子彈

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rrTea
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彩虹子彈

Post by rrTea » Sat Jan 05, 2019 6:23 am

Here's something I'm working on.

If the framerate drops, a big green FPS counter will be drawn in the middle of the screen (it usually pops up when the stage opens, but other than that it should stay off).
0_3.png
Levels 2 and 4
0_3.png (235.65 KiB) Viewed 216 times
Last edited by rrTea on Wed Mar 13, 2019 3:23 am, edited 20 times in total.

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VilleK
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Re: 水果子彈

Post by VilleK » Sat Jan 05, 2019 1:51 pm

Works fine and smooth here. Nice difficulty curve. I like vertical scrolling shoot'em ups :)

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rrTea
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Re: 水果子彈

Post by rrTea » Sun Jan 06, 2019 9:51 am

Thanks for trying it! I added some more enemies etc meanwhile, will post the new build next weekend (hopefully).

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rrTea
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Re: 彩虹子彈

Post by rrTea » Mon Jan 14, 2019 8:05 am

I managed to put together the first 5 out of 7 levels (updated the first post with the newest build^). The last two levels are still completely empty.

The opening level (red) is quite easy and can probably be finished on the first attempt, but later levels require some memorization and skills to clear a stage. All the stages are relatively short so I hope that'll still be doable. For example here is how to clear the yellow level (I think this is the hardest stage):
https://streamable.com/j2gwm
Note that this recording gives a wrong impression of what the level looks like because it's a kind of a somewhat clumsy superplay :) (many enemies can't even be seen because I delete them on entrance, knowing in advance where are they going to spawn from, so the level looks almost empty sometimes), I recorded it mostly for myself because I wanted to see how certain things behave and it's often impossible to see everything while actually playing / dodging bullets etc. Also I was playing without wearing my glasses so it's not really the "ideal" route.

I still haven't found what's wrong with my recording program (more likely it's something with Windows' newest update) so the video is still choppy. Sorry about that.

Right now I'm at 62 kb (out of 64) so I think I should manage to fit everything in despite making quite primitive / wasteful choices when it comes to how the project is set up. Regardless, it should at least run mostly smooth. On my computer the game stutters for a split second under certain circumstances but I still didn't find out why.

Anyway as always all comments are welcome.

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Ats
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Re: 彩虹子彈

Post by Ats » Mon Jan 14, 2019 10:40 am

Nice !
You should definitely try to push it to Android since you already have the screen ratio. I worked hard to produce the Android 9 (API28) template and I would be pleased to help you, if needed :D

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rrTea
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Re: 彩虹子彈

Post by rrTea » Tue Jan 15, 2019 1:52 am

Hmm, I don't really use such devices… I'm sure it's technically possible. The template sounds great!

I'm very interested in any mac/Linux exports!
Last edited by rrTea on Sun Jan 20, 2019 5:34 am, edited 1 time in total.

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rrTea
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Re: 彩虹子彈

Post by rrTea » Sun Jan 20, 2019 3:49 am

And here is the (almost final) version of this project! Please see the first post (^).

I hope it's not too hard. Later levels can be really tough, even I can't manage to clear them every time! Here is a (quite choppy! Still haven't discovered what's up with my capturing program) video of playthroughs for each stage (except for the first one) from the previous build:
orange, yellow, green, cyan, blue, purple
Again, these recordings can be quite misleading, since in most cases I delete the enemies before they start shooting… so it can't even be seen what they do. They don't so anything spectacular anyway, just shoot :) (hopefully it's still fun) In the new build the color of the bullets and some other details are different, and the "end-stage" fight is a bit more integrated (completely absent in all recordings). Please download the newest build to see it!

I'm planning to implement a few other minor features (like proper implementation of post-stage report etc). Meanwhile, if anybody has any comments or ideas I'd be happy to hear them! Don't forget to rotate your monitor to portrait :)

Wish me luck!
Ray

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rrTea
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Re: 彩虹子彈

Post by rrTea » Thu Feb 07, 2019 4:33 am

Quite a few things in this update, the most important is probably a simple option to select the start of a level: on the selection screen moving left/right sets the start point - the number indicates at which percentage the level starts (or 0 for playing a level from start to finish). Very useful for practicing the final enemy since he's quite tough (or any other part of the level that is a bit trickier than the rest). It looks like this:
004SelectBegin.gif
Left/Right to select start point.
004SelectBegin.gif (304.81 KiB) Viewed 552 times
Update: newer builds have indicator arrows attached to cursor.

By now this phase of the project is practically finished / fully playable (except for a few minor things / assuming nothing major will pop up). The first post has been updated with a new build! All the levels are unlocked from the beginning.
Last edited by rrTea on Sun Mar 10, 2019 10:43 am, edited 1 time in total.

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rrTea
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Re: 彩虹子彈

Post by rrTea » Sun Feb 10, 2019 11:24 am

[ outdated builds, removed ]
Last edited by rrTea on Wed Mar 13, 2019 3:24 am, edited 5 times in total.

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Ats
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Re: 彩虹子彈

Post by Ats » Sun Feb 10, 2019 5:09 pm

Hi rrTea, Chrome won't let me download your game. I already had that problem. You should try to compile it without the Upx compressed (just press F9). And share it within a zip file :wink:

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rrTea
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Re: 彩虹子彈

Post by rrTea » Mon Feb 11, 2019 1:24 am

Hi Ats. Thank you for reporting. Added the build to the first post. (Edit: removed the old build)

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rrTea
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v113 scoring

Post by rrTea » Mon Mar 18, 2019 11:56 am

New build, v 1.13. Lots of new things! Now that my whole "64k" project fell into the water I added a title screen and scoring system. (This would not be possible if I were adhering to the 64k limit.) The scoring system still doesn't save / load etc but it works and is quite fun!

Videos:
https://streamable.com/uocjc
https://streamable.com/tnhj1
https://streamable.com/2z0v2

Known issue: the sound sometimes breaks and the "alarm" sound sometimes gets triggered twice in the same frame. It doesn't happen very often.

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