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Twin Gunners


Amesuki

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PRO.png

IN.png

INFORMATION:

Right, I've sadly had enough of Sonic fan gaming at this current time. Never seems to go right or work, so I've scrapped it. However I still make games and I know this is a Sonic game forum, I really want to show this game I've been working. It's programmed on a better version of the old old Sonic Mayhem engine, it's been really updated to make it more playable.

Anyway I hope you'll except it 'ere on SFGHQ because I've been working on this for about 2 weeks. Non stop

Being mainly programmed on TGF but then ported over to MMF2 for making it playable on modern computers and making sure the EXE file doesn’t crash every 5 seconds. Everything has been done by moi, from graphics to sound to engine. All. Yay.

A new name will be given, but at the moment, I can't think of one.

Anyway about the game...

STORY-1.png

STORY:

Set in Fairy Tales and Méllon. Prince Ouranos in Fairy Tales uncovers a portal that allows for people to time travel and hop into other dimensions. Being the "brave" Prince he is, he gets teleported to a place called Méllon which happens to be half way through the Great War Of Mechanical Mayhem. Trying to get back to his own world, he accidentally teleports a group of Mechanical Rebels. The Rebels, after seeing that this new place is a easy target, sets up a base and then destroys the peaceful world Fairy Tales for resources so they can set up an army of their own to win the war in Méllon.

However...

Luckily for Fairy Tales, a cop, named Sakasa was also teleported into the world. Begged by the Prince to save his land and the fact that the Rebel's are making a super army to destroy Méllon, she must take down the Rebels in a world totally opposite and reversed to hers.

FEATU.png

Features:

5 Types of Gun

5 Types of Elements

(25 types of Combination)

12+ Environments

Huge bosses

Hours of gameplay

NewGame/SaveGame/LoadGame feature.

A chiptune'd soundtrack or a Genesis soundtrack.

Bonus features to be unlocked.

PIC.png

Pictures:

Redone1.png

Redone1x.png

Redone2.png

Redone2x.png

Redone3.png

Redone3x.png

Newstand-1.gif

w333alkingbig.gif

spritenew.png

PR.png

Progress:

(OVERALL)

ENGINE: 80%

GRAPHICS: 20%

MUSIC: 40%

OVERALL STUFF: 15%

(what needs doing: for demo/alpha release)

CAMERA: Done (27/6/09)

NEW HURT SPRITE

NEW WEAPON GRAPHICS

NEW HUD

SOME MUSIC

NEW ENEMY SPRITES

(DEMO)

Demo: 60%

Hope you like the look/sound of it so far. Demo shall be out soon! ^_^.

And 'eres a video of the first part of the game. (After the tutorial/opening cutscenes)

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@Cyborg: Yes, but not in this main quest. It'll be a seperate feature with seperate "co-op" levels. Already programmed the two player engine for that :) Oh yeah, it shall have the stereotypical "Incoming Guardian" voice.

@Spike: Yeah, I havn't finished the graphics yet, the top parts should get darker towards the top. (gives it a naff 2D effect gba games have)

@Realm: Everything is my own, music, graphics, engine, all. Trying to mimic GBA/DS art style games.

Thanks for your comments guys, I'll post more information when more stuff is done. A demo will be released soon. :P

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Sadly no online co-op :(. I'm not too good with the online extensions for Clickteam to be honest. It will be like a joint effort for the co-op meaning you actually will need to work as a team, but I'll release more details of that when I start to fully code it all in. All I'll say, you'll play two characters from Méllon that come back to try and rescue Sakasa.

I don't think it can be entered into Sage, because it's not Sonic based lol.

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@Cyborg: Yes, but not in this main quest. It'll be a seperate feature with seperate "co-op" levels. Already programmed the two player engine for that :) Oh yeah, it shall have the stereotypical "Incoming Guardian" voice.

@Spike: Yeah, I havn't finished the graphics yet, the top parts should get darker towards the top. (gives it a naff 2D effect gba games have)

@Realm: Everything is my own, music, graphics, engine, all. Trying to mimic GBA/DS art style games.

Thanks for your comments guys, I'll post more information when more stuff is done. A demo will be released soon. :P

Then i love your epicness and I can't wait to play it..........*waits inpatiantly.

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Actually thats a really good idea. I might just have to do that.

The current attack when you run out of bullets is that you fire this short distanced low powered bullet, but I really like the sound of the melee attack, might just have to put that in. I'll do both, so that in bosses you can still damage them with the bullets. Melee and Metal...wont work lol.

Thanks for your comments guys. ^^

:Update: I've done the second part with a cool boss. He's rather easy, but he's just another mini-boss so what do you except. I've called him "Boiled FuryFists"

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I've decided not to make it into a scrolling RPG game because the amount of people going, ooh that reminds me of one of Treasures games. (Those are huge compliments by the way.)

Instead it's going to stages, but it's not going to be linear because that’s boring. Instead depending how well you do on the stage, you can travel a new route. Three types of routes, Easy/Medium/Hard. I've also revamping the gem stuff. Instead of the original plan of finding the weapons and upgrades, you can buy them using the gems you collected. (So there no longer used for ammo.) You can also buy health aswell as shield items and superbombs. :P

Anyway this is how the stage order has been planned:

Stageplan.png

This means that the video level ("Castle Heights Area 1") will most likely be redone. The story will still stay the same and stuff. Also I've got a neat ideas for two stages. One being "Tunnel Stage" and the other "Tower Stage", which will look sort of 3D, thanks to the Perspective Extension. He he he. I'll show more of that when I've finished all the level graphics. I don't want to show much of the game because I rather this time it's kept as more a surprise.

Secondly, the weapons are changing. I'm stll going to keep it so you can interlink weapons. (I love that idea in Gunstar). Of course you interlink with Element and Shot type. I'm getting rid of the Shield and the Stomp Shots. Going to make two new types of weapons. And no, there isnt going to be homing, I HATE homing weapons, takes away the fun.

Thirdly I've re-done the hud for the third time:

Newhud-2.png

It's not changed too much, but I feel it's the best so far. Also I might put a score system in, but it'll be like old SNES/Genesis games where it wont remember and is just there for decoration purposes. I'm also going to add in a option that allows you to play the game with different settings. For example you can change the camera turning speed. Another is the difficulty of the bosses, Normal it'll have it's avarage attack patterns, but put it on Hard, then it'll add in a few more attacks. Finally you can change how much damage you take. You'll have three modes, Easy, Normal, Hard. The character has 100HP (100%) and on Easy most attacks will do 1-5 Damage (some powerful ones could do 10-20). Normal the damage range will be 10-20Hp and Hard being 30Hp-One Hit Kills.) Don't worry if you die, it'll remember what level you got up to, so you can change back the setting and play again.

Finally I have a voice actress named Poppy, who's going all the stereotypical, "Incoming Guardian", "Power-Up!" in the sexy monotone female voice. There really good, so yeah, adds to the gaming feel.

I've re-designed the bad dudes for the Castle level and given them some classic genesis/SNES A.I...basically they're dumb. Instead of being pirates/rebels they are now going to be Bots, or "Badbots" called in the game.

Anyway here is the enemies:

SwordBot.gif

SwordBot

Flitterbot.gif

FlitterBot

Spawnerbot.gif

SpawnBot

I hope you like them and think they're an improvement because I think they are ha ha ha.

Anyway and for the weapons well I'm going to tease, 'ere is the icons for them.

Weapontypes.png

Up to you to guess what they are. You'll be suprised on some of them I think :P

I've also re-sprited the girl.

Newmmmm.gif

Note: I've edited the hair to make it more girly.

Also 'Ere's area 1-2 "Collapsing Castle". By using the Perspective Object by Andos I'm able to create a "tower" look to the area. It also gives it a great fake 3D effect, you'll see it more clearly when it's in motion.

Yeah it's a scrolling level (it scrolls slowly don't worry). Even if you fall to the bottom, you get launched back up losing only 25% of your Vitality.

Rotate2.png

Rotate3.png

Rotate1.png

A demo should be out this or next week lol. I hope you like the progress made,

-Joel

*btw* I'm addicted to all stuff Treasure now. (The guys whom made Gunstar Heroes/Radiant Silvergun/Silhouette Mirage incase ya didn't know. Hopefully you'll see some Treasure elements in this game from now on, because they're like awesome ha ha ha.)

*edit: I've just copy and pasted this from another site I'm posting the game on. I've edited some stuff though :P*

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I've decided not to make it into a scrolling RPG game because the amount of people going, ooh that reminds me of one of Treasures games. (Those are huge compliments by the way.)

Instead it's going to stages, but it's not going to be linear because that’s boring. Instead depending how well you do on the stage, you can travel a new route. Three types of routes, Easy/Medium/Hard. I've also revamping the gem stuff. Instead of the original plan of finding the weapons and upgrades, you can buy them using the gems you collected. (So there no longer used for ammo.) You can also buy health aswell as shield items and superbombs. :P

Anyway this is how the stage order has been planned:

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Stageplan.png[/qimg]

This means that the video level ("Castle Heights Area 1") will most likely be redone. The story will still stay the same and stuff. Also I've got a neat ideas for two stages. One being "Tunnel Stage" and the other "Tower Stage", which will look sort of 3D, thanks to the Perspective Extension. He he he. I'll show more of that when I've finished all the level graphics. I don't want to show much of the game because I rather this time it's kept as more a surprise.

Secondly, the weapons are changing. I'm stll going to keep it so you can interlink weapons. (I love that idea in Gunstar). Of course you interlink with Element and Shot type. I'm getting rid of the Shield and the Stomp Shots. Going to make two new types of weapons. And no, there isnt going to be homing, I HATE homing weapons, takes away the fun.

Thirdly I've re-done the hud for the third time:

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Newhud-2.png[/qimg]

It's not changed too much, but I feel it's the best so far. Also I might put a score system in, but it'll be like old SNES/Genesis games where it wont remember and is just there for decoration purposes. I'm also going to add in a option that allows you to play the game with different settings. For example you can change the camera turning speed. Another is the difficulty of the bosses, Normal it'll have it's avarage attack patterns, but put it on Hard, then it'll add in a few more attacks. Finally you can change how much damage you take. You'll have three modes, Easy, Normal, Hard. The character has 100HP (100%) and on Easy most attacks will do 1-5 Damage (some powerful ones could do 10-20). Normal the damage range will be 10-20Hp and Hard being 30Hp-One Hit Kills.) Don't worry if you die, it'll remember what level you got up to, so you can change back the setting and play again.

Finally I have a voice actress named Poppy, who's going all the stereotypical, "Incoming Guardian", "Power-Up!" in the sexy monotone female voice. There really good, so yeah, adds to the gaming feel.

I've re-designed the bad dudes for the Castle level and given them some classic genesis/SNES A.I...basically they're dumb. Instead of being pirates/rebels they are now going to be Bots, or "Badbots" called in the game.

Anyway here is the enemies:

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/SwordBot.gif[/qimg]

SwordBot

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Flitterbot.gif[/qimg]

FlitterBot

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Spawnerbot.gif[/qimg]

SpawnBot

I hope you like them and think they're an improvement because I think they are ha ha ha.

Anyway and for the weapons well I'm going to tease, 'ere is the icons for them.

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Weapontypes.png[/qimg]

Up to you to guess what they are. You'll be suprised on some of them I think :P

I've also re-sprited the girl.

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Newmmmm.gif[/qimg]

Note: I've edited the hair to make it more girly.

Also 'Ere's area 1-2 "Collapsing Castle". By using the Perspective Object by Andos I'm able to create a "tower" look to the area. It also gives it a great fake 3D effect, you'll see it more clearly when it's in motion.

Yeah it's a scrolling level (it scrolls slowly don't worry). Even if you fall to the bottom, you get launched back up losing only 25% of your Vitality.

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Rotate2.png[/qimg]

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Rotate3.png[/qimg]

[qimg]http://i263.photobucket.com/albums/ii130/SHMUP/Rotate1.png[/qimg]

A demo should be out this or next week lol. I hope you like the progress made,

-Joel

*btw* I'm addicted to all stuff Treasure now. (The guys whom made Gunstar Heroes/Radiant Silvergun/Silhouette Mirage incase ya didn't know. Hopefully you'll see some Treasure elements in this game from now on, because they're like awesome ha ha ha.)

*edit: I've just copy and pasted this from another site I'm posting the game on. I've edited some stuff though :P*

Dude, HOW DO YOU DO IT!! I mean really, HOW the hell do you come up with this epicness? I love were this is going, I can't wait to play it dude. :D

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Since you're interested in Treasure Games, how about adding the '2nd chance' thing from Alien Soldier, where anytime a show or attack would kill you, it would lower you to 1hp, and after getting hit with 1hp, you die?

Now, I know you didn't want to add RPG elements, but unlockable abilities really add to the replay value. For example, add an area in a level that can only be reached by double jumping, but double jump as an ability is only available in one of the later levels. Maybe you could make it so that the harder routes are accessible only after replay, and only after you've beat the game on the hard routes, you get the 'true ending' or something like that. Of course, this idea could really change the game structure, so I understand if you ignore it.

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Since your interested in Treasure Games, how about adding the '2nd chance' thing from Alien Soldier, where anytime a show or attack would kill you, it would lower you to 1hp, and after getting hit with 1hp, you die?

Now, I know you didn't want to add RPG elements, but unlockable abilities really add to the replay value. For example, add an area in a level that can only be reached by double jumping, but double jump as an ability is only available in one of the later levels. Maybe you could make it so that the harder routes are accessible only after replay, and only after you've beat the game on the hard routes, you get the 'true ending' or something like that. Of course, this idea could really change the game structure, so I understand if you ignore it.

Done and Done :P.

The 1hp hit thing has been added (I love that in the game.) It only doesn't happen if you fall off the screen. It just bugs sometimes and keeps adding up 1hp. (TGF really does SUCK).

The replay value has been added in. It saves what weapons you bought from the first playthrough, so in the later stages (Stage one is linear) there might be vines that you can burn away using your Flare power which inturn leads into another path ect ect.

Thanks for your comments :)

The "lens" effect is done by using this extention: Perspective Object

http://click.andersriggelsen.dk/extensions.php

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Damn dude, I'm loving where this project is going! This is one to keep my eyes on. I like all of your ideas so far, seems like a swell effort.

One thing that popped into my head when I saw how you where going to lay out the stages, I said "Hey, that reminds me of Star Fox 64". I know that game had only a set amount of stages to play through and was straight forward, but the order of the levels was important and to me that added a whole lot of replay value.

Aside from what Not cyborg_ar said, I don't think it's a bad idea to emulate what SF64 did, which was to give you bonuses on the next stage depending if you met certain conditions. They don't have to be power ups, it could that you fight a harder mid-boss or something if you sucked at the last level, or vice versa. Personally, it's the little things that tend to make a big difference in the end. Good work man, glad to see an original project so well done. This makes me want to start more on mine (too lazy though). Demo soon?

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Never played the Treasure games -- when I looked at these screens, I was reminded of this DS game called Scurge: Hive. That game was a platform-shooter, too, but it was isometric. Anyway, I like that three-dimensional effect you gave the platforms. That effect makes this game look fresh and appealing. I'll have to try this game out when I'm at SAGE.

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  • 4 months later...

Work on Mayhem is going smoothly atm. Four levels have been designed. So I'm giving myself a break.

Yeah, well I've moved back to this project and this is what currently been done =)

Hope ya like =). 90% of this was coded in TGF. See TGF is still a beast sometimes =)

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