"Go-Go BunnyGun", first screen grabs.

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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Thu Jan 17, 2019 1:13 pm

Joefish wrote:
Wed Jan 16, 2019 11:47 am
hikoki wrote:
Tue Jan 15, 2019 6:41 pm
About colours, sometimes I confuse pilotesses' hair with power-up
Sorry about the colour confusion, but only certain colour combos work for the characters. After I'd designed the characters how I wanted, I tried to match the pick-ups to hair or rocket colour, but had to settle on matching the suit as I wanted to use white for the pick-up surround and have green free for the penalty pick-up. I tried swapping the magenta/green suit/hair combination but it just wasn't as good. The code now makes the pick-up change colour if it stays on screen for too long; a bit like Raiden, but I thought it was too much hassle to make them float around in a circle too!
I must insist, suits are so small in relation to hair that I cannot "see" them in practice.
Just trying to help as I think this affects playability which is far more important than looking good.
What do you think guys?
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Fri Jan 18, 2019 2:27 pm

Can't you just learn which colour is which weapon?

The magenta and yellow power-ups, as well as matching the pilots' suits, match the colour of the Hoon or the KEF-Teddies too.
That only leaves the red pick-up, and none of them have red hair.

The green pick-up has a skull on it, not a heart, so if you grab that one then you're supposed to lose your weapons for not paying attention!

I was also planning a white pick-up as a speed-up, but trying it out, it just seems crap to play the game at any speed other than the default. Making you start slow like Gradius just seems annoying, and going too fast means you crash into things.
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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Fri Jan 18, 2019 5:41 pm

You are right, once you get the first orb, you can learn to follow the orb colour.

As for speed power-ups, I think freezing
SpoilerShow
could be interesting and technically might allow for lots of things on the screen? For example, there could be lots of enemies who go straight to your ship, you could freeze them for a while after which they'd follow their march, it could be fun to manage which ones to shoot at first.
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Mon Jan 21, 2019 11:20 am

Unfortunately you can only draw so many sprites without slowing things right down, so freezing them to stay on the screen longer is a bad idea for Speccy shooters. This sort of thing needs more control buttons too.

A shooter where you could hold FIRE for a completely different type of shot might be interesting - probably for a vertical shooter - but not this game, since that control is already used up.
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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Mon Jan 21, 2019 1:06 pm

Then not all of the baddies aiming at you. They could be all the same sprite with flock behaviour. There could be two flocks (two type of sprites) When you freeze them the scroll would be freezed too. Actually there would be only two sprites cloned all around the screen.
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Mon Jan 21, 2019 1:20 pm

It still takes time to render them all in each frame of the game. And if they're in different positions they'd each need their own collision detection. Making them 'clones' or 'slaves' to a lead object doesn't really save much processing time.

One approach you could take is there are several 'Score-Attack' or 'Caravan Shooter' games where the next enemy wave doesn't appear until you've completely cleared the current one, so you're never overrun with enemies - but you are up against a time limit to get e.g. highest score in 2 minutes. A 'stun' weapon there would mean you'd still want to clear the screen quickly to get on to the next wave. Maybe something for another game. It would also be a good way of giving the player something like a 'smart bomb' extra weapon, but without requiring too much in the way of extra graphical effects!
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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Mon Jan 21, 2019 2:29 pm

I don't get why every member of the flock would need its own collision detection. As a flock their positions may be determined at all times. You'd just have to check your ship and last bullet? Maybe make them all disappear at once if any of them are collided.
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Mon Jan 21, 2019 4:23 pm

Which is the 'last bullet' when you can fire four at once? And why just the 'last bullet'? That doesn't make sense.

If they're in different positions, and all the bullets are in different positions, then you need to collision check them all individually to see if they've been shot. It doesn't matter if you do it by marking where they are on a map and checking the map, or calculating where they all are mathematically, it still takes time.
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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Mon Jan 21, 2019 4:55 pm

Why just one bullet? To reduce time processing? Check collisions only at certain times, you could make it clear for the player when a check is going to happen by colourising such "golden" bullets. As for enemies to be checked on the flock, there could be also only one at a time, if you managed to hit it the entire flock would disappear.
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Mon Jan 21, 2019 5:17 pm

If you don't check for every collision for every frame of the game then shots pass right through enemies without 'hitting' them, and you end up with an unplayably crap game.
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