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"Go-Go BunnyGun", first screen grabs.

Posted: Sat Aug 04, 2018 11:05 pm
by Joefish
Thought it was time to stick up a screen-grab from the 48K shmup I've started on, 'Go-Go BunnyGun'.
The title was going to be just BunnyGun but if it comes down to another software vote I don't want to be in the same place in the alphabet as my only other decent game so far!

Image

There's a lot more to do as so far you can only move around and fire. Once I've got the alt-fire (hold button) working and maybe a bit of scenery I'll try to put up some working code so you can see it animating.

The idea is there'll be three alternate forms you can take on (your sprite changes colour between the three shown) and power-up in two stages (immediate pick-ups like Salamander / R-Type). One has spread fire, the next an orbiting guardian, and the third deployable firing pods like Thunder Cross II. And holding fire will allow for rear or directed fire, depending on form.

You can see the sprite routine is character-based, and allows for partial re-colouring of individual objects.

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

Posted: Sun Aug 05, 2018 8:48 am
by Wall_Axe
it looks good

do you know how you are going to handle scenery yet?

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

Posted: Sun Aug 05, 2018 11:26 am
by Morkin
At first glance I thought it was multicolour. :o

I like the look of the colour on the sprites.

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

Posted: Sun Aug 05, 2018 11:27 am
by MatGubbins
Looks good!

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

Posted: Sun Aug 05, 2018 1:01 pm
by R-Tape
That looks terrific. I'll be interested to see what speed you opt for, there's that tricky balance of 2 halts being too fast and 4 being a bit jerky (3 manages a bit of both!).

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

Posted: Sun Aug 05, 2018 2:02 pm
by Joefish
It's not going to maintain 2 frames. Probably end up as 3 or 4. I haven't really tested it to be sure yet.
I intend to have a slow pixel-scrolling dark stippled background on alternate pixel rows in a band over the middle 1/3 of the screen, with random moving stars above and below.
Scenery will be one-off fast-moving chunks of mountain for dodging. Nothing big or permanent.

I don't really know how long all the different parts of it are going to take. Though I don't want to hold back on the number of sprites just to save the frame rate if it makes for a dull game. It draws to a buffer then copies that to the screen, so just the copy takes a frame and a half. It could work faster maybe with a character-mapped buffer but that's more hassle to design all the sprites in UDG form. Maybe next time.

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

Posted: Sun Aug 05, 2018 2:18 pm
by Joefish
By the way, which looks better, the rocket tail or the bunny-tail?
I might just leave both in, as an option...

I also can't decide on the colour for the shots. I'd like to have white and yellow, or yellow and red, but I don't want them so bright you fail to see incoming enemy fire. So I've copied the colours from R-Type at the moment. Like that, I think my enemy fire will be 4x4 bright yellow dots so they can move in half-character steps.

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

Posted: Sun Aug 05, 2018 3:56 pm
by MatGubbins
bunny tails - the one with the yellow top. It goes with the ears.

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

Posted: Sun Aug 05, 2018 4:28 pm
by Ersh
The bunny tails are cute but the rocket tails look really good as well. I vote to leave them both in as an option. :)

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

Posted: Tue Aug 07, 2018 8:47 am
by R-Tape
I think the rocket tails look miles better.
Joefish wrote:
Sun Aug 05, 2018 2:02 pm
Though I don't want to hold back on the number of sprites just to save the frame rate if it makes for a dull game.
I actually like slow down! When a shmup goes treacly for a few frames it feels like a cinematic effect when there's a lot to see.