by Iwazaru » Fri Mar 03, 2023 10:26 pm
So, recently I was learning how to make something playable in wonderful
Shmup Creator (development environment to create shoot 'em up games without programming - just WYSIWYG approach with editor and visual scripting). And after several weeks of learning and what not, I finally reached something with my first project, called
PiñaShmuppada.
It's just one stage + boss fight, but that already was a challenging project to do for me. Obviously, I'm very new to this and still learning, so your feedback and critique will be appreciated much! /fuckyou
Here is the
DOWNLOAD.
About 30 mb archive. Includes README with info about system requirements and default controls (which are rebindable via menu).
In regards to "gameplay system":
You have main weapon that consists of straight shot (which reaches the end of screen) and spread shot (which has limited range). You can stay safe, shooting enemies from afar with straight shot and using spread as defense tool. But also you can risk more and point-blank enemies with more power (better learn their behaviour first, though). And then, during focus mode (which enables slow speed of movement for more precise dodges) you have auxiliary weapon (nya bombs) which launch after 0.5 seconds from the start of focus mode, and they launch each 1 second. They are more slow than main weapon, but deal more damage and have a dose of auto-aim for closest enemies. Not only "nya bombs" might help you during slow movement maneuvers, but also you can do a "combo shot" by luring enemy into "nya bomb" and instantly shooting the main weapon to complement. Scoring-wise, you can keep chains of enemy kills, with 1 second time given before chain breaks. I designed the stage in a way that you can fullchain it if you want. As a reward, additional lives are granted to player.
I drew most of the graphics myself (except for a few things I should replace later like explosions or in-game fonts), but admittedly I was heavily influenced by games like Mr. Driller, Puyo Puyo Fever, Super Puzzle Bobble, Cool Cool Toon, Space Channel 5, Chu Chu Rocket, Technic Beat, Koloomn and the likes, with a dose of inspiration from Milestone shooters (Radirgy, Illvelo, Karous etc.) and
Y2K aesthetics in general (rave flyers designs and what not). Music is by one of underground electronica (local) legends of the past,
Jared Newby. Sounds are mostly default for now except for boss alerts.
If you can not play, but still interested to take a look, I recorded a video of playthrough.
"Casual" play
"Scorechaser" play
So, that's it for now. Looking forward your impressions and, of course, post your score!
Cheers! /X3
[img]https://i.imgur.com/j4kkXPj.png[/img]
So, recently I was learning how to make something playable in wonderful [url=https://www.shmupcreator.com/]Shmup Creator[/url] (development environment to create shoot 'em up games without programming - just WYSIWYG approach with editor and visual scripting). And after several weeks of learning and what not, I finally reached something with my first project, called [b]PiñaShmuppada[/b].
It's just one stage + boss fight, but that already was a challenging project to do for me. Obviously, I'm very new to this and still learning, so your feedback and critique will be appreciated much! /fuckyou
Here is the [url=https://drive.google.com/file/d/1hlN8MGpfZ9IhkMooaK2Bioq1gfvtJrWa/view?usp=share_link]DOWNLOAD[/url].
About 30 mb archive. Includes README with info about system requirements and default controls (which are rebindable via menu).
In regards to "gameplay system":
[quote]You have main weapon that consists of straight shot (which reaches the end of screen) and spread shot (which has limited range). You can stay safe, shooting enemies from afar with straight shot and using spread as defense tool. But also you can risk more and point-blank enemies with more power (better learn their behaviour first, though). And then, during focus mode (which enables slow speed of movement for more precise dodges) you have auxiliary weapon (nya bombs) which launch after 0.5 seconds from the start of focus mode, and they launch each 1 second. They are more slow than main weapon, but deal more damage and have a dose of auto-aim for closest enemies. Not only "nya bombs" might help you during slow movement maneuvers, but also you can do a "combo shot" by luring enemy into "nya bomb" and instantly shooting the main weapon to complement. Scoring-wise, you can keep chains of enemy kills, with 1 second time given before chain breaks. I designed the stage in a way that you can fullchain it if you want. As a reward, additional lives are granted to player.[/quote]
I drew most of the graphics myself (except for a few things I should replace later like explosions or in-game fonts), but admittedly I was heavily influenced by games like Mr. Driller, Puyo Puyo Fever, Super Puzzle Bobble, Cool Cool Toon, Space Channel 5, Chu Chu Rocket, Technic Beat, Koloomn and the likes, with a dose of inspiration from Milestone shooters (Radirgy, Illvelo, Karous etc.) and [url=https://aesthetics.fandom.com/wiki/Y2K]Y2K aesthetics[/url] in general (rave flyers designs and what not). Music is by one of underground electronica (local) legends of the past, [url=https://thejarednewbymemorial.wordpress.com/]Jared Newby[/url]. Sounds are mostly default for now except for boss alerts.
If you can not play, but still interested to take a look, I recorded a video of playthrough.
[url=https://youtu.be/04DjJ5fh4gU]"Casual" play[/url]
[url=https://youtu.be/k7V6NFzW9V0]"Scorechaser" play[/url]
So, that's it for now. Looking forward your impressions and, of course, post your score!
Cheers! /X3