Here is what I have been working on guys :) It is a curtain fire fangame based off of the Touhou series, and a StarFox fanfic.
Main Character:
Rath_Raholand
DOWNLOAD HERE: https://www.dropbox.com/s/kfns3xys8.....v0.01.zip?dl=0
--Controls--
The premise of the game is basically to shoot things and not touch bullets.
The controls are simply:
Arrow keys to move,
Z to shoot,
X to use a bomb,
Shift to enter into focus mode (This slows down your movement for tight spaces)
--Version--
This is the first 3 stages of the game, and it will be a 6 stage game. At the end it will give you details about score, death, and bomb usage, which I hope for you to comment to help me :) There is a debug at the top to test framerate, so if there are frame-drops let me know at what parts.
--Music--
The soundtrack I have in place is all listed here, and many of the songs are from Touhou and some Touhou fangames. I am unsure if I have decided to try and make a whole soundtrack for this yet. I made this game for fun, and if issue arises I will remove the soundtracks all together.
https://www.youtube.com/watch?v=iuc7L50iUhw&list=PLRoPGK-C4AQdRfjC4NXhFt7DRiSkQDia6
--Stuff I have on the list to do--
-Add more dialogue frames for each character.
-Include sound volume option (when i make options menu)
-Stage 4-6 of course.
-Second playable character.
Main Character:
Rath_RaholandDOWNLOAD HERE: https://www.dropbox.com/s/kfns3xys8.....v0.01.zip?dl=0
--Controls--
The premise of the game is basically to shoot things and not touch bullets.
The controls are simply:
Arrow keys to move,
Z to shoot,
X to use a bomb,
Shift to enter into focus mode (This slows down your movement for tight spaces)
--Version--
This is the first 3 stages of the game, and it will be a 6 stage game. At the end it will give you details about score, death, and bomb usage, which I hope for you to comment to help me :) There is a debug at the top to test framerate, so if there are frame-drops let me know at what parts.
--Music--
The soundtrack I have in place is all listed here, and many of the songs are from Touhou and some Touhou fangames. I am unsure if I have decided to try and make a whole soundtrack for this yet. I made this game for fun, and if issue arises I will remove the soundtracks all together.
https://www.youtube.com/watch?v=iuc7L50iUhw&list=PLRoPGK-C4AQdRfjC4NXhFt7DRiSkQDia6
--Stuff I have on the list to do--
-Add more dialogue frames for each character.
-Include sound volume option (when i make options menu)
-Stage 4-6 of course.
-Second playable character.
Category All / All
Species Unspecified / Any
Size 898 x 598px
File Size 758.2 kB
Bug Report:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_SlippyBoss:
Push :: Execution Error - Variable Get 115776.y(1, -2147483648)
at gml_Script_nspell_Slippy2
############################################################################################
stack frame is
gml_Script_nspell_Slippy2 (line 0)
gml_Object_obj_SlippyBoss_Alarm_0
This message pops up when you destroy one the leftmost turret that appears during Slippy's third attack. It results in a full crash causing the game to shut down. I have reproduced this glitch twice giving the same result at the same time.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_SlippyBoss:
Push :: Execution Error - Variable Get 115776.y(1, -2147483648)
at gml_Script_nspell_Slippy2
############################################################################################
stack frame is
gml_Script_nspell_Slippy2 (line 0)
gml_Object_obj_SlippyBoss_Alarm_0
This message pops up when you destroy one the leftmost turret that appears during Slippy's third attack. It results in a full crash causing the game to shut down. I have reproduced this glitch twice giving the same result at the same time.
Most of these attacks will be timed in the future. They aren't normally supposed to last much more than like 20-30 seconds, and if you reduce the boss health to 0 in that time you get a bonus. If you think I should make the turrets permanently destroy able I can do that, though :) Since it's only a stage 1 boss I wouldn't be against allowing that. I would just need to change some of the framework.
The main issue is that the turrets eat up bullets, which means they should be taking damage. If you want them to be permanent, then removing the hitbox entirely would be an acceptable way to do that since they're behind Slippy anyways. Another way to do it would be to change the spellcard to include a respawn period where Slippy discards any remaining turrets and replaces them with new ones that continue the attack, which illustrates how limited the effect of destroying them can be. they don't have to be permanently destroyed.
I played a little further this morning, though, and the problem strongly resurfaces with the Shield turrets. Since they're shields, making them undestroyable is acceptable is the card's name and effect communicates that they exist to block your bullets. You could also add in a respawn point for them (as well as /maybe/ a downtime for the player to focus on shooting) like I suggested above.
Unfortunately, I can't get any further than that in this version of the game since the Shields break too easily, which causes the crash from above again. I'm having trouble timing it to avoid the shields entirely.
I played a little further this morning, though, and the problem strongly resurfaces with the Shield turrets. Since they're shields, making them undestroyable is acceptable is the card's name and effect communicates that they exist to block your bullets. You could also add in a respawn point for them (as well as /maybe/ a downtime for the player to focus on shooting) like I suggested above.
Unfortunately, I can't get any further than that in this version of the game since the Shields break too easily, which causes the crash from above again. I'm having trouble timing it to avoid the shields entirely.
You know, I think that's what I'm going to do. I can make it so enemies are not targeted by homing bullets and regular bullets. I didn't really think to try and focus those instead of the boss every as I tested so I really appreciate the effort to detailed tests :) I just find it strange that these errors are coming up now especially with the shields. I've played it from st1-st3 2-3 times before I posted it, but maybe its a weird compile thing. Anyways yeah that's what I'll do. I'll also make those turrets in the non-spell destroyable because that seems like a better idea.
Thanks for updating, I managed to get through most of the game. I didn't encounter any errors or bugs, and a lot of the cards were fun to figure out. It's also nice now that I understand how the shields are suppose to work.
Also, I'm glad you used one of my favorite songs from DDC, I'm worried that the music circles are going to overlook that song so often for how good it is.
Also, I'm glad you used one of my favorite songs from DDC, I'm worried that the music circles are going to overlook that song so often for how good it is.
FA+

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