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Author Topic: G.M.O.S.S.E  (Read 6415 times)

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Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #30 on: July 16, 2012, 10:51:40 pm »
Long-due update again, I'll try to boil it down to a few points:

- I'm kinda switching between working on GMOSSE, working on an arrange version of Aero Flux by Pieterator (no YouTube vids are current, dev thread here) and examining how horrible I was at coding when I made my first game project in 2009. While fixing up a few things I left broken post-release for it I figured out how to use SuperSound for background music, so GMFMODSimple may be fully eradicated by next release. We'll see.

- the TATE distortion bug is finally fixed, thanks to Pieterator's work on implementing a TATE method of his own into Aero Flux. You can thank him for figuring it out at last. It revealed that the offset variables I'd been using also weren't quite right (the offset still happens, distortion does not) so I spent a while fixing that up too. Also due to the new method you'll have to restart the game to actually flip the screen whereas before it was instant.

- Begun more work on Stage 2. The enemies that have had sprites made for it are now functional and the beginning of stage 2 is starting to shape up. I also made more fixes regarding view handling (which in turn has unfortunately made it more complex than a single line for wobble scrolling like before) and various other fixes. The boss for Stage 2 is also programmed but currently only in a test room, and it still needs to spawn wall barriers among other things like balancing tweaks.

- The game initialisation stuff is no longer called by obj_maincontrol anymore either, instead we now have a rm_init initialisation room whose Creation Code calls a script which has all of the stuff obj_maincontrol used to have. obj_maincontrol is no longer a significant object for anything other than test room navigation, spawning the pause controller (which can be moved) and the debug display.

- The main menu now uses sprite based fonts to draw the menu options instead of sprites of objects and forcing them into different image frames. A huge testament to my menu programming is that it required very little effort to actually make this change. In addition the high score board is now available from the Main Menu (also easy to add).

- Fixed more bugs, not that I can remember much right now.

MK-VII still isn't going to happen any time soon, at least not until Stage 2 is done, but mark my words things will be VERY different inside and outside when the game is released. When it gets closer to time I hopefully will let you guys know, and those who have been having download issues with MediaFire can suggest an alternative that's not something awful like what the YoyoGames forumers use that works for them. :)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #31 on: July 24, 2012, 05:49:43 am »
New HUD style.



Fear not: the old isn't gone, but rather I leave the choice between the original 'Normal' one (slight fix to make the chain meter bright blue at max) and the 'Elitist' one (see above; name derived from the guys at Shmups Forum that gave feedback to create it).

I've also been toying with eradicating GMFMODSimple entirely but I'm having some issues getting my ideal replacement DLL, SuperSound, to use loop points. Anyone who's good with this sort of thing get a hold of me ASAP, it'd be much appreciated.

Offline EPICwinner77

Re: G.M.O.S.S.E
« Reply #32 on: July 24, 2012, 07:25:06 pm »
I am quite impressed. You managed to put a quality game in a 13MB package. Well done. ;)
« Last Edit: July 24, 2012, 07:33:23 pm by EPICwinner77 »

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #33 on: September 21, 2012, 06:03:21 am »
Thanks for the support.

Bit of a while since my last post, again. Few things have happened.

Rethinking the whole sound engine conversion again. SuperSound does not like it when you use game_restart() at all, although I did get it eventually to loop sounds correctly using the same values provided to GMFMODSimple. I also created a sideproject, Warbird:A13-02, which started in Flash and now has GM ports to 8.0 Lite/8.0 Pro/8.1/GMS 1.1, for those who want to start learning GML but get overwhelmed by GMOSSE.

This work on Warbird led to some changes in GMOSSE as well, which aren't finished but when they're done there will be only one bullet object, no child objects, and all behaviours will be programmed in the bullet object's Step event depending on what type variable it is given. This will allow me to merge the special bullet types into it as well.

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #34 on: October 13, 2012, 08:10:31 am »
OK, I'm currently coding a char, but it wont appear on the char select. What do I do wrong?

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #35 on: October 13, 2012, 09:50:35 pm »
The Ship Selection screen has two objects that handle that part, one does stuff like drawing the description text based on ship ID (a global variable that determines what files to load in obj_soundcontrol and what ship to spawn) and one displays the ship in question and the rest.

If you're making a new one alongside the existing five you'll need to add a sixth option to
- both of those controllers I mentioned above
- the obj_lifecontroller that spawns the ships at Room Start in-game
- the obj_soundcontrol that loads ship-specific sounds (should be Room End in MK-VI I believe)

Brings up a good point actually, there's a bit you have to do manually to get a ship included. It may be easier to replace an existing one and modify the code first so you know exactly what you have to do before you attempt to add a sixth. I'll see if I can't figure out a way to make this process easier for next release.

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #36 on: October 13, 2012, 11:45:30 pm »
Okay, I changed obj_soundcontrol, obj_lifecontroller, obj_shipselect and obj_drawtext, but my character still wont appear...why?
EDIT: Fixed. No problem here.
EDIT2: How can I make the player's projectiles home on enemies. The subshot just should go it's original direction, if there's no enemy, while the bomb circles around the player, if there's no enemy. The mainshot does not home on enemies.
« Last Edit: October 14, 2012, 12:26:19 am by TrinitroMan »

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #37 on: October 14, 2012, 04:11:46 pm »
You might want to look at Xonochrome's subshot for that since it does the same thing.

I found it a little complex myself but the script I eventually used combined with the code I used should suffice. Let me know if it doesn't do the job. :)

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #38 on: October 14, 2012, 11:09:54 pm »
You might want to look at Xonochrome's subshot for that since it does the same thing.

I found it a little complex myself but the script I eventually used combined with the code I used should suffice. Let me know if it doesn't do the job. :)
Actually, it is slightly different from what I need.
The subshot of my char should just appear straight and not with a bow. The bomb, on the other hand, are multiple orbs, that should literally circle around the enemies, and if there are no enemies, then it will circle around the player.
Xonochrome's missiles do none of these things I mentioned: It appears circular and not straight, and it does not circle around objects. And I already tried to look into the code of these missiles, but no luck. I could try it again, though.

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #39 on: October 15, 2012, 12:15:36 am »
Xonochrome's missiles appear to have a curve because they are being deployed at specific speeds at specific angles on creation, and then adjust accordingly.

If you look at their creation event and change the section that determines their direction to something like:
Code: [Select]
target = instance_nearest(obj_enemytarget);
shot = instance_create(x,y,yourmissileobject);
shot.speed = 0;
shot.direction = point_direction(x,y,target.x,target.y);
That should make a missile using Xonochrome's missile's code aim directly at the enemy from the beginning.

Now as for objects that rotate in a circle around enemies (orbiting), one of Busterhawk's option types do that but they do it around only one object ever - the player. You'll have to do a bit of creative adapting to make it appear around enemies and if the check for finding an enemy fails for it THEN orbit around the player. This will probably be the hardest part for you to do.

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #40 on: October 15, 2012, 09:33:08 am »
Xonochrome's missiles appear to have a curve because they are being deployed at specific speeds at specific angles on creation, and then adjust accordingly.

If you look at their creation event and change the section that determines their direction to something like:
Code: [Select]
target = instance_nearest(obj_enemytarget);
shot = instance_create(x,y,yourmissileobject);
shot.speed = 0;
shot.direction = point_direction(x,y,target.x,target.y);
That should make a missile using Xonochrome's missile's code aim directly at the enemy from the beginning.

Now as for objects that rotate in a circle around enemies (orbiting), one of Busterhawk's option types do that but they do it around only one object ever - the player. You'll have to do a bit of creative adapting to make it appear around enemies and if the check for finding an enemy fails for it THEN orbit around the player. This will probably be the hardest part for you to do.
Thanks for the tip with removing the circularity from homing projectiles.
Also, while one of Busterhawks options do circle around the player, they still actually avoid it. They actually should circle like crazy and also touch the player. I don't have any examples to show just yet, but I hope, you got the idea.

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #41 on: October 15, 2012, 03:27:48 pm »
Circling around and *at* the player? Anything like Miria in Xeno Fighters by any chance? I'm pretty sure her bomb effect has one component that rips into enemies this way in which case I start to regret dropping Maths after Year 11. Might give it a shot next week though when school's finished. :P

For the record, there has been progress on this although it's quite slow and going from my above posts I don't think I've updated here nearly as much as on the forums.

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #42 on: October 18, 2012, 12:10:23 am »
Circling around and *at* the player? Anything like Miria in Xeno Fighters by any chance?
Probably, I never played as Miria in Xeno Fighters. I was more thinking of Reimu Hakurei's Spellcard.

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

Offline BPzeBanshee

Re: G.M.O.S.S.E
« Reply #43 on: October 18, 2012, 03:07:20 am »
It's about time you did. Good ship.

I avoid Touhou like the plague myself. I'm happy to take people's word for it that it isn't anywhere near the worst shmups in the world but some of the conventions it sets are awful and certainly don't represent the better side of the shmup genre.

By the way, for those who didn't notice the first post edit, the download link broke and then got fixed. I'll put the old Mediafire link up shortly (which I prefer you use so I can see how many downloads have occurred) but still have the Google Drive mirror up in case this problem with MediaFire starts becoming a common occurrence.

Offline TrinitroMan

Re: G.M.O.S.S.E
« Reply #44 on: October 18, 2012, 03:17:25 am »
It's about time you did. Good ship.

I avoid Touhou like the plague myself. I'm happy to take people's word for it that it isn't anywhere near the worst shmups in the world but some of the conventions it sets are awful and certainly don't represent the better side of the shmup genre.
They don't represent the better side of shmup? What is the better side then?
FYI, I played these SHUMP games:
(click to show/hide)

My games:
-Super Marisa World FUSION (now with poll): http://fusionfangaming.spriters-resource.com/index.php/topic,848.0.html
-Super Mario Cave Story (on hold): *no link*

Weapons: Nitro Blast, Nitro Shower
Good Point: Gets the job done.
Bad Point: Unstable.
Likes: Explosions.
Dislikes: Hyperactive People.
Quote:  “Have a blast, MegaMan!”
(click to show/hide)
What I also support:
(click to show/hide)

 

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