New game: Stormfinch

edited May 2015 in Brand new software

imageimage

(Screenshots may be from a different computer format :-p)

Here's my latest effort, Stormfinch - a bicolour shooter.

10 levels, 9 bosses, level completed every 1000 points, a whopping 64 different attack waves.  End of game sequence.

Download here:

https://drive.google.com/file/d/0ByxiMYbPnlUdeWU4R05Kb2luSEk/view?usp=sharing

Feel free to host elsewhere.

Hope you enjoy :-)


Post edited by R-Tape on
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Comments

  • Great graphic additions to the game Dave. Well done.
    I am from that generation, when Pluto was still a planet, and the Earth is round.

    Bomb Munchies on WOS thread
    Bomb Munchies Ver1930 17th Nov 2017 (look for the blue download box ) If you get a time-out message and live in the UK then try after 9pm-3am.
    Send me a PM and I can email it to you too. Kent, UK
  • and addictive as hell :)
  • Great work, Dave, great game play, very smooth and action packed to the extreme

    I'm disassembling in ZX Preview as we speak :)

    Regards,
    Derek.
    1985: ZX Spectrum+ 48K Interface 1 ZX81 16KB ASZMIC/SP ROM Philips 12" B/W TV Epson Dot Matrix Printer ZX Printer Now: Late 2015 iMac 5K 27" 4GHz i7 32GB RAM macOS 10.15.6 1TB Ext SSD USB C Drive Ext 4TB 3TB and 2TB USB 3 Hard Disks Ext USB 3 Blu-Ray iPad R7 32GB iPhone 6s 64GB iOS 13.6 Apple TV Gen 2
  • Added to ZX48+AY games' database.
    ZX81/ZX Spectrum/Amiga/Atari music: http://yerzmyey.i-demo.pl/
  • Terrific! I got to the first boss on my first go, but the swine killed me.
  • Great game!

  • Is absolutely OUTSTANDING!!!

    What's the limit of the Nirvana Engine? ;)
  • Cheers Kitty,

    It's really nice to see one's work played, and also that the attack waves are providing a challenge - I was worried I made it too easy.

  • Dave, how much time is left for scrolling? Are you limited to the two rows at the bottom of the screen?

    And I love how the engine allows the colour design of the sprites, the detail you've added is just incredible.
  • Cheers BiNMaN.

    It's only scrolling one row, but I tried to make the graphics look as fat as possible.  The graphics for it are preshifted and transferred using PUSH so it's pretty quick, but making it fill more of the screen and having sprites interact would be a another matter.  I'd like to see it done but it's too hard for me!

  • Sorry just to add - there is probably time for another row or two, but the colours aren't updated so a sprite couldn't interact with it without having to add more time to update the colours.
  • well regardless, lovely little shooter there pal been toying with doing something similar in AGD (not multi coloured obviously!!) as the only way to simulate scrolling would be to do a row or two at the bottom of screen using the message function which would end up looking very similar to this (minus the glorious colour)
    top job there mister, very jealous!!! :)


  • which direction have you preshifted? I'm assuming on the vertical axis as the sprites move 8px a time on the horizontal because of the way 8x2 colour works?
  • The sprites are not preshifted at all, horizontal movement is in char steps and vertical is in 2 pixels thanks to the Nirvana engine.  When I said preshifted I meant for the scrolling row, which is drawn differently and not using Nirvana's tile draw.

    Hope to see your AGD release.  Not seen owt from you or the Bog Brothers for yonks.

  • Congratulations. I like so much. This engine is amazing!!!
  • Congrats! It plays great
    As a young boy chasing dragons with my wooden sword so mighty
  • aha now I get you Dave :)
  • I'm totally surprised with the final result. Congratulations!

    Hope to see more SHMUPS using Nirvana engine in a next future. :)
  • Just completed bosses :)
    The one in helmet was the most cruel.
  • Ta for playing.

    Yeah I think the small boss with the rotating shells, the knight and the final boss are the hardest.  I think different people will put them in different order.  I would have liked to be more inventive with them really, but I'm happy given that this was almost released as an unfinished demo with no attack waves at all.

    If anyone wants playing tips there's a video of the RZX I did.  I was hoping to do a perfect but the pressure of being recorded got to me, was close with one life left!

  • edited May 2015
    R-Tape said:

    Cheers Kitty,

    It's really nice to see one's work played, and also that the attack waves are providing a challenge - I was worried I made it too easy.

    Nah the attack waves are spot on imo :)
    Post edited by Kitty on
  • I've given this a few plays and like it a lot.

    I like the more relaxed pace of the game; a slow pace may possibly be necessary because of the Nirvana engine, but the game feels designed around it, like it's a feature rather than a limitation.  The pacing of the music adds to the feel.

    The big, expressive, offbeat alien design is really appealing.  In my Amiga 500 days, when I was a teenager, I had a Jeff Minter game, Revenge of the Mutant Camels or something.  That had a somewhat eccentric selection of enemies (e.g. flying telephones and exploding sheep), and this reminds me of that.

    I like the random order of the attack waves, no two games are quite the same.

    I find the first boss harder than the second, he usually takes several lives.  At a glance, the first and second bosses seem identical, but perhaps their attack patterns are slightly different and I just happen to find the second one easier?

    Thank you for releasing this, it was worth the effort, and I shall definitely play it some more :)
  • Cheers for playing!

    Aye I love designing the little sprites, sometimes that's what keeps me motivated if I get stuck on a coding problem.

    I'm afraid the bosses are not so great, if you make progress into the game you will see they are all pretty similar.  I found it really hard to think of any different boss behaviour, add to that the machine/coder/memory limitations and they become even more generic.  I wish I could capture and implement an ounce of what Locomalito did on Hydorah (PC)!

    I wish more shooters had random content, the highest quality ones do seem to be memory tests.

  • How many enemies did you put in here? Every time I play I see something new.

     

    By the way great game, been hooked since I got it the other week, and that's unusual as I don't really like schmups much. I can add this to the list of ones I do though :D

    You can't expect me to have lunch with a man who's favourite part of the chicken is the right wing!
  • very accomplished game cheers. (for some reason I am stuck on autofire with the little bullets the whole time? not sure if it's supposed to be like that. playing in spin)
  • There's 64 different attack waves boozy, with only a few repeat sprites, so maybe ~55 different characters.  There's 9 bosses on top of that.

    I'm more of a platform game type, but for some reason I'm drawn to shmups at the mo.

    The autofire is meant to be on defchris, having an extra fire key is too much for some of us old timers.  The bigger blaster does most of the damage anyway.

    Cheers for playing fellas.

    By the way - from some of the comments on the pixel thing youtube vid, the quote at the end is NOT from interstellar!

  • I've got as far as the fifth boss now. I lasted about five seconds, heh :)

    47loader version with rainbow stripes, bidirectional screen load and countdown.  Tested using Fuse and on my +2A.
  • Huh, wow, this is great. Even better than the earlier version.
    Thanked by 1R-Tape
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