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New game: Stormfinch


(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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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
https://sinclairql.wordpress.com
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.
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!
top job there mister, very jealous!!! :)
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.
Hope to see more SHMUPS using Nirvana engine in a next future. :)
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!
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
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!
47loader version with rainbow stripes, bidirectional screen load and countdown. Tested using Fuse and on my +2A.