Font issues have been solved. 56 bytes left
* darkprophet’s jaw drops to the floor
Soo many pewty little bullets!
Thats a nifty shooter, I’m surprised you got so many bullet patterns into 4k!
Also the buzz system is woefully under used in shooters, I can only think of Psyvariar and Bangi-O which were any good.
I’m surprised you got so many bullet patterns into 4k!
10 bytes per pattern:
-start degrees (short)
(the starting angle)
-degree modifier (short)
(the amount of degrees which are added each iteration)
-start velocity (unsigned byte)
(the bullet speed)
-velocity modifier (unsigned byte)
(the amount of units per frame which gets added to the bullet speed each iteration)
-spawns per iteration (unsigned byte)
(the amount of bullets to spawn each iteration)
-repeat (unsigned byte)
(how often the whole thing is repeated until wait/velocity reset)
-start wait (unsigned byte)
(how long to wait before this emitter starts)
-wait (unsigned byte)
(how many iterations to wait after repeat ran out)
And 3 bytes per combination (like pattern A, pattern C and pattern F). I also used a blank pattern for muting emitters.
The system is overly simple, but it was the best one I could come up with which would work with this filesize limitations. I think it turned out pretty well and the degree of variations is also pretty nice. Its actually the first time I wrote something like this
I respect the original idea very much. Took me a while to understand what to do, but it was worth it. Great concept and realisation. Just as in life - if you don’t risk…
A little suggestion: I tought that I will do more damage if I am closer to an enemy. That will be better for gameplay I think.
Why don’t you generate those patterns by random? Then you would be able to keep people playing forever
Then you would only have to make some numeric tricks, so the first levels are easier than the rest.
Or:
Keep the first levels like they are, but do that with the randomizing for the rest of the levels.
You could try to but that into the last 56 Bytes
would make comparing score impossible since we’d all have varying difficulty
If you seed the random number generator with the same seed, then even though they are randomly generated, they will be the same each time.
Random wouldnt work very well. I mean I also thought about that, but fiddling around with the editor has shown that most value combinations are totally unplayable. It would be also not easy to get usable difficulty ramping.
Fixed some slight rendering issue on the mac.
Some new pattern, two boring ones were thrown out.
21 pattern in 22 combinations (levels). Surprisingly it got a bit harder, too.
So why is the only game without ‘4k’ in the title?
Because the forum already has 4k in the title and because this is the game with that name… it doesnt need a “4k” thingy as distinguishing feature
The rehash will get a “2” at the end
I updated the throttle code. It should behave a tad nicer now (afaict).
Let me know if there are any problems.
Interactive fireworks
Great to see so much stuff going on in a 4K game. Nice and smooth as well! Even goes well with the Xmas decoration
Went google “fuzetsu” and most links were directly related to your game. You are already famous 8).
This game is incredibly fun, but not too hard to beat. However if you want to go for a high score, it’s a whole incredibly different challenge. I think that’s a game dynamic which really adds to the addictive factor. Great job with such a unique game!!
Great particle fx
It passed the 5000 startups* mark (hits on the jar) some hours ago ;D/
[* offline mode isnt allowed - so each start equals one hit]
hi I am really new here but I saw your game and I love it but you showed a screen of the “editor” and I wanted to know what editor it is. It would be nice If you could tell me. Thank you in advance.
edit ----> I mean this “Screenie of the editor for those who care”
Well, its the editor I used for creating those pattern.
Each pattern has 8 values, which specifiy its behaviour. All of em are basically rotating around and I can choose a starting angle, how much further I rotate each iteration, how fast the bullets move, how much faster they get each iteration (the speed gets resetted once it run “repeat” times), how many bullets should be emitted per frame, how often to repeat, how many frames to wait at the very beginning (necessary for asynchronous stuff) and how many frames to wait before starting over.
That arrange bit is for specifying which pattern banks are used together and in which order those levels should be.
I created this bullet system especially for this game/contest, because I needed something very simple which still offers some degree of flexibility. Popular solutions like BulletML wasnt an option, because the format is way too big (I only need 10 bytes per pattern) and because loading/parsing/running those scripts is also way too big (I only needed a few lines).