KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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@Ashes
Glad to hear you liking the game (Also the first time I see an E. Seems the rank range is somewhat nicely balanced).

@Kumada
First off, thank you for the detailed feedback. They are always welcome.

Some comments on the feedback:
I don't think it was ever written that the ink bombs regenerate, only the hourglasses do. Weapons are reloadable by ammo pick ups... which haven't been implemented quite yet. Typically, the chest at the end of the level should contain some ammo as well as gold.

As for the keyboard ergonometry, you're of course right. Doing it this way is a bit clunky, but once you start getting more weapons, it'll end up somewhat needed to have quick access to any given weapon, especially given the tiny delay each time you're switching a weapon. That said, making the C key cycle through the weapons in addition to the current solution is not a bad idea, so I might just get into implementing that.

As for the weapons themselves, yeah the pistol is going to feel rather untypical for a shump, given the reload, need to keep hitting the button for shooting. I can probably quickly feel a bit awkward, and it might be fine tuned somewhat still, though it will remain the same at large. We have plans of making weapons upgradable as well, so that you can more easily stick with the weapon you find more comfortable. The "Octogun" obtained mid stage in level 1 would probably be more comfortable and give a more typical shmup feel, and with some ammo extending, it should make for a fine primary weapon.

The Cutlass is kind of fine right now though (although still potentially subject to upgrades). It's very effective against enemies who takes more than one bullet to kill and who doesn't shoot back, and is also a weapon which will allow you to kill bosses faster at the risk of taking more damage. I personally use the Cutlass a lot myself and play somewhat similar to how Link_2112 does in his videos, and one of our beta testers seemed to prefer it as well.

Lunori Demo v1 RELEASED

This demo is an unexpected surprise.

Quite a few bugs in it though.
- Diagonal moment is quite the fun thing. You can move diagonally pretty much whenever you like, including when you're talking (could ruin cut scenes). It also introduces a lot of problems with passability, especially noticeable once you get out of the cave.
- Being poisoned seems to mess up the main menu in terms of dislocating some pictures.
- There's a map in the town which cause a fatal crash a la "tried to reference non existing event".
- It's apparently possible to totally disable the sub menus (not sure specifically what'd cause it though. Maybe dying with sub menu still open or while trying to access it or something.
- The holy statue thingy in the cave will disappear for a tiny while when closing the main menu.
- Talking to the girl at the inn and then choosing not to stay will fail to remove the "talking" picture

Also, it's not quite intuitive that you can jump into the water from a ledge... but not by walking into it from the stairs.

Update: few fixes and changes

Just fixed another very weird bug which got introduced along with the update which would really kill your speed by loading up a game apart from the initial one.
Weird as in somewhat undefined behaviour caused by rm2k3 itself. It's always fun trying to find ways around those

Anyway, it should be gone now, and the rest should be working as expected as well.

Update: few fixes and changes

There are already speed boosts in the game :x (the purple power ups).
And I actually thought a bit about making a shield, but for some reason just discarded it, probably for implementation reasons.

But yeah, it's not a stupid idea

Game complete

Thanks, I knew there had to be some file I forgot to include. As for the gun would stop firing thing, that's related to tons of keyboards (or computers), don't like rm2k3. This occasionally results in the key inputting process returning 0 eventhough you're clearly holding a key down.

Game complete

author=Miracle
Insta-Download

I can't wait to play this. I mean, a shooter in 2k3 :0

EDIT -- For some odd reason, it didn't lag this time :O I dunno what you did, but it's definitely playable now >>b


it didn't? then I'd like to know what I did myself o,o"
I know I did a few things, but nothing that should have changed the performance drastically

Stage 2 done

I've been wanting to do an organic level as well, but it's not so easy to find tiles that'd fit an organic level, and I lack the time and skills to quickly draw something myself. I've also already started on the level, so it's going to have more of a inside a machine vibe instead.

The idea about random explosions is amusing though. I have my worries about it (mostly concerning narrow paths and such), but I like the idea.

Stage 2 in progress

It's a result of compressing the video from a 202MB .avi format to a 9MB .wmv format.

And yeah, using the same chipset for that map. Hard enough to find fitting chipsets, and not enough time to try and make my own (with emphasize on "try")

I Need Move Times

From when I was testing the movement, the things I noticed were:
half = 1 pixel each 1/60 sec
normal = 2 pixel each 1/60 sec
double = 4 pixel each 1/60 sec
quad = 8 pixel each 1/60 sec

this was stuff I noticed to make my pictures move correctly relative to the scroll speeds of same magnitude for the platformer I made for befuddle quest 5.
In case ingame tests do you any good on this matter

Commanding

Would be nice if you could add variabel support for some of the existing commands, like one for move event, moving the event of the event ID, and for sprite flashing, and variabel support for the different values of the show/move picture commands.
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