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Brett Chalupa

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A member registered Jun 30, 2016 · View creator page →

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Thanks for the kind words and awesome game! Thanks for sharing. Let me know if you run into any issues with the engine!

Thanks for hosting it, a ton of fun!

Having more than one spritesheet is something I’m exploring. But you can use your own palette already which is nice: https://usagiengine.com/#custom-palettes-palettepng

I made a shmup called NEOGEAR -Summer Caravan ’26- using tracks from your pack. Thank you so much for releasing this music. https://brettchalupa.itch.io/neogear-summer-caravan-26

Nice score and thanks for sharing the recording! Really fun for me to watch and see how others play. You got big chips from using that last bomb at the end on the final boss’s bullet pattern.

Thank you so much, this is just what I needed to see! I’ll work on getting this fixed in Usagi v1.2.0. Here’s the issue in the tracker: https://codeberg.org/brettchalupa/usagi/issues/38

My current best score is 207200!

I don’t know unfortunately. The DRGTK used for this game is quite old, so you might want to test with a newer version to see if it works there!

What’s the error? I don’t have a Pi 5 to test with but I have some ideas as to what could be going on!

Just use the alpha value in your sprite editor for transparent pixels. Or the eraser if you’re using Aseprite. Usagi uses the built-in transparency of the sprites.png.

Nice work! I love the juice. Feels so satisfying when the blocks fall.

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v1.1.0, which recently released, actually has a Linux ARM (aarch64) build and export by default now, which should work on Pis. You can download that from here: https://codeberg.org/brettchalupa/usagi/releases/latest

Could you use gfx.px instead to draw the pixels? Here’s an example that shows how to re-render a sprite pixel-by-pixel, which i think should allow you to do what you’re looking for: https://codeberg.org/brettchalupa/usagi/src/commit/cd7822d9dd26aac9ea01c970aa5ca90dac58cc4d/examples/px.lua#L70-L83

Why would you want to overwrite the sprites during runtime? Understanding your use case would help me evaluate if that’s a good fit for the engine or not.

Yes, you can disable the Pause menu completely. In the _config() table, set pause_menu = false.

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Right now there isn’t a build for Intel Macs, but I recently made some changes to allow other targets, like Intel Macs, FreeBSD, etc., compile the engine and export games for it. Your best best would be to compile the engine from source: https://github.com/brettchalupa/usagi - here are the docs on how to do that: https://github.com/brettchalupa/usagi/blob/main/DEVELOPING.md#dependencies you essentially just need to install Rust and then run cargo build --release and that will generate you an usagi binary you can use.

Super cool! Nice work. Love the vibes and level geometry. Really helpful that you provided toggles for the shader, contrast, and screen shake.

This is so cool and trippy! Really fun once you get the hang of the movement.

Someone recently requested this in the GitHub issues if you want to follow along there: https://github.com/brettchalupa/usagi/issues/305

Thanks, I’m really glad to hear that! It was really important to me that everything needed be included (Lua autocomplete files, the docs, etc.). Excited to see what you make!

Thanks for trying it out and the kind words!

Thanks for the feedback. This is an alpha (meaning pre-release) version I made in 10 days for a game jam. I intend to expand it into a full release with multiple stages, sprites, and polish.

Thanks so much for the kind words! The flow of the waves was the most fun thing to build and tune, and it was at that moment where it felt like I realized why shmup dev is so fun and that I want to keep making more.

Wow nice work!! Impressive

Thanks for the feedback! Makes a lot of sense. I found when playing it that bombing and then rushing in while your bomb circle expands is one strategy to be able to refill the bomb meter and deal more damage. If you stop shooting, your chip pull increases (that’s the yellow circle).

Oh yeah I meant to say too: the enemy designs reminded me of Evangelion!

Love the pixel art and style of the game. Tunes fit the vibe perfectly. Fun to play through.

Absolutely love the visual style. Unique, fun, and charming.

Sick enemy designs!

Thanks for the feedback (and congrats on the clear!). I made the sfx with https://pro.sfxr.me/. There are a few things I did to try to make them less grating: high pass and low pass filter to tone them down a bit and the repetitive sound effects all have variants (3 or 4 of them) and the game randomly plays one of the variants. This helps it be a bit less annoying.

Making good sound effects is something I’m still trying to figure out, it’s a tricky art!

Had the chance to play with someone online via the Shmup Junkie Discord. We played for about an hour and got our butts’ kicked. It’s tough. But really enjoyable to replay and get better at. I’d love to be able to play a single player version and practice more! Impressive work in terms of the feel, sprites, netcode, etc. for a 10 day project.

Thanks for the kind words! That’s exactly what I was going for with the risk/reward. Glad to hear it resonated.

Oozing with style. Chaotic, in a good way. Even though it’s two player, I accidentally remapped the two players’ controls to the same keys, allowing me to play it. The “Ow!” sound effect had me cracking up each time.

Excellent art and style. Feels great to play. Good use of the theme with the shrinking of large bullets to get bomb juice.

Thanks! There’s keymapping support if you press Esc/P/Enter to open the menu.

Here’s my fastest clear: 2:18.55

bomberfrog alpha win screen

There’s definitely room for improvement from me, with more aggressive bombing and chip management. Curious what everyone’s fastest clear time is!

Thanks! Hope you enjoy making games with Usagi.

Really looking forward to Last Days of Tsufana!

Fix pushed, should be better now!

Thanks! I’ll investigate what’s going on here!