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qued

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A member registered Mar 13, 2020 · View creator page →

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All the enemy sequences and boss patterns are coming along nicely. This honestly is the part that takes the longest. In a bullet hell shmup there's no "terrain" except for the bullets and enemies, so it's important that they're interesting by themselves.  You want the player to get overwhelmed if they aren't being aggressive and destroying enemies quickly. It's a challenge to get the timings of enemy spawns just right to avoid dead air while making everything actually possible to defeat fairly.

Besides sequences and patterns, I've brightened the bullets so they're even easier to see. They look like neon death now, which is kinda what I was going for all along.


I've also been working on sprucing up the player ship. Now there's graphics for the floating options, and a little muzzle flash each time you fire. And there's two smaller streamers jet instead of one big one. Godot's Line2D node is useful for effects like the jet streamers. In the script I add a point to the line each frame and remove the oldest point while moving all the remaining points down by a set amount. This produces an effect like trailing jet exhaust that shows the players' motion over the past second or two.

My workflow uses Blender to create 2d graphics that are packed into sprite sheets and animated in Godot. With blender you can make lots of effects. Almost everything shown on screen is made with Blender (and some edits / enhancements with Photoshop), even things like the bullets and the bomb icon. A lot of things uses the same lighting setup, but some objects have special lights for extra emphasis or aren't lit at all, instead colored by the amount their normals face the camera.

Each game object exists in a collection with its own camera and line art to avoid messing up the settings when editing other objects. Blender's LineArt object is an amazing tool that gives everything a cheap and easy-to-achieve hand-drawn look, with lots of options to achieve different styles. I use basic lines colored with the hard light blend mode to make the lines take on the color of the object they're on top of while still being dark and distinct. Most objects just use that and regular materials and that's all it takes. Render the frames with a transparent background and combine them with something like free texture packer and it's ready to use.

With the angelic enemies though, I give the lines a heavy jittery effect with a noise modifier applied to the lines, and color the surfaces with a material set up to create random sketch-like shading lines that change each frame. The node setup is put together from multiple tutorials and experimentation. The material uses a driver that outputs the current frame number. This drives a noise texture which is multiplied by a very big number to make it more or less random, and is used to rotate the orientation of a wave texture that is rotated and scaled differently every frame.

Next, the shader takes the value of the output and pumps it through a color ramp with constant values to flatten the colors, making it appear anime or toon-like. This comic-book flat shading is mixed back in with half of the original image to preserve some of the shading while keeping shadowed areas visible and distinct. 

Combined with noisy line art, it gives the enemies a neat sketched look. All the angelic enemies use this effect to give them a sort of unearthly feel, while the player ship uses stable lines and constant colors to contrast.

Stage 2 is finished, and a new version was released a bit ago. Now the focus has turned to stage 3. It's a cave scene, dark, with rocks and stuff. There's a new enemy in there that looks like a big blob of flesh that explodes into blood and gibs. Here's a looksy:

Look at that sad looking blob. In the game I call it a failed human, the story being that uhh, God made some other things before settling on us, and they found their way into the cave and you have to fight them. They're the first biological enemy in the game, and stage 3 will be different by featuring them. Here's a screenshot showing one exploding into blood and gore.

Gross. This required making new blood splotches and gore bits. I whipped up a particle system in Blender using particles, metaballs and a hokey-looking blood material. Here's one of the animation strips.

 

The gore bits are random blobs with a sickly meat-like material applied. I made several variations, for variety.

I've been doing lots of work on the art side of the project lately. There's several new seraphim boss enemies - variations on a theme. I'm trying to make unique graphics for each of the bosses and midbosses to replace some of the repeated graphics used in the two existing stages. Aside from that, I've been focusing on tightening up the graphics on level 3 adding visual flourishes and special effects like flashes when firing the ships' weapons and a 'charge-up' effect bosses can use before firing off especially tricky bullet patterns.

Azazel has a new spaceship :) It's mostly the same as the old ship, but with extra details and better materials. The ship has some floating options (using the trusty godot icon as a texture for now). They should help make the difference between regular fire and focused / slowed fire more distinct. The idea is the options will alternate between spread and straight fire so you'll deal more damage when focused, but the spread is lower. Basic stuff, but it wasn't in until just now so it's about time. Eventually I'd like to make at least one alternate ship to choose from. That'd be nice. Probably going to be colored blue. Tradition, you see.

Started stage 3 with the boss this time and working backwards to discover what types of bullet patterns need to be introduced / taught to the player during the stage. It's that time during the course of the game where the traditional shmup difficulty spike occurs, so everything is tending towards faster and deadlier and harder to read, with lots of fancy trajectory alterations and sub-bullets firing off.

That's it for now.

Stage 2 is nearly finished, and stage 3 is started.

Aside from work on stage 2, I've been spending time fixing up some patterns in stage 1 that were too difficult or too boring, and fixing some enemy sequences where things got overcrowded or there was nothing to shoot at all. I've also been revamping the UI to make everything more functional, easier to read, and flashier. It now shakes when using a bomb, dying, or defeating a big enemy. There's no annoying screen shake - only the UI shakes.

Text pops up now to show the points you just gained.  Multipliers are now increased by 10ths instead of whole numbers. You can now see a bar that shows when your multiplier is about to decrease. Also the multiplier display gets bigger and bigger when you get really really high multipliers. How high can it go? Nobody knows! (it's capped by difficulty)

And there's a new enemy that shows up in the stage 2. I think it look appropriately angelic and creepy.

 

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Hi, I'm qued and I'm making a shmup. It started as a submission to a game jam. After a multitude of jam games and unfinished prototypes, I want to see this one through to a proper finished state for a change.



The game is a vertical shmup with prerendered 2d graphics for the player, enemies, and bullets, and 3d backgrounds for stages. The theme of the game is apocalyptic and biblical, with the player fighting aliens/angels on Judgement Day. It's a manic shooter with dense and varied patterns, somewhat touhou-like in gameplay with flying enemies only and a focus on extended boss battles with multiple phases. There's four difficulty levels: Easy (for newbies), Normal, Hard, and Impossible (for sickos). Right now there is one stage, with a second nearly done and third in progress. Some enemy graphics are reused for multiple bosses while I'm working on making new ones.

The scoring system is a work in progress, but in the latest (currently unpublished) version it's based on collecting medals (halos) which increase a multiplier that, well, multiplies the score gained from destroying enemies. The multiplier resets between stages, and is cut in half when you die. The multiplier ticks down gradually if you aren't continually collecting medals or grazing bullets. There's also points to be gained from grazing bullets and directly from collecting medals, with bonus points for defeating boss phases quickly. Right now score doesn't give you extends or anything, but that's something to think about.

I would greatly appreciate any shmup newbies or STG veterans who want to try out the game and give me some honest feedback. Notes about too-easy or too-difficult bullet patterns, time where there is dead air without enough enemies, difficulty spikes, or scoring exploits would be incredibly helpful. Ultimately I want to make this into a 5 stage game with a high skill ceiling for score chasers, but with an approachable level of difficulty for genre newbies who want to make it through to the end.

Browser and download versions are available.

Try it out at https://qued.itch.io/nephilim-break

Thanks! A second stage is coming soon 😇

Thats so weird. If you download the game, can you still not see the bullets? Have you tried updating the drivers for your graphics card? Sorry, I don't have a clue besides "update your drivers"

Thanks for trying the game :) Never played RefleX but I can totally see the resemblance. The ship is actually inspired by Eschatos and Crimzon Clover. Its kinda just a bunch of shapes stuck together tthat I thought looked cool.

I'm with them, the puzzle piece upgrade system was top notch! But uhh, but did you know you can upgrade your weapon level indefinitely by pressing Shift? I'm guessing this is leftover from testing? Because it made the first many stages very easy. Even with that the enemies became overwhelming pretty quick!

Yeah those are definitely inspired by ripped off from Ikaruga :) Thanks for playing

It took me a while to break down and check the game page where it told me I was supposed to press J to advance the intro scenes. I thought the game was broken! Once the actual game got going I figured out the rest immediately. It's very challenging and I did not complete it. The art (from what I was able to see) is outstanding and colorful even though the music makes it feel very dark. The best part is when you use the screen clear bomb and she looks so angry/determined for a frame :D

Fox is lost in space.

He struggles and sins greatly.

Killing, but for what?

- a lost fox 🦊

My gun has run dry.

The ammo is over there.

I hit a bullet.

- a fool 🥳

Cursor and body.

On a space trek repeating.

I die, but from what?

- earth's last hope, defeated 🌎

I've never played a shmup where your cursor controlled your ship. I could be interesting! I died a lot from mysterious collisions where the corner of my hit box (I assume) would touch a bullet. I guess that's on me. The sprites and the backgrounds were nice.

Space, where shooting lives.

Classic game; a test of skill.

I died far too much.

- a dead space pilot⭐

Dinosaur in flight.

A plethora of critters;

I shoot and I kill.

- a bird's distant ancestor 🦖

I liked the various critters and their angrier versions once you shot them a lot, especially the bear and the fox mecha pilot at the end. Did I spot a Blue Revolver influence with the ammo system? I appreciated having different difficulty levels so I could actually complete the game :)

A unique game plan;

Side to side I run and gun.

Upgrades win the day.

- a professional wizard 🧙‍♂️

I ran into a (helpful?) bug near the end where after dying my guy was able to slip through the walls or whatever and ended up stuck in a box near the bottom right, as seen below. About the game, it's a fun limitation being able to move only left and right space-invaders style. I'm surprised you were able to do this with Shmup Creator. I liked trying out the different weapons. I could see this as a survivors-like with progressive upgrades and effects you buy with gold and stuff.

A maze of color.

The dots haunt my waking dreams.

This is not Pac Man.

- by a ghost 👻

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To win, just don't die.

Shooting is a way of life.

Stage 3? Too easy.

- a haiku by a better player than me 🕹️

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I prowled through the maze.

The survivors were egg-like.

I didn't eat them.

 - a cat 😼

The art is outstanding! Impressive character and animations. The backgrounds pieces are nice too. The music and sound effects are nice and appealing, especially the jingle that plays when you dispatch an enemy.

It's a prototype of course, but the maze was a little big - maybe it should be smaller or there should be something else to do (looting for health pickups?) in rooms where there's no enemy or survivor? Then again I get the impression you're supposed to be able to interact/talk with computer consoles or something but it seems to have not been implemented yet? I don't wanna be too critical, I know it's just a prototype.

I also had an issue where I was able to slip through a door after a boss/enemy had spawned and then the enemy just kinda hanged out in the void until the end of the game? I just tried replicating it in another playthrough but I was unable to do so unfortunately.

My gamepad didn't work and all I could do was watch the cool intro. Do I need a specific kind of gamepad? aaah maybe keyboard support would help

What a well designed game! I liked the reverse gravity mechanic and how it tied in with the inverted colors and the changing music. It all fits together so nicely

Thanks M4T3 :)

I ran out of time hard at the end, I would have loved to put in more enemy types and weapons and levels but there was just no way. Didn't even have time for a proper credits page! Glad you liked it though

It runs well in the browser and uses two colors :)

Stylish intro! Great weapon variety from the looks of it. I didn't get very far past the tutorial level. The most impressive part for me is the destructible terrain but it really tanked the framerate. The worldbuilding was appropriately bleak.

Sorry bout that little blunder. Thanks for letting me know.

I uploaded a new version that should fix the error where node spheres disappear early if you fail the hacking minigame

This feels like a lost atari classic. A clever puzzler made of few parts

Played the whole thing, but kinda stumbled right into the exit in several levels. Nice minigames. The UI is well done. I clicked the girl and I liked it ♫

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Thanks for trying it out. To complete the hacking minigame you gotta remember the keyword floating above the orb before you start (that could have been designed better) and then click it before time runs out. When you fail, it's supposed to create enemies and send them to your position but the pathing is sometimes suck. Thanks for letting me know about the bug when pausing during game over sorry bout that ¯\_(ツ)_/¯

Thanks for trying the game! I've recently uploaded a new version with some balance changes that should make Stage 9 in particular a lot more reasonable of a challenge. Hope you give it another shot :D

I can't think of anything, sorry. I tried it again just now in the first room and it seems pretty random whether it would trigger or not.

¯\_(ツ)_/¯

Nice game! What a hard-working familiar, and such a dirty wizard!

Moving around was challenging and took some practice. Finding all the books was a challenge in such a big space, I couldn't track down the last one. I wish I could have zoomed out more or had an arrow indicator for the direction. The music was well-done and the sounds effective (that garbage noise was gross!) I really enjoyed character portraits and the art and animation of the familiar creature. That wizard though...


well done :)

Thanks! it may be slightly impossible to beat because of some glitches (the monster) in stage 9, but I have a more balanced version ready to put up as soon as the voting is over

Very well done! The art was impressive, I loved the 3d character and the intro, very nicely done. I liked the variety of levels and mechanics. It felt like one of those precision platformers where you die a lot (but its ok because you come right back). I encountered a bug where often when coming back after dying my rodent character wouldn't appear and I would have to reset the level, sometimes more than once, before it would reappear. Other than that it was bug-free. I really enjoyed playing it

Even without VR the throwing mechanics were solid. I wish there was a crosshair, but you learn where the "bombs" are going to land after enough practice. The graphics are good! I liked all the different poses for the figures, and the zombie variations were nice. I too found you could rapidly throw to drop tons of figures and completely defeat the threat of zombies. I think it would have benefitted from a cooldown, or maybe a recharging ammo pool, or something like that.

All in all, great work

Nice! Good tutorials are always appreciated. Love the sound design and the cat descriptions :3

Interesting idea for a game! I had success sticking rockets everywhere except the bottom where I put armor and having a levitation roof to keep me alive just a bit longer. I ran into that double tower bug too but a reload fixed it. Thankfully, this game saves your progress! Nice!

What a nice point-and-click adventure type game! I love the puzzles in this one, they're just the right difficulty and make you feel smart for figuring them out like every good puzzle should. My favorite was the flag one.

Music cues were rewarding for figuring things out. The controls were convenient, i'm glad I didn't have to get close to things to click on them necessarily.

I laughed when I tried the door and there's a dragon sitting there. Well done

Superb pixels and sounds! Great music and animation, too. Love kicking barrels into wizards. Love kicking princesses. Love kicking the king :D

Harsh that you just get game over when you run off the screen, I was expecting to just lose a life and get pushed upward. I hate that the wizards still shoot even if you kick them as soon as they appear. I noticed your score resets between levels, and stage 2 has a weird visual bug where it looks like there's two towers on top of each other for a second? Other than those gripes, everything was excellent.

Stage 2 is hard! Those yellow wizards, man. Never got past it in many attempts.

Kick ass game!

AHHHHHHHHHH

That was hectic! I got to level 6 before the lag was unplayable and I became dead (i played on browser)

The tradeoff mechanic where you go without a power for a round to get it back stronger, real risk vs reward stuff there, nicely implemented. The character models are really nicely done. The music is great. The jenga block system took me a few tries to understand - it encourages planning ahead in a unique way because you can't pick two adjacent upgrades. Does the height of the tower or the level influence anything or is it just a mark of progress?

I noticed the kill counter doesn't reset between runs, but I guess because of the unimplemented upgrade button on the 'you failed' screen that it's intentional and that you'd get stronger each time

Nice game!

Cute enemies :)  I got a little slowdown when I left too many of the blue flying enemies alive near the end. I liked the 'only shoot up' limitation, works for the climbing format. The level design and the pixel art were well done