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Matte

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A member registered Dec 31, 2025 · View creator page →

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(1 edit)

CMD SHOOTER LINK


CMD SHOOTER is a fast-paced, retro-style side-scrolling shoot 'em up (SHMUP) engine built entirely from scratch in C/C++ using the raw Win32 Console API. Designed to run smoothly inside the Windows Command Prompt, the game bypasses traditional heavy graphics libraries to deliver a pure hardware-buffered ASCII/Unicode pixel art experience.

I suggest set Consolas o Lucida Console CMD charset

🕹️ Key Features

  • Sinusoidal Vector Logo Effect: A dynamically animated title screen featuring a custom 5x34 pixel-art title that waves smoothly in real-time, paying homage to classic Amiga and retro demoscene algorithms.
  • Double-Buffered Custom Text Engine: Utilizes advanced console buffer manipulation (WriteConsoleOutputW and CHAR_INFO structures) combining dual-pixel vertical glyphs () to double the native rendering resolution without screen tearing.
  • Dynamic Deep Space Background: An asynchronous blinking starfield that pseudo-randomly recalibrates on the screen margins to simulate warp-speed depth and movement.
  • Embedded Resource Audio Runtime: Fully autonomous executable compilation with the background soundtrack (retro.wav) packed directly into the binary resource script (.rc), eliminating external dependencies.
  • Tactical Intermediate Mega-Boss: Spawns automatically every 400 points. Features a massive 25-HP armored sprite, ultra-fast blinking projectiles, adaptive hit-flash feedback, a real-time health indicator bar, and a timed cascading detonation script upon defeat.
  • Authentic Arcade State Machine: Seamless transition cycles between the title screen, standard wave spawning logic, and an automated texturized GAME OVER screen (rendered using high-density 0x2593 shader blocks) that counts down before auto-returning to the title scene.
(2 edits)

CMD SHOOTER: A Retro Win32 Console Arcade SHMUP inside WIN CMD!

CMD SHOOTER is a fast-paced, retro-style side-scrolling shoot 'em up (SHMUP) engine built entirely from scratch in C/C++ using the raw Win32 Console API. Designed to run smoothly inside the Windows Command Prompt, the game bypasses traditional heavy graphics libraries to deliver a pure hardware-buffered ASCII/Unicode pixel art experience.

I suggest set Consolas o Lucida Console CMD charset

🕹️ Key Features

  • Sinusoidal Vector Logo Effect: A dynamically animated title screen featuring a custom 5x34 pixel-art title that waves smoothly in real-time, paying homage to classic Amiga and retro demoscene algorithms.
  • Double-Buffered Custom Text Engine: Utilizes advanced console buffer manipulation (WriteConsoleOutputW and CHAR_INFO structures) combining dual-pixel vertical glyphs () to double the native rendering resolution without screen tearing.
  • Dynamic Deep Space Background: An asynchronous blinking starfield that pseudo-randomly recalibrates on the screen margins to simulate warp-speed depth and movement.
  • Embedded Resource Audio Runtime: Fully autonomous executable compilation with the background soundtrack (retro.wav) packed directly into the binary resource script (.rc), eliminating external dependencies.
  • Tactical Intermediate Mega-Boss: Spawns automatically every 400 points. Features a massive 25-HP armored sprite, ultra-fast blinking projectiles, adaptive hit-flash feedback, a real-time health indicator bar, and a timed cascading detonation script upon defeat.
  • Authentic Arcade State Machine: Seamless transition cycles between the title screen, standard wave spawning logic, and an automated texturized GAME OVER screen (rendered using high-density 0x2593 shader blocks) that counts down before auto-returning to the title scene.

yes we try to make this, at moment we have alpha blending of multiple texture, when done we make a new video to shown the terrain painer

thank you, yes there are a lot of features in engine some need adjustament and debugging, a script system can control each element of scene so create traps is simple by write a simpre javascript script, we have inserted now terrain alpha blending painter, thanks to your character we can test engine features.

thanks for your work, we have used some characters to make a test map of our game engine!

(8 edits)

Hi, I'm a professional developer, I don't work in the video game industry but in 
my spare time, I'm developing an isometric game engine, I used many assets from this 
portal to create test maps for development purposes only, there's still a lot of work to do.
I really appreciate the assets available on the portal because they have allowed me 
to test beautiful and more complex maps.
<img src="https://img.itch.zone/aW1nLzI0ODAyMDE0LnBuZw==/original/p1Nsjk.png">
This is a sample video
https://youtu.be/ac210D8WnRk?si=QSP3BHTp5ipa8rnc
(2 edits)

Hi I'm Matteo from Italy, I'm a proof developer but not in game industry, in my free time i develp a isometric game engine with advancede features, i've used a lot of assets taken from this portal to make test maps and test characters, i apreciate the artist present on this portal very good