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> Yggdra UFO (YUUFO), Let's make a fan shmup
Sabaku no Gaara
post Jul 17 2014, 07:01 PM
Post #16


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It could just be a matter of range (width) - it makes sense that to unleash a devastating group attack you have to be in a compromising position (huddled together), but it's perhaps not quite as strategic in that sense as YU was.


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Ledah
post Jul 17 2014, 09:45 PM
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Noooo I want them to be annoyed that they're too far away from the bar and everyone has to redo their turn.

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So I remembered that there's this Flash game called Steambirds which is a turn-based top-down fighter jet airfight simulator. Disclaimer: I wasn't thinking about that or anything like that for this turn-based game, but maybe seeing it made me more open to genre combinations.

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Python -> HTML? http://clouddbs.blogspot.com/2011/02/how-t...-days-with.html

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It occurs to me that turn-based input is harder to program than realtime.
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flunky1412
post Oct 3 2014, 03:12 PM
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Hey I'm a computer programmer and have even made a shump framework before (it's not that good, but it's fun to look at). Want my help? And what language are we doing this in?
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Martel
post Oct 6 2014, 06:04 PM
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It's gonna be through the browser. I dislike plugins like Flash.


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Mystic_Truhan
post Oct 6 2014, 09:17 PM
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So, like Javascript? We still going for real time shmup? Also, I cast my vote for top-down (that's just me having played way too much Touhou).
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Cassiel
post Oct 7 2014, 01:55 AM
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I think Sturm really likes turn-based.

Side-scroll is easier because sprites.


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Yuka
post Jul 18 2015, 06:13 AM
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Gridless is too hard. Optimal path is to curve around enemy bullets if possible, and you need a program to curve around for you for max distance. Too much to deal with for the player. How about a hexagonal grid, then?

A UFO (not to proportions). The hexagon is the hurtbox.
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Yggdra on a UFO.
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The hexagon outline can flash/glow to make it more obvious. Or the grid layout can be overlaid on top (maybe toggled).


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