Uramu!, the Bullet Curtain game! [Bv2]

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ArchAngel075
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Uramu!, the Bullet Curtain game! [Bv2]

Post by ArchAngel075 »

NOTICE :
Any one who downloaded the game after the bv2 update, please re download! I had trouble with uploading file.
You can tell if you have the bv2 update, as the .love file is Uramu!.love not Uramu.love.

-Apologies
-end-
Here I present the wonderful start to my game :
Uramu!

It is a game focused on carefully dodging colorful spheres while keeping track of a Boss Sphere and shooting your own spheres at the Boss Sphere!

Goal of the game :
Shoot the Boss Sphere (yellow) while dodging his bullets!(red,blue)

-Boss spawns in 2 seconds after running game!
-Move with either WASD or Arrow keys
-Shoot with spacebar, earn 1 point for hitting boss!
-You get a bonus addon to points for keeping your bullets on the boss!
-Dodge the damn sheres he shoots! Reds go for you somewhat, and blue's just fly wherever!
-Loose 25% of points when loose a life!
-5 lives! Dont use em' up!
-If you die, don't worry! The game shows your score and how long you survived! (points not based on time)
-If you actually manage to kill the boss then you get a 25% bonus plus 1000, but you loose a percentage based on time taken to kill! (its possible to get a negative score this way!)

---------------------------------------------------------------
Download :
Latest :
Uramu!.love
Past Versions :
Uramu.love
---------------------------------------------------------------
Last edited by ArchAngel075 on Fri Jul 19, 2013 4:45 am, edited 2 times in total.
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master both
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by master both »

I really like it! the difficulty is perfect, but it suddenly crushed when the boss had 63.5 HP.
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ArchAngel075
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by ArchAngel075 »

well thats a random crash, it happens to me too, and many of my local testing friends report crashes.
I think its to do with a sound file being played too quickly at a single point... will look into it once i modify the proj spawner.

Just so i dont double post :

The next update will include :

A new proj spawning system!, stack Spawner!

-The technical talk :
right now projs are "spawned" all at once... I wish to change this and opt for a more cleaner and more varying approach..
The approach i have in mind is using a stack spawner.
Simply put, say we stack 20 projs, then push that stack onto the spawner.
Then later we push 20 more onto the spawner. Now each love.update the spawner goes through every stack, checks its timer and spawns a proj if its timer hits 0! Then reset the timer to the required number.
This makes it possible to spawn a projs similar to a "for" loop but instead have a sort of "sleep" inside it.

Wow thats hard to understand...

The change will make the clustering affect less.

Next!
Im going to add grazing, a common addition to bullet curtains...
Q. What is Grazing?
A. When a player barely passes next to a projectile then they gain a Graze bonus, that is a point bonus for grazing the proj.

Grazing will encourage moving through tight gaps! but also will make it more dangerous!

---
Next ill also start working on a Line of Focus, LoF.
The LoF is a imaginary line on the screen where should the player cross this line, all projs will medium focus on the player!
--
Q. Whats medium focus?
Its simply a term to mean that at intervals the proj will change its direction to the players current position, creating a pseudo homing proj.
There is Hard focus (true homing on the player!)
and Soft Focus (A single moment the proj targets the players pos, and continues to that point)

Current projs use soft Focus! Vut expect some more fun later!
----
Lastly I wish to spice up projectiles, add some small effects such as impacts and boss spawn.


-end-
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MPQC
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by MPQC »

Pretty nice. But really needs some code cleanup!

Small snippit..

Code: Select all

if projs[i].stage == 1 then -- first stage
		 projs[i].pX = projs[i].pX + projs[i].vec2.vX * dt
     projs[i].pY = projs[i].pY + projs[i].vec2.vY * dt
     projs[i].vars.timer = projs[i].vars.timer+1
		 if projs[i].vars.timer > math.random(100,150) then
		  newProj(projs[i].pX,projs[i].pY,"shot1",2,{timer = 0},{tX = math.random(user.pX-80,user.pX+80),tY = user.pY,vel = math.random(50,80)})
			table.remove(projs,i)
		 end
		end
While I don't mind if you use tabs or spaces and what amount of each, you should really keep it consistent. Some places are indented while others aren't, making it really difficult to read and follow the logic.
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ArchAngel075
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by ArchAngel075 »

i allways used spaces, but ill look into cleaning that section! thanks for the shout out:)

Oh and btw, the main reason why its abit wierd at the end of the love.update() is because i added the "if user.dead" and didnt bother to manually indent the code... I allways wish there was a Auto indent option, you kno, like highlight a section of code and auto indent in or out..
If there is one, please give me it :P

ill probably make sure to clean up for b2
davisdude
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by davisdude »

Error

main.lua: 263: attempt to index field '?' (a nil value)

Traceback

main.lua: 263: in function 'update'
[C]: in function 'xpcall'
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ArchAngel075
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by ArchAngel075 »

To above error, happens on chance when the players bullets are removed and the game tries to reference to them, i use a check to see if bullets exist as much as possible to prevent such incidents.

I actually had ALOT of trouble with that exact 'line', ended up using a round about method to remove the bullet in that case.

-----

and UPDATE!

version beta 2!

Whats added :
- Graze! Earn points for squeezing through gaps or sticking to a bullet! Careful though, you loose alot or graze points when you get hit! (add as is to end game score) (Nifty special effect to tell you when your grazing!)
- Improved, harder to kill boss! He now moves more often, and the projectiles are now using the SpawnStack system! they are much more screen swarming too!
- The First 3/4 of the first boss!, he now has a difficulty based on health, at 50 he spews more often, at 25 he shoots some homing bullets!
- LoF (Line of Focus) Easily visible on the screen, should you cross this line, prepare to have ALOT of enemies!(all dots not already red target your location, but a dot targets only once!)
- Cool looking player/boss/bullets! Added some more circles and whatnot, and the outcome was pretty amazing!
- MUSIC! : two songs, randomly chosen at start of game! perfect for the rush!
- Reduced boss HP, halved from 1000 to 500, but thanks to HP based attacks this isn't going to help players much :P Although the boss IS now killable.
- Extra Lives bonus, you gain 1000 points for every extra life on killing the boss!

I am going to finish up this boss with one more attack at 15% HP then push it aside to work on menu's (options, etc) aswell as a intro to the boss(no not a cutscene, its where the player tackles a bunch of enemies for a time limit to rake up points)
Plus the "Clear Bomb", clears screen of ALL bullets, but limited use!
Expect such changes for bv3!
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substitute541
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by substitute541 »

Have you ever tried looping backwards when deleting the bullets?

Edit: Also, Sublime Text 2 has an auto-indent feature.
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ArchAngel075
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Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by ArchAngel075 »

Oh ill look into the Sublime Text 2 then :D
Thanks for the shout out.

onwards :

NOTICE :
Any one who downloaded the game after the bv2 update, please re download! I had trouble with uploading file.
You can tell if you have the bv2 update, as the .love file is Uramu!.love not Uramu.love.

-Apologies
-end-
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ArchAngel075
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Joined: Mon Jun 24, 2013 5:16 am

Re: Uramu!, the Bullet Curtain game! [Bv1][simple concept!]

Post by ArchAngel075 »

Just a quick post before i go to bed after a tiring day of school and procrastination :

So far im about 20% done with bv3 :
-Completed basic menus, except a "HOW TO PLAY" menu.
-Options menu lets you adjust the volume, both master volume and music.
-Can now pause game, but at the suggestion of a friend i added a "HardCore Pause" check box in options menu - it disables pausing if checked!
-Many small graphical changes.
-small touch ups here and there
-boss has a health bar! no more staring at a number!

Things to be done (In order of importance)
-First stage to first boss.
-Second stage to second boss.
-Second boss.
-Work on trying to make a more flexible movement system for bosses and enemies
-HOW TO PLAY menu.
-Full music support (Drop music in a folder and rage away to your own tunes!)

Im unsure when ill be uploading the update at this point, especially with school and all starting...
I want to make sure that the things needed to be done are completed first before pushing out bv3, im not to keen on my previous system of uploading every minor update.

Also im no idea what story i can give the game should i add a story mode :P

g'night.
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