Page 1 of 2
Aeternum Blammo
Posted: Mon Oct 17, 2011 6:58 pm
by josefnpat
What happens when you take some random latin and add an onomatopoeia?
Aeternum Blammo
Originally, this was a small variation of
GijsB's work, but it has progressed enough in my opinion to call it it's own game. Also, the codebase is in dire need of a rebase, that quite frankly I'm not interested in doing at the moment. Not to say the code isn't solid...
I've had quite a bit of playtesting done, and more feedback is welcome.
Features:
- Music from Starscream
Nice pixel art from random forums on the internet.
Four items (Fire Rate, Ship Speed, Ship repair, Ship Damage Boost)
Missiles and Mines
8 Different enemy types
Triple Alpha Parallaxing
Health Bars
Pause/Quit Screen
Bugs!
Take what you will from this; I enjoyed making this and I enjoyed playing it too (!).
Controls
Right Mouse Button - Shoot To Cursor
Left Mouse Button - Move To Cursor
1 - Switch To Missiles
2 - Switch To Mines
f11 - Fullscreen
esc - Quit
Repo on Github
Re: Aeternum Blammo
Posted: Mon Oct 17, 2011 7:31 pm
by GijsB
Awesome
Re: Aeternum Blammo
Posted: Wed Nov 02, 2011 9:42 pm
by coffee
Can't believe that people didn't kudo much this project. I think the gameplay kind of addictive.
I also noticed this other nice similar LOVE project. Perhaps you could add some multi-direction weapon system too?
http://love2d.org/forums/viewtopic.php?f=5&t=3850
Anyway both projects reminded me a game that I love: Trancendence
http://www.neurohack.com/transcendence/index.html
Don't give up of this project cause seem be solid enough for even further improvement. Cheers!
Re: Aeternum Blammo
Posted: Wed Nov 02, 2011 11:26 pm
by josefnpat
I really appreciate this, as I was rather concerned by the lack of feedback other than yourself and GijsB.
I was considering adding directional weapons, but first I want to really clean up the code, maybe add multi-player too.
Re: Aeternum Blammo
Posted: Thu Nov 03, 2011 7:41 am
by coffee
Yah, don't be concerned by the lack of feedback. I believe that adding the multi-weapon and instead of have limited play arena if you keep our ship in the middle screen and put off-screen ships (or planets and other stuff) keep pumping up in our area you basically have a "full" engine to do more ambitious projects of this kind. You already done a lot of good features. With a more clever ship IQ of flying around us instead of suicide attacks probably you have all basics that a major spaceship game needs.
Re: Aeternum Blammo
Posted: Thu Nov 03, 2011 8:46 pm
by LuaWeaver
Great game. All it needs is
1. Faster progression
2. More music
and 3. TEsound to loop music! It gets so much worse without music!
Still, awesome game
Re: Aeternum Blammo
Posted: Thu Nov 03, 2011 10:16 pm
by josefnpat
LuaWeaver wrote:Great game. All it needs is
1. Faster progression
2. More music
and 3. TEsound to loop music! It gets so much worse without music!
Still, awesome game
1. Do you have any specifics for faster progression? What part bothers you? Is it the fact that when you die, you return to the abysmal "starting" state? Or is the game not fast paced enough?
2. I can totally do that. I need to find better stuff other than starscream
3. I'll look that up, thanks!
Re: Aeternum Blammo
Posted: Thu Nov 03, 2011 10:20 pm
by thelinx
You don't actually need TEsound for looping music, fyi.
Re: Aeternum Blammo
Posted: Sun Dec 30, 2012 5:50 pm
by bananpermobil
I just sat and played this game for 40 minutes, several times just thinking I might be able to survive just a little longer this time. I guess this project didn't make it off the ground, for which I'm a little bit sad. I think it has great potential for being a true procrastination device.
Re: Aeternum Blammo
Posted: Mon Dec 31, 2012 3:00 am
by Codex
haha, cool game, though it really needs a pause button.