Maps are now a thing of Food Splatterhouse [BIG]! Unlike the original, this maps are animated as you can see. Here, the blood is disipated because of the rain.
I finished the first boss A.I. Meet "Stomper": He will jump high to the clouds and he will try to stomp you when he falls, hence the name. He's the first out of four bosses of the remake.
In this screenshot i'm fighting 2 of them, you can see the shadow of one of them chasing me. And the other just fell and caused a tremor.
It's time for the powerups! Right now there's two powerups:
- Invincibility (see picture)
- Bullet parsing
Powerups has a limited time of duration, and you can't use more than 1 powerup at a time. Also, potions with an "a" above will be used automatically, but can also be used manually.
Open to suggestions!
Too violent for your taste? Enable the new "Party Mode", where blood is replaced by confetti and comedic sounds!
Also: Combos! With each kill, the combo will increase. If you waste a bullet (if it goes offscreen), the combo will end and you will receive cash (or score if playing on Free Mode).
I present to you: The Night variation! Everything is more darker and enemy shadows will react to your point light as screen shows!
Also, more gameplay tweaks. The most important is that enemies only have a limited time of life.
Since the Europe community is relative new, i bet most users have doubts or too many questions about programming on SmileBASIC, so i made this topic.
Here you can make a question for people to respond, or just share a neat trick that saves valuable time. If you have a doubt, please don't flood the forum with too many topics.
Small announcement to say that i'm working on a REMAKE of my very first "complete" minigame: Food Splatterhouse.
Features (most are planned, but i'm done with the setup):
- Improved overall presentation
- Improved gameplay balance
- Different game modes (Arcade, Endless, Free and Suicide)
- Shop to buy skins for enemies, game modes, music and scenarios
- Archievements
Someone asked yesterday how to make fading text, and the solution i posted was using sprites. Today i tried the algoritm ands works like a charm.
What it does is to paste a given text on GRP4 and set a sprite with certain dimensions, then change their alpha values with SPCOLOR.
I already submitted my program for the contest. However, i want to share a more advanced version of that program (DELUXE version).
The program is a "tech-demo", what it does is to cast multiple shadows in relation to several light sources.
DELUXE Key: W51333
Contest Key: N3A8EJQS
Based on the previous post made by @Levi, and that i don't know what to do on SB, i decided to retake a dead project i had some months ago. Which is an interactive tutorial on programming starting from the very basics. Going to post more screenshots.
Joking around with P3D engine and modeler. Is quite clever how Bugtaro made it, since the textures are just modified sprites. Also, up to 30 polygons is getting slow on O3DS, better be careful.