Galaxy rebel force - space shooter inspired by asteroids

Post your finished games or work-in-progress here.
Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Galaxy rebel force - space shooter inspired by asteroids

Postby hijong park » Fri Feb 24, 2017 3:21 pm



Image

Hi, i'm making games for hobby, and i'm currently making a shmup inspired by asteroids, which is my second favorite shmup game.(first is defender by williams electronics, and i also have made a shmup similar to defender. http://gamejolt.com/games/tujate/223666)
i don't know if this game would get much attention, since asteroids is not a popular genere today, but i'm really satisfied with this current prototype.
my objective is to make a asteroids-like shooter, but with faster phases and more battles than a static asteroids cleaning job.

like asteroids, the levels are wrapped in single screen and your fighter has interia with little fraction.
your fighter has two weapon systems - main weapon and special weapon.

main weapon has normal shots and charge shots. when you keep shooting, it fires normal shots to the direction that the fighter is facing.
if you release the butten and wait the charge bar at the right of the screen starts to increase. when you press fire after the charge bar is maxed, it fires the charge shots which have more powers and penetrates enemies. main weapon has 3 kinds of power ups:

Yellow - All-round power up with decent power and range.

Blue - Fastest charge speed and longest range, but has the weakest power. useful for swarms of weak enemies.

Green - Most powerful but has slowest charge speed and shortest range. useful for boss battles.

special weapons are limited weapon with strong powers to wipe out large groups of enmies. there are 3 kinds of special weapons and you can change it by getting the item that gives you one of three special weapons.

spreader - spreades small bullets to 360 degree.

mine - drops 4 mines behind the fighter. they stays forever on the screen until the enemy crashes into them.

energy missile - fires 8 homing energy missiles.


each stages will have 10 or 15 phases and there would be boss battles after them.
i'm also planning the planet levels where you have to boost carefully to avoid walls and destroy cannons like gravitar or sub-terrania, but i didn't decided it yet since many people don't like gravitar-like games for its brutal difficulty and it could break the pleasure in gameplay.
Last edited by hijong park on Mon Mar 13, 2017 1:24 pm, edited 4 times in total.

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Re: Galaxy rebel force - space shooter inspired by asteroids

Postby hijong park » Sun Feb 26, 2017 1:21 pm

Image
Image

I finished to make the tutorial today.

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Galaxy rebel force - first level completed

Postby hijong park » Sun Mar 05, 2017 1:42 pm

https://youtu.be/JnecI16oO70

now i completed the first level.
also, i added the title music, in-game music(if you can call it music...) and option cannon item.
it was the first time for me to compose a music.

Site Admin
User avatar
Posts: 233
Joined: Thu Jul 26, 2012 2:32 pm
Location: Melbourne

Re: Galaxy rebel force - space shooter inspired by asteroids

Postby monoRAIL » Mon Mar 06, 2017 1:02 am

I like your menu music. That's pretty good for your first time!

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Re: Galaxy rebel force - space shooter inspired by asteroids

Postby hijong park » Mon Mar 06, 2017 2:33 am

monoRAIL wrote:I like your menu music. That's pretty good for your first time!


Thanks, i'm glad that it sounds fine.

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

seamless wrap, mouse control, and radar.

Postby hijong park » Mon Mar 13, 2017 1:14 pm



now, galaxy rebel force has a cool seamless scroll instead of fixed screen ! it improves the playability a lot better as you can always see the enemies from every directions.
Also, i added mouse control mode and radar.
With mouse control you can move and aim more sensitive than 8-direction based keyboard control. i'm more familar with keyboard though.
Radar isn't something really needed for the game, but it makes the UI much cooler.
Now it's time to make enemies for area 2.

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Second boss done

Postby hijong park » Thu Mar 23, 2017 10:10 am



Today i made the second boss of GRF. some people would know the original source of this boss.

User avatar
Posts: 55
Joined: Sun Jul 29, 2012 1:54 am
Location: Natal - RN, Brasil

Re: Galaxy rebel force - space shooter inspired by asteroids

Postby TiaoFerreira » Wed Apr 19, 2017 11:21 am

What tool did you used? MMF2?
SENTA A PÚA!

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Re: Galaxy rebel force - space shooter inspired by asteroids

Postby hijong park » Tue Apr 25, 2017 4:06 am

TiaoFerreira wrote:What tool did you used? MMF2?


I'm using game maker : studio.

Posts: 8
Joined: Fri Feb 24, 2017 2:10 pm

Area 3 completed

Postby hijong park » Sat Apr 29, 2017 1:35 pm





I finished to make Area 3 and the boss today.

And here's some game system changes:

- Changed radar's color.

- Added letters when you got an item.

- Added 3 kinds of ally fighters.

- Ally fighters get 1 health bonus at the end of waves.

- Added a very aggressive enemy who appears if you drag the wave too long.

Return to Showcase

Who is online

Users browsing this forum: No registered users and 0 guests