[Game]Arcadia Strikers

@gibs would it be better that there remains a crater on the place where the turret explodes?

Now that it “disappears” completely, it does not look as satisfying as it could

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If the tilemap is in ram that could be a crater tile. No need to reserve an actual object for it any more.

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Absolutely awesome :clap:

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Anti Air units :laughing:

This is looking so awesome and I can’t wait to play it. Always like a good schmup. Keep up the great work.

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:raised_hand: oh! I’ve been known to be a good pilot! glances at high score for other space shooter titles oh… not the best anymore, I forgot… heh @tuxinator2009 :eyeglasses: I’m coming.

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Work In Progress:

Here is a video of the full map on real hardware:

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From this angle it looks like an old coin-up arcade machine with a big screen, like the Xevious coin-up arcade :grin:

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The progress here is incredible! This one is going to really tax my thumbs I can already feel it :eyes::small_airplane:

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That thing looks menacing!

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Its easter monday !!
For easter you need a video with good quality sound, so I took the sound from the audio jack a did this video :heart_eyes:

Are you a striker ?

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That is so next level

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Looks (and sounds) wonderful!

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You can download Full Level 1 on 1st Post. :hugs:

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Wow. This is hard! 1750 is my best score so far :slight_smile: The super fast gun feels great! I did not know Pokitto could be this fast :wink:

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Great job @gibs , its easily the best soundtrack for a game on the pokitto, and the sound quality is beyond everything else i ever heard on Pokitto. :+1:

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Great job!!!

  • It’s too hard tho. I managed to get 5925 and 4825 by luck.
  • Sounds great too!! you did great not cutting the music on game over - it’s perfect for low-skills people like me.
  • No invincibility duration after dying and no position reset means if you made the error of going into a literal bullet hell, you’ll game over no matter how many remaining lives you had.
  • I got a hard time keeping an eyes on enemies’ bullets, too, which contribute to my demise a lot
  • I like the fact you’re not totally stripping the weapons of the player at death. I really dislike when games make that
  • I noticed some towers would “explode” when you explode as well, regardless of their actual states. It’s only a GFX, no impact on the gameplay (alive turrets stay alive), which is kind of confusing
  • It’s too hard for me.
  • Combined graphics and audio makes this game a really beautiful one! (which makes the difficulty actually more frustrating)
  • It’s smooth most of the time! It just glides
  • It’s probably not intentional, but I like when the game slow downs when too many things roam on the screen. Reminded me of Empire of Steel, would give you more brain power actually to react on them.

About the musics, for everyone not having it working:

  • Musics must be placed on the music/inv6069/. The zip structure doesn’t respect this at this date, so you need to create the folder by hand.

Again, excellent job!!

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hmm, the bullet that hit the ship, is removed. you should not get a game over. or I misunderstood.

Only before the game over :slight_smile:
When you explode and you still have life left, only enemies bullets are removed.
Thanks, for your comment and for communicating the correct music path. I was outside :slight_smile:

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Really cool! Also… really punishing! I feel like I’ll have to really memorize the level to get ahead of some of the turrets and especially the tanks that track. Here are my main two thoughts:

  • I’m with @carbonacat on needing invincibility after death: I feel like having a second or two of i-frames after death is a convention of the genre that lets you lose a life but kind of get back ahead of things. I found myself instinctively moving back over to where I died because it’s what I expected
  • I’d really like to not be capped on the y-axis of movement. Getting stuck half way up the screen when I was going for a power-up during a lull or trying to dodge a bullet felt really unfortunate :frowning:
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First to the key :stuck_out_tongue:

Really great so far. The music is a great addition to it.
My suggestions:

  • Invincible after death: I’d recommend destroying all enemy bullets like you do, then respawn the player exactly where they were but flashing for maybe one second (possibly less) during which time they’re invincible so they can move to a new spot.
  • y-limit: allow the player to go anywhere on screen (this is sometimes necessary to dodge bullets in some of the more intense areas). Also needed for dodging the spinning discs in case you lost your rate of fire boosts (they can’t all be defeated with zero or one boost and once one hits you you’ll respawn in their path and die again).
  • possible ship speed increase: Usually for really heavy bullet-hell type games its best if the player can move faster, or at least the same speed, as the more common bullets (there are exceptions for specialty weapons/ships). Though this one really depends on how well the previous two improve things (could possibly keep the speed and if your holding B then move slightly faster).
  • Skippable intro: The intro is really cool and I was surprised how clearly the voice sounds (usually downsampling for the Pokitto can make voices very choppy and hard to understand). However, I’m also a big fan of being able to skip lengthy intros.

I really like how dying doesn’t reset your powerups, instead it only resets your firing rate. One of the hardest things to balance with these types of games is making it doable, though extremely difficult, without any powerups (at least without the ones you loose when dying), but not making it too easy if you do have the powerups.

One of my favorite vertical scrolling schmups was Raiden (I had the Atari Jaguar version) and Arcadia Strikers has a very similar vibe to Raiden imo :+1:.

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