Showing posts with label Shoot em up. Show all posts
Showing posts with label Shoot em up. Show all posts

Wednesday, 4 January 2023

Apollo-X - Menu design time

 Here is the working design for the HiScore for Apollo-X, more details on my Patreon as far as animation elements to it and other screens :)

Have a great week :)




Tuesday, 3 January 2023

Tuesday, 24 August 2021

Boss Machine - Crater Level :)

Hi Everyone,




A quick post showing what I will be working on today.  Will post more updates in this post. 

- First I need to create the parallax splits (see the lines at either end of the image).
- Second I need to clean up the craters so they correctly align into the parallax and don't get cut up when parallax is moving.
- Export each split into 16 colours.

- a few other clean ups might happen during the process.


Will also show some other ideas of how this level will work. If you would like to follow the process please visit my blog 

(not paywalled) https://www.patreon.com/posts/boss-machine-55262391 

Have a great day :)

Tuesday, 10 August 2021

Menace HD - remake for Vampire Amiga's

 Hi Everyone,


A quick teaser of the work behind the scenes can be viewed on my Patreon blog. Below is the animated End level Boss.






If your not familiar with Menace please visit the Amiga Hall of Light website

Please consider being a Patreon for as little as $1 
Thankyou for your visit


Tuesday, 25 August 2020

IRIDIUM - Now Available

 It is with great pleasure announcing we have out game Iridium now available.  We are a small indie game development team of four people.  If you have a PC and love shoot em ups, please consider supporting us.

We do also plan other platforms and our next release will be on the Nintendo Switch, hopefully within the month.





Saturday, 18 April 2020

IRIDIUM - LIVE Twitch Stream with AmigaBill






Hi Eveyone,

I hope you are all well.
AmigaBill is having a Twitch Live stream coming up Sunday the 19th at 2:00pm EDT | 6:00pm UTC (or monday 4am my time :))

We will have the 4 Amigos (James, Akira, Dan and myself (Invent) joining Bill for this stream.

Our DEMO will be available to play




https://store.steampowered.com/app/1014850/Iridium/
https://nebula-design.itch.io/iridium


Please come along and join the fun.
https://www.twitch.tv/amigabill



Tuesday, 3 March 2020

IRIDIUM - Update #11

Hi Everyone,

As you know I am busy with Iridium at this time, also slowly working away on Boss Machine and Reshoot Proxima III for our Amiga Platform.  The latest news for Iridium is here.

https://www.kickstarter.com/projects/iridium/iridium-0/posts/2772300

A quick teaser image below.


I have also added more info on my Patreon (Free) to view, some extra background info.

https://www.patreon.com/posts/34529540



We are also on Twitter:

https://twitter.com/Nebula_Design (James - Coder)

https://twitter.com/invent71 (myself - Invent)

or Discord
https://discord.gg/gmruaDT







Friday, 1 February 2019

IRIDIUM game now LIVE on Kickstarter

It's been a busy few months recently and we are very proud to finally have our Kickstarter for "Iridium" LIVE

We have lots of great plans for this game and with your help can make it even better, we just need to get the word out, any help would be really appreciated.



Links to various social media sites:
The Kickstarter

Game Demo Download

Facebook

itch.iohttps://nebula-design.itch.io/iridium

Instagram

Twitter

Oh and of course our favourite Amiga forum EAB


P.S. More Amiga stuff coming out very soon.




Monday, 21 January 2019

The Making of Iridium - Game - Digital Book

The focus for the next 10 days or so is on Iridium Kickstarter, beginning in February. Our team (Bastich and Akira) have posted info of the game in one of the most popular and most positive Amiga forums out there.

Link: http://eab.abime.net/showthread.php?t=79838

I'll post some other insider teasers for my Patreons in the next posting :) In particular the large ships that have destructible elements and I little more about the team and of course some teaser Amiga graphics too. The Digital Book is one of the perks of the fundraiser.


Monday, 10 December 2018

ProXima3 - Exclusive video of ProXima3

Want to see more of ProXima3 please support me on my newly openedd Patreon site.





By having more subscribers it will enable me to take time off work to focus more on this game and hopefully a release in 2019 

Future posts will include:

- Amiga Inc graphics I developed for various games and apps that never got released (and of course a little gossip)

- Reshoot R behind the scenes
- New Amiga Classic graphics using Brilliance 2
- Custom portraits created on Amiga using Brilliance 2 (for higher donators)
- lots more :)
- Behind the scenes work on Amiga NG projects

https://www.patreon.com/KevinSaunders/

Thursday, 24 May 2018

Iridium - Update May 2018


Iridium is moving forward rather well. James has been very busy coding and constantly refining every element of the game engine.  Graphics in this video shows temporary assets that will be updated soon. Akira continues to pump out amazing tracks (and I find myself listening  more than playing the game sometimes :))




Our small Kickstarter will be coming soon, Developed for Windows (PC) and if we can reach our stretch goals then Android and Nintendo Switch will be possible also :)



Saturday, 17 February 2018

Iridium - Working on texturemaps - Desert

Iridium has not lost any love in development.  Some test concepts here and a quick sample of some of the assets.  The cracked desert textures still needs refining and will be transparent layers on top of the sand texture. 

I have a few tricks up my sleeve to achieve the seamless texture but its going to take some time :)


Iridium out of all projects i am involved in certainly will be the most time consuming and we hope to one day have this posted on a kickstarter or similar site, early days.

Thursday, 15 February 2018

Reshoot R - Update - New weapon

Richard has been busy implementing lots of new features into Reshoot R.  Besides this new weapon he has rewritten the sprite engine that now allows for a lot more particles and effects.  See his post on his Patreon site for more technical details.


Friday, 2 February 2018

ProXima 3 - Ham8 Title - Logo done

ProXima 3 is moving forward. 

Logo Completed, Ham8 Title done :)
We are implementing Ham8 Title and menu system.



Lots of Level design has been moving ahead also including some copper tricks for the parallax layers that I posted a quick teaser on the Amiga.Org facebook site.




Tuesday, 19 December 2017

RESHOOT R


The Reshoot R team are busy working away on more graphic themes at the moment :)  

Meanwhile one of the concept drawings.  

Thankyou to the Patreon supporters, please support Richards project.

Friday, 30 September 2016

ProXima 3 - Red Dwarf Star

It's probably time to give a quick tease of one of my own personal Amiga AGA projects.

"ProXima 3 - Red Dwarf Star" is a Vertical scrolling Shoot Em Up.

The environment is partly destructible as well as the bigger enemies, each enemy has a flash/hit state.

Some Tech specs:
- 3 layer parallax
- 6 levels (all choosable except the final level)
- One player (at the moment)
- 16 colour foreground/enemies, 4 colours for each parallax and 16 colours for player.
- Enhanced copper effects.



This game is the 3rd and final installment, ProXima 1 and 2 games are planned in the future.  

Tuesday, 6 September 2016

Saturday, 16 April 2016

RESHOOT - Amiga Demo





Richard Löwenstein has been very busy working on RESHOOT, A brand new shoot´em-up for the Commodore Amiga (AGA) platform.

RESHOOT features: 
* Bullet Hell
* Modern Art
* Rythmbased Gameplay
* All Assembler
* Full 60 Hertz Framerate
* Flow Experience


A Shoot em up of Survival


A demo is available on Richards Patreon website 


The image below is the Ham-8 Splash screen


Other Links:
EAB Forums (join in the discussion and feedback here :))
Indieretronews
Patreon

Youtube

Mediennetzwerk-bayern

It's always nice to be able to show some insight into the development of the game.  Below are some example animated sprites showing on the left the 3D rendered versions and the final game sprites (4 colours) on the right.



Below shows the palette used for the background and main enemy sprites (8 colours). Colours 5 to 8 are collision colours.  








Tools Used:

- Brilliance II (Amiga)
- Photoshop (Mac)
- Graphic Converter - (Mac)
(excellent converter for 24bit IFF files to then import into Brilliance II and save as Ham-8 files)

Game tested on a Mac using FS-UAE



WALLPAPERS:

--- For anyone interested in a desktop wallpaper, here is the promotional/box art graphic at 4960x3508 pixels :)

FULL resolution 24bit version

Vampire users: 24bit colour version (960x600)

Vampire users: 8 colour version (960x600)





Sunday, 1 March 2015

Underthreat - Amiga 16 colour Shootem up - WIP

A quick concept below of how a shoot em up for the Classic Amiga's I'm working on might look like with the limit of 16 colours at 320x256(PAL) (or 320x200 NTSC). Still working on palette optimisations :)

The graphics will be hand drawn all enemy animations will be created/rendering in 3d (Lightwave) and converted to the colour palette.   This project as with many others I'll play around with and research overtime.





Below is a test of how the background could look using the copper effect (I need to research what the limitations are)



Earlier in my blog history I do have a link to a full HD version (platform?)

---

Example Player and Enemy Sprites created in 3D


Recently refined graphics, new scorebar with custom colour palette.


Potential idea with background colours changing as you get closer to end Boss.

Update 16th May 2015:


Some experimentation with the Slime? level, converting 26 colour images to 8bit 256 or less (retro look).  Click for larger view.

Note: Creating high resolution graphics (24bit | HD) takes alot longer the pixel work at 320x256 resolution.   

How to progress with the design of Underthreat is unknown but the main part is it's fun working on every element :)

As always critiques always welcome :)


---
Weapons:

Here is a starting idea for weapons.  



It's by no mean optimised, starting ideas :)


---

The WIP weapon system: 

The concept here is each time you play a level you can choose what weapons you prefer.  Over time you can collect new weapons by collecting them in each level. Once you have completed the game you gain an extra weapon.   This is still a work in progress.