Complete Scorer Horror

Project is completed.

Bloodbane

Well-known member
This is supposed to be a simple endless game but somehow it takes some effort to code the game mechanics
In order to describe what the game is about, watch this video:

Egi the Egg was inspired by this

I was going to upload a v1 of this game but decided to complete Egi the Egg for Bad Box Art Jam 2018 first
Since the basics are pretty similar I decided to update the game more to make it different than Egi the Egg :)

===== v2 =====

v2 is released!
Download link: https://gamejolt.com/games/scorror/366811

v2 has 4 modes:
- Arcade = Multi level mode with static platforms and starting monsters, more monsters appear wave after wave before portal to next level appear. Bosses are featured.
- Random = Multi level mode with random platforms and no starting monsters, monsters appear wave after wave before portal to next level appear. Bosses are featured.
- Endless = Endless mode, monsters appear waves after waves while still in same level.
- Trials = Extra modes. Currently only feature 2 modes: Trial 1 and Trial 2.

v2 has 3 playables:
1. Gunter (Starts with 4 HP and has shotgun for Attack 2)
2. Churro (Starts with 3 HP and has grenade launcher for Attack 2)
3. Tunas (Starts with 3 HP, has pierce shot for Attack 2 and has melee attack)

Default controls:
- Keypad Up = Move/Aim Up
- Keypad Down = Move/Aim Down
- Keypad Left = Move Left
- Keypad Right = Move Right
- X = Attack 1
- Z = Attack 2
- C = Jump
- Enter = Start
- F8 = Screenshot

Since this mod uses custom menu, there's no option to change control scheme  :-[.
However if you know how .cfg file is created, you can modify control scheme ;).
 
msmalik681 said:
very nice I hope to see these games on the play store one day.

;D  8)

Back to game, I decided to add ammo system. Now player has alternate shot with limited ammo but with extra power :). I'm still balancing ammo drop but enemies could drop ammos on death so player won't run out of ammo
 
v1 is completed!
Link in first post above

Currently all modes are endless despite their name. I'm going to plan something to make each mode unique :)

Enjoy the game and tell me what you think :)
 
Amazing game I must say! It's so addicting and I feel tense when my bullets is running out  ;D
the bonus we get in the game is very balanced with the level of difficulty, look at my score  not bad right 8)
character like plants with teeth, Is this one of the bosses in the game? he was lucky to appear when my condition wasn't too good (running out ammo) next time I will beat him!

made with very good quality, Well done Sir
43260007240_106193248e_o.png
 
This is good Bloodbane, I always enjoyed this kind of shooting games :)
Some improvements you can make:
- If up trigger is pressed, the character targets upward (weapon pointed toward up), just use the adapted sprite frame
- Grays teleports can show where we're going (ex: manor, cemetery, garden, forest...)
- A small icon can show what is the secondary weapon we are using

This is a good game to release for Halloween, if you need custom graphics, just ask me;)
 
kimono said:
Some improvements you can make:
- If up trigger is pressed, the character targets upward (weapon pointed toward up), just use the adapted sprite frame
- Grays teleports can show where we're going (ex: manor, cemetery, garden, forest...)
- A small icon can show what is the secondary weapon we are using

Hmmm... #1 isn't such a bad idea, I'll see what I can do
Icon idea is also good, sounds better than "ammo" text :)
As for portal, I don't have plan of different worlds yet so I can't put names on portal yet

This is a good game to release for Halloween,

Ah good idea!

if you need custom graphics, just ask me;)

Thank you for the offer, I'll keep that in mind :)

After v1 release, I got ideas to update this game and to make new stuffs
First, I realized I’m missing another background so I drew some fence panels which you can see here:

859803db-9d7b-4845-abfa-cf86ead45764-original.png


Level looks much better and varied with these fences
That shot also shows new color for the portal. Yep, I decided to use different color for different portal so player can anticipate what is coming from the portal ;)

Second, new terror monsters:

5da27a3c-49d5-4da7-ac2d-1fce975442f0-original.png


These guys are deadlier monsters which can give player some challenge ;)
I also have updated how they are spawned to give more variations

Last but not least, bonus monster:

3121122d-a9d6-49f8-ac67-f5f4973e26e7-original.png


Like the white counterpart, this one drops coins. However this one drops coin when it’s shot or hurt. This level is bonus level where player can collect as many as coins as he/she can by shooting this monster and collect the coins :D
 
Here's the video showing bonus level:

As posted before, the golden monster drops coins if shot by player. I've updated so it will drop better reward if shot with secondary attack. The monster however flies in random directions so it won't be easy ;)

The video also shows new character : Churro. Those who have played Cherry On Top should be familiar with him
 
Bloodbane said:
Here's the video showing bonus level:

As posted before, the golden monster drops coins if shot by player. I've updated so it will drop better reward if shot with secondary attack. The monster however flies in random directions so it won't be easy ;)

The video also shows new character : Churro. Those who have played Cherry On Top should be familiar with him

Great work my friend!
 
I've made new character: Tunas . Unlike Churro and Gunter, Tunas can stab monsters
rehosted-1653682-zxd73aug.png

rehosted-1653683-bh37awwm.png


This stab attack is close range attack but it's more powerful than shooting. Speaking of which, Tunas also shoots while stabbing giving this attack dual effect :)

Its secondary shoot is thrusting shoot which can hit all monsters in shot's path:
rehosted-1653684-xj8a7vmv.png

rehosted-1653685-qsk4953u.png


I'll record video when I have time

Oh yes, I also made a new boss but to avoid spoiler, I won't show any images of the boss ;). One thing I can say is that the boss likes to stomp
 
I've been wondering how to implement accessory to monsters so I've made this attempt.
7a5cc2f0-085d-407a-a3e3-90d7f8ea7031-original.png


Looks great! :D
This mask are randomly chosen BTW

The mask accessory I showed before inspired me to drew more monsters, here are two of them:
44968820-e9a5-4e0f-8fd2-7de7fa9a1140-original.png


Both are masked but each has its own shape and attack ;)
I have more ideas for monsters :D

On other note, with various modes, I decided to design custom menu for that:
ff9010f2-99c5-4c7e-93b2-168bb0f113af-original.png


The idea is good however it turns out there are big consequences for this idea. I'm thinking how to solve these consequences while choosing options to be presented in the menu
 
Looks good Bloodbane. I did this in my World Heroes project, and it works great except for one thing. If you try to combine GFX shadows you'll notice a lot of pixel breakup. This is because of OpenBOR's image optimizing. No two sprites have the same size internally and so the math that GFX shadows use will calculate differently for each piece of your final entity.

See my examples where Hanzou's head is an accessory. Notice the second image. The vertical alignment is correct, but there is still a vertical crack in the shadow. The headpiece sprite is exact same size as body piece with identical offset, but after OpenBOR's optimizing it ends up smaller and thus has a differently sized shadow, thus the crack. There are some workarounds I can think of but they get ugly fast.

DC

 

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I like your acessory and menu system, this is awesome! I wonder how the acessory system works? Is it an alias, a weapon held?
 
Thanks for the tip Damon Caskey :)

kimono said:
I wonder how the acessory system works? Is it an alias, a weapon held?

It's just another entity being bound to enemies. The ones I've shown above is static and doesn't move regardless of enemy's animation. Fortunately, enemies using these masks don't animate their head at all
 
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