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91
Game Development / Re: Zell Menace
Last post by Miscreant -
I'll say this looks similar to Tyrian in more ways than one... Looks great, time to play!

Tyrian.... One of the greatest games ever. Way back when, one of my friends and I would connect via modem and play Tyrian.

@Beaker Is there a Carrot ship with a Banana Blaster?! lol
92
Game Development / Re: Zell Menace
Last post by DaVince -
I'll say this looks similar to Tyrian in more ways than one... Looks great, time to play!

Edit: yup, this was a lot of fun for a while. It wasn't immediately obvious what upgraded what without referring back to your post, but it's fun to blast through all of the ships like this. One downside is how quickly the difficulty suddenly ramps up on the level with the big boss ships though, and that once you die, you start over all the way from the beginning instead of just the start of the level.
93
Game Development / Re: Zell Menace
Last post by Rhuan -
This is really nice - controls very smoothly and I like the choose your own upgrade system.
94
Game Development / Zell Menace
Last post by Beaker -
Zell Menace

Sorry for being a bit late with posting this one here.  Zell Menace is a vertical shooter made during TOJam 13, a weekend game jam hosted every year in Toronto in May. Instead of the typical powerups and bullet-hell of shooters, this game has money drops so you can upgrade your ship, and shield/armor so your ship can take multiple hits of damage (in this regard, similar to Tyrian). However, you only get one life to beat the game, so be sure to upgrade your ship so you can make it through the 5 levels and beat the boss.

The Default Controls:
Move ship: Arrow Keys
Fire Lasers: Space
Fire Homing Missile: Control
Upgrade Forward Weapons: 1
Upgrade Diagonal Weapons: 2
Upgrade Homing Weapons: 3
Upgrade Generator: 4
Upgrade Shields: 5
Upgrade Engine: 6
Upgrade Armor: 7






95
Engine Development / Re: miniSphere 5.2.9
Last post by Fat Cerberus -
Forgot to mention this above, the module fix besides fixing the aforementioned crash, also corrects module load order which was previously reversed, such that imports will now correctly execute in the expected order, e.g. this will now work properly:
Code: [Select]
import 'side-effect-module-1';
import 'side-effect-module-2';

In miniSphere versions prior to 5.2.9, such imports would execute in reverse order, which could cause issues especially in cases where modules are pulled in only for their side effects, à la legacy RequireScript. Special thanks to @Rhuan for fixing this in ChakraCore.
96
Engine Development / Re: miniSphere 5.2.9
Last post by Fat Cerberus -
miniSphere 5.2.9 is up.  It fixes a few minor SSj bugs as well as a bigger issue where certain combinations of circular module dependencies and import() (or require()) can crash the engine.  Barring major unforeseen issues (read: a showstopping bug), this will be the final release in the 5.2 series so that work can commence on miniSphere 5.3.
97
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I'm old and don't like change haha...

I am neither. I'd really like to not be stuck in the technological stone age but new tech isn't cheap.
98
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Defiant -
I'm old and don't like change haha, one day I'll adapt... one day...
99
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
You had an excuse before as Duktape wasn't *that* much faster, but now you're missing out on blazing fast JS by sticking with 1.5 ;)
100
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Defiant -
I had that issue with an older laptop as well. The machine is likely too old and doesn't like converting a 64 bit program down to a 32 bit environment, it works now ever since I got a newer laptop. But I still use 1.5, too stubborn to convert to miniSphere.