Jump to content


Forum Admins
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Rikifive

  1. Me trying to create OST:
    - thinking about the place I want a soundtrack for
    - starts putting notes
    - realizes I'm getting something completely different
    - reee let's try to make something out of it anyway, perhaps I'll find a use for it
    - profit?

    It's not what I was looking for, but actually it's kiiinda close to something else I was thinking of, so I may have some use for that.


    1. Kayzee


      Well it turned out pretty anyway! :3

    2. Rikifive


      Yeah, thanks. 😄

  2. A Rogue-Like Shoot 'em up Game v . 0 . 1 . 1 . 0 The game is in early stage of development and everything seen there is not indicative of the final product. ============================================= A B O U T ============================================= Shups is a game in which you're controlling a spaceship and your objective is to survive the endless swarm of enemies. The game challenges players with constantly raising difficulty, which makes enemies more and more aggressive as the time goes to the point, where it becomes unbearable. Your aid in the endless fight are items, that allow you to raise your parameters indefinitely. Some items will cause various effects to happen and these too, can be stacked for even more mayhem! Aside that, destroying enemy ships grants player experience, which boosts base parameters with each level-up. The game currently lacks any real goal to achieve and therefore, players are expected to die at some point. The current challenge is to survive as long as possible. How far will you go? ============================================= S C R E E N S H O T S ============================================= Title Screen - someday it will be better lol A wild rare item has appeared! LEVEL UP! BOOM BOOM BOOM! (Note: Hold TAB to view STATISTICS or toggle with CAPS LOCK) Woo the game was so kind to throw a legendary item (Firecrackers) at me pretty early. "Maybe it'll be a good run..." ============================================= D O W N L O A D ============================================= PLATFORM: Windows FILE TYPE: .exe (installer) ESTIMATED GAME LENGTH: A single good run can go beyond 30 minutes. There's no save, it's rogue-like, duh! ♦ ←─────֊~֊◊֊~֊─────→ ♦ VISIT MY WEBSITE TO DOWNLOAD THE LATEST VERSION ♦ ←─────֊~֊◊֊~֊─────→ ♦ ============================================= P L A N N E D F E A T U R E S ============================================= These are currently planned features, but things may change in the future. > PROPER STAGE SYSTEM AND ENDING < Basically, the goal will be to travel through paths to #ENEMY BASE# and wreck the main boss. There will be different stages with moving backgrounds and whatsoever. After each stage, players will be able to choose the next stage from randomly generated paths. Each stage will have randomized effects, that lower/boost enemy stats and yield less/better loot. > BOSSES < Each stage shall end with a boss fight. > ELITE ENEMIES < A bigger boi shall spawn once in a while. > LOCAL AND ONLINE MULTIPLAYER (COOP) < What's better than one ship? Having two. > ITEM DISPLAY AND ICONS < All items you've gathered shall be displayed on screen. And they shall have icons too. > MORE SHIPS AND WEAPONS < There will be different ships to choose from, each having different base stats and loadouts. > MOAR ITENS < There definitely will be more items in the future. > AND PERHAPS SOME OTHER CONTENT < ... I can't think of at the moment. ============================================= C R E D I T S ============================================= PROGRAMMING Rikifive GRAPHIC DESIGN Rikifive ADDITIONAL GRAPHICS Kenney Game Assets MUSIC SHMUP Music Pack Mega Game Music Collection SUPPORT AND BETA-TESTING My brother
  3. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~◊~───────→ ♦ U P D A T E ♦ ←───────~◊~───────→ ♦ Released a minor update, in which items got buffed. Also, collected items are now displayed in the bottom-right corner. Yeah, yeah, sadly it all still goes by their ID's. There will be icons in the future. Planning to slowly work on local multiplayer next, once that's done, I'll get to online multiplayer.
  4. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~◊~───────→ ♦ L A T E S T U P D A T E ♦ ←───────~◊~───────→ ♦ VERSION IS OUT! // C H A N G E L O G //===================================================================================================== // V0.1.1.0 - 24-07-2021 - Item Display And Minor Balancing //===================================================================================================== [ GAMEPLAY ] - Buffed Arthur Ditto regeneration effect from 0.4 HP/s (+0.4 HP/s per stack) back to 1 HP/s (+1 HP/s). - Buffed Sticky Bullets projectile damage from 40% (+2% per stack) to 80% (+10% per stack) and increased the amount of them from 3 (+1 every 10 stacks) to 3 (+1 every 5 stacks). [ VISUALS ] - Collected items are now displayed on screen. Item descriptions can be viewed by hovering cursor over their icons. // U P D A T E P O S T ♦ ←───────~◊~───────→ ♦
  5. Rikifive

    Help me with my script.

    If you'd like your credits to be an image with text that is scrolled, then all you need is to just update the y position. For that approach you'd need to create an another Sprite and assign the image to its bitmap (like you did with the background) and then add an update method, that will keep adjusting the Y position of that image, making it go up. For example, in the Scene_Credits, you'd first add the Sprite (credits image) #-------------------------------------------------------------------------- # * Create Scrolling Text #-------------------------------------------------------------------------- def create_text @scrolling_text = Sprite.new @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE") end and then add an update method, that is run every frame (60/sec) #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update super @scrolling_text.y -= 1 # to move it 1 pixel UPWARDS per frame end That should get the job done for what it's worth. You may want to adjust the Y position in the create method, so that it starts with a blank screen while the text is just about to show up. For that set the Y position of that sprite to the HEIGHT of your game window like this: #-------------------------------------------------------------------------- # * Create Scrolling Text #-------------------------------------------------------------------------- def create_text @scrolling_text = Sprite.new @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE") @scrolling_text.y = Graphics.height end As I was going to mention to remember to dispose the sprite, I noticed that your existing dispose method isn't run either, as it lacks its own terminate method that would point to sprite disposal, so you may want to fix that. To the Scene_Credits, also add this: #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background # now your dispose method will be run dispose_scrolling_text # for the scrolling sprite end and then of course the dispose method for the scrolling text. #-------------------------------------------------------------------------- # * Dispose Scrolling Text #-------------------------------------------------------------------------- def dispose_scrolling_text @scrolling_text.bitmap.dispose @scrolling_text.dispose end You could also just plug the two dispose lines to the existing method you have instead, that would work too. Disclaimer: My Ruby got really rusty, so I might have overlooked something or derp'd somewhere.
  6. Rikifive


    Hello and welcome! Good luck with your project!
  7. No worries, I have moved the thread for you.
  8. The dark theme is requested / mentioned quite often, there are obvious reasons why it is popular nowadays, and the light theme pretty much became a meme over time. I'd like to ask you - which theme do you prefer? Please note, that the poll is mainly for my reference, its results won't be "final". I want to gather your opinions, take them into consideration and see what would work best. The thing is, I don't know when, but the day will come when the forum software will be updated. I expect few things to break when that happens, and I have some plans in general anyway, so I may be working on the theme from scratch. As I've been mentioning earlier, maintaining multiple themes multiplies the work I have to do when doing any changes. That alone maybe would be okay, but there's a real problem: At the moment the dark theme we have still has white blocks for posts. I left it that way, because I was worried, that some posts may appear not the way they were designed. Leaving them white in both themes ensures compatibility - that they look the same for everyone. There's a common problem, where text copied from somewhere else copies the font color and background as well. I noticed sometimes members post white text on black bars. Now if I decided to make a proper dark theme, where posts also would have dark backgrounds, the problem would be more common, because this also applies to text copied from posts here on the forums. Copying text from posts catches the font color and the background it was on even if the poster didn't set any of this - it just grabs these defaults and sets them as actual style attribute, which is visible only when pasted on a different background. So currently one can bump into white text on dark background, and likewise, while using the dark theme one could bump into random flashbangs, should someone copy&paste text while using the light theme. These things wouldn't be intentional, because one just can't see white background behind text on a white page, for example. These things are noticeable when one switches the theme. I injected a dark theme via browser extension onto forums that have only light theme, and that is when I realized how many of my posts have unwanted white lines and how often other users tend to throw flashbangs without them realizing that. These tend to be unpleasant once you get used to darkness. Now I'm trying to be careful with how I copy text, but to prevent that from happening one has to give up formatting from the copied contents altogether (bold/color highlights etc.), which isn't always desired. Now because I'm sneaking with the dark theme, I might be unintentionally dropping white text on black bars once in a while. A solution for these potential inconveniences would be to stick to one theme, so that it all would look the same for everyone. No unexpected formatting invading the other theme would be appearing, and even if, the person posting this would be aware of that. The question is, which should prevail? Please feel free to leave feedback and/or share your thoughts regarding this in general. Also I posted this at 4AM, my post (grammar wise and such) might be a mess, but I hope you get the idea.
  9. Rikifive

    Howdy :)

    Hello and welcome! Good luck with your game!
  10. Rikifive


    Hello and welcome!
  11. Rikifive

    Greetings from WidgetKitty

    Hello and welcome! I hope you'll find what you're looking for!
  12. Rikifive

    Hello from Singapore

    Hello and welcome! Good luck with your projects!
  13. Rikifive

    New Member

    Hello, welcome and good luck!
  14. Rikifive

    Just joined

    Hello and welcome! Have fun and may everything go well with your projects!
  15. Rikifive

    First timer

    Hello, hi and welcome! Such enthusiasm! Looking forward to what you can create! Good luck!
  16. unF1QYX.png Ver.A0.2 B0.0.2.4 (03.06.2021)
    - Fixed: Rewrote PLAYER COLLISION SYSTEM, fixing gamebreaking bugs the previous one had
    - Added: Error Codes & Crash Prevention for bugs related to PLAYER COLLISION

    Basically I fixed various teleporting glitches caused by specific scenarios. Now Twi can squeeze into tight passages without glitching out or getting stuck.

    Should she for some reason get stuck, she'll be slowly pushed upwards, instead of being yeeted somewhere or causing the game to freeze. Initially I didn't consider the possibility of getting stuck inside a wall, but during testing I realized, that things happen, you never know.



    The slopes add TONS of work in regards to collision, and tons of code too, due to many scenarios they add. When I handled one possibility (read: set of blocks' angles she was squeezing through), another one was causing troubles. I was toying and toying until I got them all "patched", so to speak... at least I think so. Z97yrAB.png I guess time will tell.

    1. Show previous comments  1 more
    2. Rikifive


      Oh I thought I might be missing something obvious and overcomplicating things, but now that you mention it this way, I suppose it is what it is. I know some old games had a simpler approach to slopes - by basically limiting them to only the ground, keeping all ceilings square - and also keeping enough of space in tight passages to avoid going up into the ceiling. That was like the limitation of level design. It was in Metroid or something...


      That indeed saves all the hassle, as the problem arises when the character starts touching ground and ceiling at the same time. Some sorcery has to be put to prevent from getting stuck. Given how much extra code I need to cover the scenarios shown above, I'm wondering if it really will be needed. Perhaps I too, should just keep the minimum space between ground and ceiling, so that any of this wouldn't be needed. ..But well, since for now it all works, I'll leave it be and try to take advantage from it in level design. Should the game happen to be a bit too demanding for older hardware, I'll consider simplifying the logic.


      These are tiles, that have a limited amount of slope shapes. Using only full block, 1:1 slopes, 2:1 slopes and 4-pixel-tall-step stairs. To make it work though, precise pixel based collision has to be put to work.

    3. Kayzee


      Well precise pixel based collision makes it much easier, at leas in some ways. I don't even know how to start if you do tile based stuff. I think the way I did it was to check each pixel from foot to head in the direction the player was moving and simply have a max number of pixels that could be moved up and if there was enough space to move up. Or something. Point was if you had a situation where the player was touching ground and ceiling at the same time it would basically treat it as a solid wall. Did have code to keep you ducking if you didn't have room to unduck but I don't remember if it ever ducked automatically otherwise.


      Also, honestly, maybe it's just me but don't you think most of the time when code exists to unstick the player from inside a wall it's exploited in the wrong way?

    4. Rikifive


      Basically I have something like this. The stepping up while moving forward is what requires a bit more attention. I might continue toying with this to wrap it all better or something.


      Yeah, speedrunners will always find fancy ways. kaZdxtE.png But I suppose it's better than just getting stuck and having to quit. Guess I prefer having someone abuse it and me patching it eventually, than someone complaining they keep getting stuck once in a while, losing progress and everything. There's no perfect solution for that, other than writing collision properly, so that there's no way to find yourself inside a wall in the first place. Until I get to this point, it's better to have something ready to handle this, to at least try to prevent from potential frustration.

  17.  unF1QYX.png - A0.2 - 24.05.2021
    made some sounds in famitracker WNFmHpv.png

    music is a placeholder- don't mind that, just wanted to put something, so I've put an old track I've made

    There's still many things that need to be improved, so yeah, don't mind their stupid AI and stuff ut1EJDR.png

    1. Kayzee


      So many bouncy stars! 🤩

    2. PhoenixSoul


      Lots of bouncy things, and 'pew-pew-pew!' lolz

  18. The current dark theme has poor design indeed. In fact, it's not even a dark theme, but a "night" theme. It isn't really supposed to be the real dark theme, so its objective isn't getting rid of all bright colors. Anyway, the current night theme will be gone and is irrelevant to this topic. The dark theme I have in mind is a theme, that I'd make from scratch, that would be properly dark, something close (if not the same) to the screenshot I've posted earlier. --- That is correct I initially aimed to keep only one theme, so that it is easier for me to maintain it. I expected up to a single or maybe two votes on the light theme, but currently there are 7 users who prefer the light theme or would like to have a choice, so for me that means, that there is that demand for a light theme and that my extra work will actually matter, at least for some. So in the end, I'll keep both, where the dark theme will be redone. However, that will have to wait for a forum software update. These updates tend to ruin a lot of things, so I'll wait for one and then get to reworking things. In the meanwhile, if you have any suggestions regarding site appearance and/or layout, feel free to share these. Perhaps a single high-contrast colorful with tons of lime green eye-wrecking theme would work better? Hmmmmmm Plot twist, it's not just red, but a darker shade of pink - strawberry-ish color.
  19. Rikifive

    Hi I'm new

    Hello and welcome! The green triangle-- do you mean the button that takes you to the top? That's all it does, it allows you to jump back to the top of the page. (If you have any troubles with it, please let me know) I hope you'll have a good time here and good luck with your games!
  20. unF1QYX.png - A0.2 - 05.05.2021
    okay, key rebinding functional WNFmHpv.png
    Also when thingie goes yellow - it means the setting has been changed and not yet applied; quitting the menu will revert changes if "apply" won't be pressed beforehand.
    And when it goes red, it simply means the key is already used somewhere else and the game will be like "that's legaln't! A8PkNKi.png"

    And with that, the options in pause menu are pretty much done, checkpoint reached, time for backups and stuff. ut1EJDR.png



    1. Kayzee


      What no individually bound directions? What if someone wants to use some odd thing like okl; for directions? Yes okl; is a thing. I played a game that only had wasd and okl; as options the other day. Weird!

    2. Rikifive


      Listen, I ran out of budget, okay? Lmao I had to pick the movement bundle because it was cheaper. 😎👌


      I actually recall a game with similar, if not the same movement keys you've mentioned. Hmm no idea what it was, but I think these were the keys for the second player? 🤔


      Well anyway, I hope this will suffice. Initially I planned to have like two presets for all actions and that's it, but while I was there, I just made it more customizable instead, as it required a similar amount of work. Though I kind of ran out of space in that window, so had to wrap movement into one setting containing presets. I don't really expect anyone to have different preferences than these two, but I can always add more movements layouts, should other keys be demanded.

    3. Kayzee


      Budget... Riiiiight.


      I'm sure it will be fine. :3

  21. Rikifive


    Hello and welcome! I hope you'll have a good time here.
  22. Dark theme kind of became a must-have nowadays, because users tend to leave negative feedback for site lacking the dark theme, claiming the whiteness causes them an eye strain. Someone here already expressed displeasure when I mentioned ending support for the dark theme. Anyway, I, as a night owl, can actually agree to that. I do like the bright appearance, because it makes the place feel a bit more peaceful and friendly - more open, but when the Sun sets, the whiteness indeed is more tiring to look at. Having an automatic day-night cycle would be really nice I think. Generally I like to have a choice, so I'd gladly support both, but sadly there are few flaws in that, so I want to see how exactly does the situation look like - whether it's really worth that or not. The poll's purpose is just to gather who prefers what and see how many users are actually interested in these, for my own reference. If there will be few users who prefer the light theme, it will be enough for me to know, that someone actually uses that and that the extra effort I need to put isn't wasted, so to speak. It's not about which theme wins (because without that I know the majority will go with the dark theme), it's about knowing how many users there are behind these, so that I know who I work for. Every vote counts, especially for the light theme. If light theme is desired, I'll give supporting both a try and see how it goes.
  23. Yeah, it works for copy&pasting some text, but let's take project/game threads for example - these usually are a bit more fancy with all these images, various font settings for headers/sections and such and there's a higher probability the unexpected formatting will sneak in when moving things around. Anyway, not everyone (especially newcomers) may be aware of that and pasting as plain text isn't the default action, so things can happen before they realize that. I've seen enough of flashbangs personally --- tons of my own past content is full of these traps, heh. I plan to make the dark theme from scratch once the time comes. It will have a completely different design and post containers will also be dark. The current pseudo-dark (night) theme will be obsolete. I've coded another dark theme and locally plugged it via browser extension that allows injecting custom JavaScript and CSS, at the moment it looks like this: --and this could be my target when implementing it "officially" to the site. Of course, I'm open to suggestions regarding the colors and whatsoever.
  24. Rikifive

    New to the forum

    Hello and welcome! I hope you'll find what you're looking for, good luck!
  25. @Gump If you're willing to still provide potential support for your scripts and/or you're open to feedback and ideas, then posting scripts in their own threads would work better. Also giving them own threads with proper titles and descriptions would make it easier for developers to find/Google these, rather than having these randomly plugged in a thread on x page. This thread is more for reuploading missing scripts, where there's no original author to resubmit these properly. 3rd party users can't really submit these as if these were their own. Since you're here, you can normally submit your scripts as you wish. Don't worry about flooding the section, that's what it is for after all.
Top ArrowTop Arrow Highlighted