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#vyrzonii
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Been furiously trying to tick off as many things as poss from the todo list lately. Lots done, next is a biggie - enemy bullet system needs rebuilding from scratch.

Quite a few fun things done - see vid:

#vectrex #vyrzonii #shmup

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I've done quite a bit on additional logic for bosses, including intro & death sequences:

#vectrex #vyrzonii

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I've added a 'focus' weapon:

#vectrex #vyrzonii

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I've made a load of changes to how levels and enemy movements are handled, including adding a z axis, so can now have 'background' objects (displayed dimmer), like this:

#vectrex #vyrzonii

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It's been a while since I posted any Vyrzon II updates so here are a few...

Up to now enemy gfx could only loop through animation frames. I can now have 'directional' enemies like this...

#vectrex #vyrzonii

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Vyrzon II title screen in super slo-mo.

#vectrex #vyrzonii

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Transport carrying energy cell & preliminary power up implementation.

Plus, a glimpse of WIP enemy at the end (& new enemy energy gauge for multi-hit enemies).

#vectrex #vyrzonii #gamedev

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'Blocks' (indestructable cubes) have some unique code when shot (don't flash, spark, sfx).

'Darts' have no unique code, have just remade the gfx (camera struggling with the speed of them).

#vectrex #vyrzonii

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I'm currently working on enemies, particularly those that require additional code for unique behaviour.

Asteroids are back...but this time break into smaller pieces when shot, as nature intended.

#vectrex #vyrzonii

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