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Since some of you are interested, I thought I'd post here about another large-scale project of mine. I've been working on this for months (even before I first came to this site), but its been going really slow, as most solo made fan-games do. However, I am making progress on it, and hopefully I can release at least a demo soon.
Well first of all, something I really need to specify. I am making this game in a game-engine called Fraxy. Fraxy is a freeware engine good for making ship-fighter games, and though it has its limits, it is still very versatile. This game will be done in something called a "Fraxy Try File," and thanks to the new engine updates, can still be done successfully.
You can download Fraxy here. http://monz.sp.land.to/fraxy/fraxy_20120623beta.zip And here's an example of what a typical game made in Fraxy is like, though mine will have some good differences to it as well.
Spoiler:
Well now about this game.
First of all, this Strike Witches game will be a Danmaku ship-fighter game that will be extremely hard, and also have loads of good features. It will be similar to games such as Touhou, Ketsui Kizuna, Battle Garegga, Dodonpachi, Strikers 1945, and the like. The game has you fighting through numerous stages to face against the Neuroi and Neuroi-Infected ships, and rack up points and such. It fits in very well with Strike Witches too, and has plenty of action. I plan to make this game very complex, but I've been running into a fare share of bugs and problems making stuff too. I have some stuff that is done though, and I can share some screenshots too.
Here's a few screenshots of my progress in the game.
Spoiler:
Screenshot of part of Stage 1 in the game, with me playing as Erica Hartmann. Stage 1 starts high up in the sky. Some of the enemies seen here include small Infected Fighter Ships. These ones fly in various preset patterns and spew small lasers at you. The others are small Drone-Neuroi (not Infected Ships), which resemble housefly-like aliens. They fly to a point on the screen, shoot a few small lasers that are aimed at you, then fly off. Also those Housefly Drone Neuroi's wings move too.
Spoiler:
Another part of Stage 1 that I have completed. Later on in Stage 1, you descend to hovering above the ocean, which is where quite a few battles in Strike Witches take place. Here you can see a few of the small Housefly-like Neuroi's again. The other one is a large Infected Attack Helicopter, which fires energy balls in spinning 5-shot bursts. On harder difficulties and ranks, their energy balls move faster and fire in larger bursts too.
Spoiler:
The MiniBoss of Stage 1, which is the Neuroi Infected Shadowheart Fighter. It's the Infected Ship that they fought against in Episode 1 and 2. I am fighting it here as Yoshika Miyafuji. This Miniboss is rather straightforward, and if you noticed, one of its attacks involves firing a Hexagon-shaped cluster of energy balls. This is done by a couple other enemies too. Also as seen in this screenshot, after its HP falls below 50%, a plate on it explodes, revealing its Neuroi Power Core, the Weak Point. Also for this MiniBoss, thought not necessary, you can destroy the wing tips before taking out the boss, which should be considered as for it weakens it's attacks and also gives you more points.
Spoiler:
The Boss of Stage 1, the Neuroi Infected MAGE Fighter. It's kind of hard as you can see here, but that's because I tried fighting it here with a higher rank. I'm playing as Gertrud Barkhorn here. MAGE is one of the Evil Mercenaries various Death Machines, created by them as part of their army, but it was later Infected by the Neuroi. Like with most of the Evil Mercenaries's Hyper Weapons, it is named after a type of Spellcaster. It is armed with quite a few state of the art weapons, and the Neuroi Infecting it also made it slightly stronger too. MAGE attacks with a ton of homing lasers, and some other attacks. You can damage the wing units on the sides for extra points and to weaken it, sort of like with the Infected Shadowheart fighter. It also has a Phase 2 to the fight, where at that point, its wings are blown off, and then it attempts to replace them with a pair of Mutated Insectoid Arms hidden inside it, and uses those arms to melee attack you or shoot lasers with a hand-swipe. Nevertheless, this is only a Stage 1 boss. But considering how tough the first boss is, imagine how hard the following Stage Bosses will be. Also take notice on the awesome Boss HP Meter I added too.
Spoiler:
The MiniBoss of Stage 2, the Neuroi Infected Buzzer VTOL. This is the weird Infected VTOL ship they faced against in Episode 4, which almost killed Gertrud Barkhorn in her suicidal attack. This is pretty much all I have done and working on Stage 2, which takes place above a wooded plain near Soumus. Also like the original, the rotors actually spin. I'm fighting it here as Charlotte Yeager. This MiniBoss is a bit tough, especially due to the rotating laser attacks it likes to use and how it sometimes likes to make "walls" out of its laser fire. Not much to it, but so far, this boss does work the way I want it too. Also if you manage to destroy it without using your Special Attack, it drops a free 1-up.
Now that I showed you those screenshots I have done, I would like to tell you a few things I am planning to, or have already implemented. These are some stuff I am using to make it more interesting than your typical Ship-Fighter game.
-Rank System This game will use a specialized "Rank System" for adaptive difficulty, similar to the ones used in games such as Dodonpachi and Battle Garegga. In addition to the normal Difficulty Levels you select at the start, the Rank system also contributes to the difficulty, and to the game's rather complex scoring system. The Rank system works like this. If you are doing very well in the game, your rank increases and the game gets gradually harder, sometimes in easily noticeable ways, other times in not as noticeable ways, and if you are not doing so well, the rank decreases and it gets easier. However, having Higher Rank also makes you gain more points from enemies, and at the end of each stage, you get a "Rank Bonus" depending on how high your Rank is. So you might have to make things harder in order to score high, but be ready for what the consequences will be.
-Complex Stages The Stages in this game will often times have various more complex features that make it different from the typical ship fighter game. Like at times, you'll see events happening on-screen that contribute to the storyline, at times you'll be briefly assisted by NPC ships and the like, dialogue coming up between characters, and plenty more. Some stages will even have slight differences depending on which character you play as. These I have partially added, but some of them are a bit tough to make.
-Dark Mode In addition to Normal Mode, this game will also have "Dark Mode." Dark Mode plays the game from the villain's side of the story, and features a totally different set of stages, bosses, and playable characters. It's sort of like how in Sonic Adventure 2 Battle, you could play from both the heroes and villain's side of the story. Also at certain cutscenes in both modes, you see events happening that happen in the other mode, which demonstrates how their storylines cross into each other's. Dark Mode will allow you to play as Neuroi-Chan (the Humanoid Female Neuroi), Neuroi-Kun (A Humanoid Male Neuroi), or 4 of the elites of the Evil Mercenaries, who are piloting advanced prototype ships. The Evil Mercenaries you can play as are named Robert Harz, Arthur William Tedder, Amelia Henford, and Gary Nelson, and their respective ships are DRUID, SPEAR HEAD 50K, SAGE, and SHOCK WIND 55K. Couldn't think of any good Spellcaster names for two of them, so I just had to make due. The stages in Dark mode have you fighting against the good guy soldiers and the 501st Joint Union instead. Some of their stages involve plots such as an assault on a Factory where the good guy soldiers create their vehicles, and another one involves a strike on one of their main Mega-Airships. It is not just a reskin of Normal Mode, but is totally different. Both Normal and Dark Mode will have 8 different stages, and will be about equal in length too.
-Death Label There is also going to be an unlockable Death Label Mode, for both Normal and Dark. It has to be unlocked first though. Death Label is basically this game's equivalent of Extreme Difficulty. Got the idea off of Ketsui Kizuna. In Death Label, it is only Boss Fights with no other parts to the stages, and all the bosses are on permanent Maximum Rank and have the highest difficulty and power. Its extremely hard and only recommended for experts of these types of games. However, you get loads more points here, and start off with all power ups maxed out, for a little bit of help. Even so, its no walk in the park.
-Multiple Endings There is also going to be a number of different endings to the game for both modes. Both will have a worst ending, a somewhat good ending, and the best ending. These are obtained in a number of ways. The worst ending is for whenever you play on Easy Mode. When you play on Easy mode, the game ends early on Stage 6, instead of at Stage 8 which is the actual final stage, and you get the worst ending. If you play on any other difficulty and beat it, you get the somewhat good ending. If you beat it on any other difficulty and also manage to get to and defeat the True Last Boss, you get the Best Ending. That's how it will be for this. Also about the thing about it ending early with a worse ending on Easy Mode. That's basically going to be my little way of doing this thing below to players. "Remember kids, Easy Mode is for wimps!"
Spoiler:
-Playable Characters Both modes will feature a number of playable characters, each with their own different weapons and powers and skills. The ones in Normal Mode and Dark mode are different. Each of them also has a different style, but are balanced too. Each character has a primary weapon, a secondary weapon, and a Special Attack (your equivalent of a Touhou Bomb/Spell attack). The primary and secondary fire is different in ways and has its upsides and downsides. Your Special Attack needs to be charged up first, which is what that meter below your character signifies, and its charge time depends on the character. However, it is very powerful, always erases projectiles from the screen, and can save your life at times, so use it wisely. There are also power-up items you can get to increase your primary/secondary weapon strength, and power-ups to decrease the charge-time of your Special Attack. Also you do not have health in this game. Its a one-hit KO all the time, and not only you lose a live, but you also power down one level of both power-ups when you do. However you have a very small Hitbox to cope with this, and the game provides you with plenty of 1-ups to start with, so it is a bit forgiving there. Also I have been trying to make this thing where your hitbox appears as a small flashing circle when you are not moving, but it hasn't been working for some reason. Normal Mode lets you play as any one of the 501st Joint Union, except for Minna, as for Minna is the leader and is way too overpowered for this. Dark Mode lets you play as Neuroi-Chan (the Humanoid Female Neuroi), Neuroi-Kun (A Humanoid Male Neuroi), or 4 of the elites of the Evil Mercenaries, who are piloting advanced prototype ships.
Normal mode characters
Spoiler:
Yoshika Miyafuji: Moving Speed: Average Special Recharge Time: Long Main: Yoshika's is basically a simple straight shot of two close-together shots, though the individual bullets are moderately strong. Sub: A type of shot that fires in 45 Degree angles to the left and right of her front, though not directly in front of her. Somewhat weaker than the direct fire, but good for hitting enemies in those spots. Special: Enhanced Striker Shield. If you recall, Yoshika has the strongest shield of the team. Her special has her activate her shield, which keeps her invincible for 8 seconds, which is longer than others. The recharge time is slow though. Also she still can attack while using it, but she isn't invincible to colliding with a foe, just their shots. Status: Finished and working
Mio Sakamoto: Moving Speed: Average Special Recharge Time: Quick Main: Shoots both small quick shots and one slow firerate but powerful shot at the same time. Might need some practice to use effectively. Sub: Sakamoto pulls out her Reppumaru Sword and slashes continuously with it. It has the highest damage of all normal weapons in the game, but unfortunately requires you to be at close range, which is dangerous. It works similar to the Radiant Silvergun sword, but cannot destroy enemy projectiles. Special: Sakamoto simply releases a quick shield burst that eliminates all enemy shots on screen. Not very powerful since Sakamoto is so weak of a Joint Fighter, but it has a fast recharge. Status: Still working on
Lynette Bishop: Moving Speed: Slow Special Recharge Time: Moderate Main: Lynette shoots forward, and two Option units fire forward with her. Also when she is at Shot level 1 or higher, she gains two more Options for a total of four. Sub: Has to be held down to work. When in use, Lynette marks a target onscreen a few meters ahead of her. Then When you shoot, all your shots change direction and aim for that target. Good for hitting stationary enemies with focused fire, but hard to keep using since you have go out and change when you want to change place of the target. Special: Lynette shoots a quick shot-erasing shield burst, and also fires a Really Big and Powerful Bullet straight forward. The big bullet does a ton of damage. However, her shield burst has low range and doesn't eliminate all shots on screen. Status: Finished and working
Perrine Clostermann: Moving Speed: Average (slow when using Lightning Beam) Special Recharge Time: (To Master Lightning Mode) Long, (To normal burst) Short Main: Perrine fires spread shots forward, which have a small spread range. They aren't too strong, but are still effective. Sub: Perrine uses her Lightning Beam, which does high damage. It works similar to the Laser in Dodonpachi. However, the Lightning only shoots straight forward, and while using it, her moving speed is much slower, which can be a problem. Special: Perrine activates Master Lightning Mode, and also put up her shield for 3 seconds. While in Master Lightning Mode, her attacks do double damage, her Lightning Beam doesn't slow her down, and she has a magic circle around her. She can also use her special when halfway charged, but then it only does the shield and no Master Lightning. Master Lightning lasts for about 9 seconds, and then she powers down again. Slow recharge to full. Status: Still working on
Gertrud Barkhorn: Moving Speed: Slow Special Recharge Time: Moderate Main: A special shot. In this, she fires two streams of bullets. When Gertrud is not moving, the bullets do high damage and spread out, but when she is moving, they do lower damage and are only straight. Can be powerful, but also risky since to do good damage she has to be still. Sub: Mine Launcher. Shoots stationary energy mines that explode either on contact or after a set time. Has a really slow firerate, but can be good at times for attacking enemies such as those which charge towards you. Works somewhat like Samus's Morphball Bombs in Metroid. Special: Gertrud launches a massive storm of high powered shots everywhere and a shield burst too. The shots are good for doing high damage and hitting a ton of enemies at once, but aren't that accurate, and sometimes miss. Status: Finished and working
Charlotte Yeager: Moving Speed: Really Fast Special Recharge Time: Moderate Main: Charlotte fires her main weapon while two small option units fire with her. She does not gain more from leveling up. The Option units can change formations to help. Focused formation, they all go forward near her and fire straight. Wide, they angle and go farther away, making it spread fire. Back-Wide, they aim downward to hit foes from the back. Aimed, they change to aim in whatever direction Charlotte is moving. Similar to the Option Units in Battle Garegga. Sub: Whenever you hit the sub weapon button, Charlotte's Option units change formation. Special: Charlotte fires a Patriot-Dark Style Bomb that has a high radius and lasts a while, as well as does good damage and eliminates enemy shots. Takes a while to recharge though, but also good for damaging bosses or protecting yourself. Status: Finished and working
Francesca Lucchini: Moving Speed: Average Special Recharge Time: Long Main: Francesca fires a Vulcan Fire shot. It spreads somewhat and does pretty good damage. However, it is mid ranged and doesn't go the whole way on the screen, meaning she has to go closer, though not really close, to do damage. Sub: Francesca uses her Energy Blast Powers and charges for a charge-shot. It takes a while and you cannot shoot while its charging (even your main weapon). It has 3 charge levels, and the highest charge can take out most big enemies in one hit, or wipe out a significant portion of a boss's health. Special: Francesca unleashes a powerful Energy Bomb that also eliminates enemy shots. It works sort of like the bomb in Dodonpachi. Status: Still working on
Sanya V Litvyak: Moving Speed: Fast Special Recharge Time: Moderate Main: Sanya fires normal rockets at enemies. They have slow firerate, but high damage. Sub: Hold to use it. When using, Sanya's Energy Antennae activate and she uses her radar powers, making a radar circle appear around her. Any enemies that come in range of the radar get a target locked onto them. Release when enemies are locked on and she fires powerful homing rockets that hit all of them. Works like the Homing shot in Rayforce and Terra Diver. Also can be considered similar to the homing lasers used by Tails and Eggman in Sonic Adventure 2 Battle. Good but hard to use at times. Special: Sanya raids the entire screen with rockets and activates her shield for 4 seconds. The rocket explosions cover the whole screen so you can clear all enemies in it, though only does moderate damage to bosses. Status: Still working on
Eila Ilmatar Juutilanen: Moving Speed: Really Slow Special Recharge Time: Moderate (I couldn't really think of something for her since Eila's power is only Tarot Card Reading. This is what I decided on) Main: Eila fires forward with 2 option units helping her. When she's at a Weapon Level of 1 or higher, she gains 2 more for a total of four. Her Options also change formations. Formation one they circle and orbit around her and shoot forward. Formation 2 they follow her in Gradius Tail style. Formation 3 they focus all forward and angle a bit for a Tight Spread attack, though not high in spread angle. Sub: every time you hit sub weapon button, her options switch formations. Special: Bascially Eila's special is the same as Charlotte's bomb, though higher in damage but with a smaller blast radius. Status: Finished and working
Erica Hartmann: Moving Speed: Fast Special Recharge Time: Quick Main: Erica fires spread shots that do more damage at close range and less at long range. From far away they are almost ineffective, but from close up they are strong. At point-blank range they are lethal, though still weaker than Sakamoto's Reppumaru. Sub: Erica fires shots to the left and right of her to hit enemies from the sides. Special: Erica uses her Wind Blast powers and fires a Wind Blast that eliminates shots in its path, does moderate damage, and pierces through enemies. Status: Finished and working
Dark Mode characters:
Spoiler:
Neuroi-Chan X11 (she's somewhat like a partial mix between Lynette and Perrine) Moving Speed: Fast (slow when using sub weapon) Special Recharge Time: (To Seraph Mode) Long, (To normal burst) Short Main: Like Lynette, Neuroi-Chan shoots forward and is help by two option units, or four if at level 1 or higher. Neuroi-Chan's Options are red and hexagon shaped. However, in her main fire, they angle a bit and spread out, but however, do less damage than Lynette: Sub: Like Lynette, Neuroi-Chan marks a Hexagon shaped target in front of her and her shots change direction right to there. Also for Neuroi-Chan, she also slows down when using this. Special: Neuroi-Chan activates her Seraph Mode, where she gains red glowing wings and double damage to her attacks. Also while using it, she fires a area-wide shield burst that clears all bullets onscreen. You can also use it at halfway charged, but then it only does the shield burst and no Seraph Mode. Seraph Mode lasts 8 seconds. Slow Recharge unless just doing a normal burst. Status: Still working on
Neuroi-Kun X10 (male humanoid Neuroi): Moving Speed: Average Special Recharge Time: Moderate Main: Neuroi Kun fires forward and is helped by 2 Red Hexagon shaped options, or 4 if he is at level 1 or higher. They all fire forward Sub: Hold donw to use. The Options stop in whatever place Neuroi-Kun is at, and let you move away from them. This lets you fire in two places at once. They stay wherever you left them until you release Sub button. When you release it, they quickly move back to where you are. Works similar to Remilia's Player Weapon in Touhou. Special: Neuroi-Kun fires an energy bomb similar to Charlotte's or Eila's. It does high damage. Also different is that his bomb moves forward while its onscreen and it grows as it stays on. The bomb lasts for about 5 seconds total. Status: Finished and working
Evil Mercenary Robert Harz, and Fighter Ship DRUID: Moving Speed: Slow Special Recharge Time: Long Main: The ship fires a laser forward. It isn't really that strong, but it pierces through enemies, letting you hit mutliple at a time in a row, and other benefits. Sub: The ship uses a charge shot, which you cannot shoot while charging. It works the same as Francesca's but takes slower to charge, but the higher charge levels do more damage than Francesca's. Special: The DRUID launches a massive continuous Wave Motion Cannon forward that lasts for 5 seconds, doing huge damage to anything in its path and eliminates bullets hit by it too. Very strong, and might remind you of Marisa's Master Spark Attack in Touhou. It can also move while the Wave Motion Cannon is in effect. Slow Recharge. Status: Still working on
Evil Mercenary Arthur William Tedder, and Fighter Ship SPEAR HEAD 50K: Moving Speed: Fast Special Recharge Time: Quick Main: The SPEAR HEAD 50K fires its main cannon forward while two option units help it. It does not gain more from leveling up. The Options can change between 3 formations. Focused formation they go close and forward, hitting straight. Side formation they shoot to the left and right sides. Back-Wide formation they shoot behind you. Different formations that Charlotte's Sub: Every time you hit Sub Button, the ship's options change their formations. Special: The ship fires a large Multi-Stage Missile forward across the screen. The missile makes a long line of explosions in its path, which do damage and eliminate bullets in their radius. Works similar to the Bomb Attack in Ibara. Status: Still working on
Evil Mercenary Amelia Henford, and Fighter Ship SAGE: Moving Speed: Average Special Recharge Time: Quick Main: The ship fires its three main guns all forward, and also shoots its sub turret. The turret shoots in the direction opposite of your movement direction. Like if you move left, it shoots right, or if you move down, it shoots up. Effective, but takes some time to get used to. Sub: The DRUID activates an electromagnetic field around it that goes around it and stays on as long as you hold Sub Button. The Electromagnetic field goes around the ship and out a little bit. The field does high damage to any enemies that touch it, but cannot get rid of enemy shots. Works like a close-range weapon that goes all around it. Special: The Druid Shoots a Cluster Bomb forward and activates its shield for 4 seconds. The Cluster bomb does not get rid of enemy shots, but has a big radius and does high damage. The shield is the protective part. Works somewhat like Reimu's bomb attack in Touhou. Status: Still working on
Evil Mercenary Gary Nelson, and Fighter Ship SHOCK WIND 55K: Moving Speed: Average Special Recharge Time: Moderate Main: The SHOCK WIND 55K fires its rockets forward, in a sort of spread. They have slow firing rate, but high damage. Sub: The Helicopter shoots a vulcan fire like Francesca's one. Mid-ranged, but good damage. Special: The SHOCK WIND 55K fires out tons of rockets, that cover the whole screen with their explosions and eliminate bullets. Basically the same thing as Sanya's Special Attack. Status: Still working on
Well I am getting work slowly done on this, but I really need help. If any of you have experience in the Fraxy Engine and think they can lend me a hand or anything, let me know. I have a lot of stuff also slowing me down, such as schoolwork, my Madoka Magika Fan-Manga project, another fan-game that my friend is making and I've offered to help him with, My artworks, stuff to do on Cosmic Break, and some other stuff. Hopefully once I get at least up to Stage 4 on both modes finished, I'll release a demo. Until now, its still under development, but I am getting work done on it little by little.
Anyone interested in this? Want to say something about it?
Prior Regular Poster
Posts : 327 Join date : 2012-05-30
Subject: Re: My Strike Witches Fan-game Project Sat Sep 22, 2012 8:43 am
I like touhou.
Guest Guest
Subject: Re: My Strike Witches Fan-game Project Sat Sep 22, 2012 10:23 am
Prior wrote:
I like touhou.
So do I, and I'm glad you took a look at what I have so far for this.
However, although this fan-game is a Danmaku game, it has differences from Touhou in the style of it. The main difference is that in Touhou, there are loads and loads of enemy projectiles, but most of them are very slow-moving. In my Strike Witches game, it is more of the opposite. Instead, there are slightly less numbers of enemy projectiles (although there is still quite a lot of them), but most of them move very fast across the screen. I find both styles to be about equal in difficulty, as for although my game has less enemy shots, the speed at which they are moving gives you less time to react, and still makes it hard.
I am using this style instead for multiple reasons. First of all, Fraxy has a limit as to how many projectiles can be on screen at a time, as to prevent lag, so I make up for that in this way. Second, it is more like Strike Witches, as for in the Neuroi Battles in the original series, the Neuroi don't fire Touhou-amounts of lasers, but they still fire loads of them, and they are fast moving instead, making them hard to avoid.
Also some more partial progress on my game. I got some of the enemy appearances finished. Take a look at some of these and see what you think. Took me a while to design these ones just right. Some of them however, may not be used in the final product and might be scrapped, but only time will tell. It all depends on how this game goes in the end. Here's a few I am willing to show right now.
Spoiler:
Another boss that will be in my Strike Witches game. This is the Neuroi Infected SORCERER Tank. I dunno which, but maybe it will be a Stage 3 or 4 boss. SORCERER is another one of the Evil Mercenaries's Death Machines, that was later infected by the Neuroi. It is a large Tank/Train-like hybrid vehicle equipped with a wide-radius Mega Laser, and multiple other armments. Those round things on the sides are actually track wheels, which it rolls along a series of tracks with, with the wheels sort of connecting sideways.
Spoiler:
The Neuroi Block, a unique Drone-cluster style Neuroi that originally appeared in Episode 8. I plan to use it as a MiniBoss, but a MiniBoss in the later stages, as for it is rather difficult to defeat, with its attack patterns.
Spoiler:
Another Neuroi that is not an Infected being. This is the Neuroi Crawler, a large one that shows their Insectoid nature, and it crawls along the sides of a pair of walls using its six legs. Dunno if I will actually implement this one, and it might have to be removed in the final release, but that's not decided yet.
Spoiler:
Neuroi-Infected Forscher Sattelite (Forscher is German for explorer). It was originally a Scout Sattelite used to mark positions by the 501st Joint Union, but the Neuroi later got to it. Those red wing-like things sticking out on the sides are the Solar Panels. Might use this one as a Stage Boss somewhere, but not completely decided yet, although I am considering it more than others that I am unsure about.
Spoiler:
A Neuroi-Infected Darkstorm fighter, another cool one. Dunno if this one will show up in the final product as for I am having some problems with how I will implement it. If it does, I might make it a Stage 2 boss or something.
Oh and by the way, I plan to have other Death Machines used by the Evil Mercenaries appear in this. Not all of them will be Infected by the Neuroi though. Some of them will be regular ones, and two of them in fact, are playable in Dark Mode. Like most of the Evil Mercenaries's most powerful weapons, most of them are named after types of Spellcasters. Some of the others that will or might appear include SAGE, DRUID, WIZARD, ELF Squadron, PYROMANCER, and SHAMAN (all names of different types of Spellcasters). I'll probably post pics of them later, but some of them aren't done yet.
Any ideas on other stuff I should add or implement to this game. And what do you think of what I have so far, any of it you think is good or needs changing?
Trill Grand Poster
Posts : 3071 Join date : 2011-02-26 Age : 912
Subject: Re: My Strike Witches Fan-game Project Sat Sep 22, 2012 12:58 pm
I'm not really adept in shading (or any other art form for that matter), but something about the shading of these feels off. I have watched the series and I do recognize that the hexagonal plates on them are actually like that, but other parts of it seems as if they're inverted.
I can't describe it entirely
Spoiler:
A screenshot of the shading on Cross Raptor AM@. If you notice, it gets darker around the borders with the pink and the dark-blue, to indicate the grey area is raised up. The way you've shaded them makes them look like they're all indented, which makes them look a bit odd. I noticed this on your Neuroi Baltheon skin you made a while ago, but I shrugged it off as an issue with a lack of usable colors at the time. I don't really know what I'm saying or if I'm using the correct terminology, maybe your shading is fine and it just looks strange to me. But I figured any criticism would help a work in progress.
I know what you are saying, but Fraxy does not work that way. I even had a hard time doing the sprites I have now, so that they would fit into this. Fraxy has a different system, you'll have to see for yourself. I see what you mean by the shading though, and I did the best I could in that part. Also I personally think the shading looks right. Maybe you just can't see it well due to the dark colors in it.
Also, here is some music that I have already added to the game. I thought these tracks were most fitting. Strike Witches does have a good OST, but not too many tracks that fit into this scenario. Maybe I'll use the SW OST for cutscenes and the like. Besides, these tracks sound very Strike-Witches-ey to me, don't they?
This is the track I have added in for Stage 1 of Normal Mode.
Spoiler:
And this is the track I have added for the Stage 1 boss fight against the Neuroi Infected Darkstorm Fighter. Also I have already made it so that it changes tracks at the right time now.
Spoiler:
Any suggestions for other music tracks I should add into this game? I had some ideas for the others, but not too many.
I know about that game, but mine isn't exactly like that.
Mine is different though. For one, it is much harder in various ways. Second, you only play as one character by themselves, and not multiple at once. Third, mine has a more complex difficulty and scoring system. Fourth, is the addition of Dark Mode, which lets you play from the villain's side of the story. Finally, mine is going to have Death Label mode to it as well.
Oh another thing. I wanted to tell you about this one character in Dark Mode, Neuroi-Kun X10. Neuroi-Kun X10 is another humanoid Neuroi, but instead of a girl one like Neuroi-Chan X11, he is a boy one. My friend suggested this one, and even recently made a rough sketch of him, which I plan to improve on. My friend told me that it makes much more sense for there to be a boy Humanoid Neuroi to go with the girl one, (sort of like how Jikun-Long has Jikun-Hu, Dark Magician has Dark Magician Girl, Sonic has Amy, and such). Neuroi-Kun has slightly different powers to Neuroi-Chan, and is also very seductive like her. He gained his form after absorbing a large sample of the blood of a wounded Male Joint Fighter, and somehow integrated it into his body and took on that form, similar to how Neuroi-Chan did with a Joint Fighter she killed. He also is in a way, partners with Neuroi-Chan.
Here is my drawing of how Neuroi-Kun looks like, much better than my friend's original sketch. You can see how he is similar to Neuroi-Chan, but not exact, and also Male instead of Female.
Spoiler:
Oh, and by the way. I am in need of a few ideas for some enemy vehicles and perhaps some boss/miniboss ideas for Dark Mode. Can some of you perhaps give some suggestions for it?
Last edited by galaxina on Tue Oct 02, 2012 11:30 pm; edited 1 time in total
Subject: Re: My Strike Witches Fan-game Project Mon Oct 01, 2012 2:25 pm
Cocksucker here, "galaxina" as he calls himself here is mentally retarded and finds rape "funny". Take it how you will.
Guest Guest
Subject: Re: My Strike Witches Fan-game Project Tue Oct 02, 2012 11:36 pm
THECOCKERALSUCKER wrote:
Cocksucker here, "galaxina" as he calls himself here is mentally retarded and finds rape "funny". Take it how you will.
I do NOT!!! Get out of here spammer. I don't need people like you junking up my threads with posts like this.
Also, I finished my drawings of the one Fan-character who is playable in Dark Mode in this game. This is what Neuroi-Kun looks like. This is a pic of him with the protective membrane over his Power Core open. He's like Neuroi-Chan, but male, and focuses more on Attack and Defense, unlike Neuroi-Chan, who focuses mostly on speed and technique. The two of them are also partners.
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And this one is of Neuroi-Kun and Neuroi-Chan standing together in the Hive. This sort of shows how Neuroi-Kun is very similar to Neuroi-Chan, but male instead of female, and are also partners. They are still similar in how they both have the DNA of another Joint Fighter infused into their bodies, have somewhat similar powers, and also like to seduce other Joint Fighters with their human-like appearance.
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Nisa God Poster
Posts : 7152 Join date : 2010-12-29 Age : 27
Subject: Re: My Strike Witches Fan-game Project Sat Oct 06, 2012 11:16 am
Do you have a good neuroi pattern I can download? =)
Guest Guest
Subject: Re: My Strike Witches Fan-game Project Sun Oct 07, 2012 12:43 am
Nisa wrote:
Do you have a good neuroi pattern I can download? =)
Not really, although I didn't use a pattern in making those Fraxy sprites. Its mostly a recolor of the original Fraxy set, with Neuroi Hexagons and red spots on certain places.
Fraxy sort of has you create enemies by dragging and dropping parts, sort of like in Spore. You can change the partsgraphics set of the ones you have, but you are still limited to only those parts. After that, you add coding, scripts, and what not, to make them function like in an actual game of that sort. This is the best I can explain it as. There's a script in Fraxy full games to also change the partsgraphics sprites
Here's the default Fraxy Parts Sprites.
And here's my edited version for Neuroi enemies.
Hope that this clears up why the enemies look that way.
I'm working on a WWII meets the future set as well, to use in the Dark Mode levels too.
Guest Guest
Subject: Re: My Strike Witches Fan-game Project Sun Oct 07, 2012 12:49 am
So. Much. Red.
Guest Guest
Subject: Re: My Strike Witches Fan-game Project Sun Oct 07, 2012 2:44 am
iKray wrote:
So. Much. Red.
Why of course there is a lot of red, its part of the Neuroi's color scheme.
Some of you don't seem to understand how Fraxy works, and why I am doing some stuff in it this way or not. I dunno really how to explain more of the workings of Fraxy to you. If you want to know more about why it looks this way, I suggest you take a look at Fraxy on a website or video or something, and see more about it.
I've been making stuff in Fraxy for a while before this, though originally, I just made singular bosses and stuff like that, or I had helped with some larger projects of others I know. I know how to use the scripting and enemy/boss designing and stuff well. I also know how to balance the enemy's attacks and how to make them easier or harder, but not overdo the difficulty change (such as bosses suddenly becoming too easy/too hard at parts).
Also watch this video below. Its footage from a Fraxy Game project which I had helped with before. As you can see, the person who made this one also used a different Parts sprites set, like I am using in this Strike Witches game. I hope that this helps you understand more about games made in Fraxy. As you can see, his game also uses a WWII mixed with Futuristics theme to it, much like Strike Witches does. I do a lot better on the backgrounds though than he did, but I created most of the enemies in that stage for him.
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Hyoka Gaming Molcars
Posts : 4996 Join date : 2010-06-18 Age : 25
Subject: Re: My Strike Witches Fan-game Project Mon Oct 08, 2012 3:44 am
y u no use gimp
it'd make your textures not look like crappy paint projects in the least
and it's kind of necessary when it comes to something like Fraxy's graphics.