• Advertisement

2D Twin-stick shooter

Recommended Posts

We are making a twin-stick arena shooter in pixel style. It plays out in a post apocalyptic time where machines is a much cheaper alternative for the human workforce. This makes jobs scarce for humans. To fairly give out jobs to people in the city, the labor office have started a monthly tournament. The winner of the tournament will recieve a job.

The core mechanic in the game will be the weapon's recoil. The recoil will be excessive, the players will be able to dodge and attack at the same time.

 

Here is a video of the first iteration of the core mechanic.

 

Feel free come with critique or feedback.

If this sounds interesting and you want to follow our progress please pm us or email us gottoblandatstudio@gmail.com 

cloaked asshole.jpg

dumb baby man.jpg

gloved twat.jpg

top hat piece of shit.jpg

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By owenjr
      Hi there.
      I'm pretty new to this and I don't know if it has been asked before, but here I go.
      I'm developing a game using SFML and C++.
      I would like to use the "Tiled" tool to load maps into my game but I don't actually find any tutorial or guide on how to exaclty use it (I know that I have to read an XML file and stuff). I just step into diverse projects that make all a mess. 
      Anyone knows where can I find good information to make my map loader by myself?
      Thanks in advantage!!
    • By GhostarWhite7
      Today again I painted the next drawing. I look at him and I understand that something is wrong in him. Can problems with the prospect or with black and white or with the composition or is everything terrible? help me figure it out, help.. My english is not very well, i'm from russia and i want to draw for game

    • By MHG OstryTM
      Hello guys,
      I've released my game for the first time. I'm very excited about it and I hope you'll enjoy the game - Beer Ranger. It's a retro-like puzzle-platfromer which makes you think a lot or die trying. You have a squad of skilled dwarfs with special powers and your goal is tasty beer. There is a lot of traps as well as many solutions how to endure them - it is up to your choice how to complete the level! 
      Link to the project: Project site
      Link to the Steam site with video: Beer Ranger
      Have fun and please write feedback if you feel up to.
      Some screens: 




    • By katastrophic88
       

      Hello Everyone!
      I’m now working with Zugalu -- developer of an upcoming SHMUP named Technolites – as Community Manager.
      In Technolites, you’ll take command of a fully customizable ship and dash across the universe to defeat an ancient alien threat. Deploy more than 500 weapons and utility upgrades – fighting by yourself or with a friend. The fate of humanity rests in your hands. We’re currently live on Kickstarter, and we’d love it if you could check out our page! Any feedback is greatly appreciated
      https://www.kickstarter.com/projects/643340596/technolites-a-story-driven-shoot-em-up-by-zugalu
      Looking forward to seeing all of the great game projects being developed and launching this year!
    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
  • Advertisement