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View topic - [Coding competition 2016] Weka Invaders by Disjointed Studio

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[Coding competition 2016] Weka Invaders by Disjointed Studio
Post Posted: Thu Mar 24, 2016 6:49 pm
http://www.smspower.org/Homebrew/WekaInvaders-SMS



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This is Disjointed Studio new (work in progress) game for SEGA Master System.

In this new adventure, our hero Waimanu should shoot metal blocks and wekas that might be hiding in them. Some blocks also can hide power-ups which can give Waimanu new features such as temporary multiple-fire or increased speed. Also he can shake the floor he's on, making all the weka on them fall under, if he's got enough 'shakes' left (he can find more shakes hidden in blocks). Each and every weka should be removed before the times runs out.

Everything you see is pretty much work in progress, as said. Game mechanics is still incomplete, graphics only partially definitive, music almost completely missing... but we really wanted to take part in the celebrations for SMSPower! birthday so we threw together what we got and here's a beta with 8 levels for your enjoyment, and we hope you like it :)

Controls: left/right to move Waimanu, (1) to fire, (2) to shake floor (when shakes are available)

Weka Invaders (working title) - version 0.24 - (C) 2016 Disjointed Studio

The Dig - game design & SFX
sverx - code
genecyst - graphics
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  • Joined: 23 Mar 2013
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  • Location: Copenhagen, Denmark
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Post Posted: Tue Mar 29, 2016 3:57 pm
And the Waimanu saga continues! It is a nice concept, with very promising graphics! As the game develops, more enemies/action on the screen, right? I have completed (?!) it a couple of times by now. And sometimes, when I close my eyes, I still see the color waterfall background go up... and down... up... and down... :)
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  • Joined: 12 Oct 2015
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  • Location: Ireland
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Feeling dizzy
Post Posted: Wed Mar 30, 2016 7:08 pm
Nice idea - twist on a shooter / Space Invaders. My only suggestion is if there was an option in the game to stop background moving up + down (or even if I could hack the ROM)... starting to feel a bit dizzy unfortunately :)
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  • Joined: 26 Mar 2016
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Post Posted: Wed Mar 30, 2016 9:01 pm
I agree on the background being too much visually. Other than that I like the little details with the shaking stones and little animations.
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  • Joined: 05 Sep 2013
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  • Location: Stockholm, Sweden
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Post Posted: Thu Mar 31, 2016 3:27 pm
Thanks for the feedback, guys.
So it seems to me we just had the effect we were seeking for. Thanks for taking part in our little experiment :)
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Post Posted: Wed Apr 20, 2016 1:02 am
Lots of polish. Controls good, graphics good.

Feels like a time trial or bonus stage. Difficulty is more timer than enemies. Looking forward to seeing more!
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Post Posted: Wed Apr 20, 2016 8:25 am
psidum wrote
Lots of polish. Controls good, graphics good.

Feels like a time trial or bonus stage. Difficulty is more timer than enemies. Looking forward to seeing more!


Well, not so much polish actually TBH, but thanks anyway! :)
We're working towards making this a tad harder, while still requiring swift action.
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  • Joined: 05 Sep 2013
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Post Posted: Thu Jan 25, 2018 12:25 pm
Weka Invaders officially released.
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