This game will be my entry to the 20 Event Competition 2010 hosted by Gamebuilder and Clickteam.
Because of my limited experience with MMF2 (this is my first finished game since dabbling with Klik'n Play back in the olden days), I decided to simply try a common genre I haven't explored before and make a game that looks pretty, is relatively bug-free, and has at least some replay value (hi-score hunting).
Thus Hanuro Hawk was born.
Hanuro Hawk is a vertical scrolling shoot-em-up that has:
- 3 levels
- 6 different weapons, 5 strength levels each
- 9 different enemies of varying types
- Mostly random enemy spawns
- 1 boss enemy
- 2 game modes, "Mission" for a quick game, "Marathon" for a challenging survival type game (read: the real hi-score challenge!)
- Personal hi-score for each mode
- Playable both Full screen and Windowed (640x480)
- Fancy instructions section, "Hanuropedia"
- Soundtrack by Asholay, with different track for each level, and menu (dang that one's beautiful!). Thanks Asholay!
In addition to the contest entry version, I'm planning on making a version with online hi-scores later.
Hanuro Hawk won't be compatible for Flash or Java export, most likely. I know I forfeit some bonus points in the contest for that, but I'm confident with the quality of everything else in the game. There's plenty of graphics to go with the game, and as per contest rules they'll all be open-source after the contest! I wanted to add as much stuff to the game as I could, so I wasn't stingy on those 20 events per frame. Currently each of the four allowed frames uses all 20 events, except for menu, which is at 19 events. ;P
## v1.03 ##
- Fixed a bug: It was possible to still receive damage after beating the boss. (kamikaze ship killed me while I was zooming off victoriously. T_T) This bug didn't apply to other levels, due to slightly different level end.
- Centered the 'Level Clear!' text properly.
- Various changes to enemy spawn rates. Most notable are: (Area 2) Bomber spawns increased, rate of them firing torpedoes decreased a tiny bit. Cruiser spawns increased a tiny bit, cruiser weapons fire slightly more often, but do slightly less damage as well. (Area 3) Turret spawns increased, fire rate decreased. Hopefully these changes reduce some of those empty gaps in action, which tend to happen especially in Area 2. At least you should have more bombers to shoot now. ;P
## v1.02 ##
- Fixed a bug: Overheat alarm stopped working after one Marathon playthrough.
- Overall volume of music samples increased a tiny bit, to be closer to same level as the sound volume.
Very well made game
It's short and won't have much replay value, and the weapons are all basically the same, but you can't expect a lot in 20 events.
Should definitely be one of the competition favourites.
Thanks. And true about your comments. Though in the long run (referring to Marathon mode), the weapon choice makes a difference. Heat buildup and direction of secondary fire can decide whether you can kill some enemies or not. It's true that the weapons are all the same when it comes to general behaviour and sounds though. 20 event limit can be a *****. x3 Replay value suffers a bit without online hi-scores, since you're basically trying to just best yourself. Not as big a motivator that way. I do recommend trying to get through a few playthroughs on Marathon though. Things can get hectic and enemies tough from there on.
I find the weapons quite different actually... I switch according to the level I'm on - first level I strive for the laser, as it mucnhes up the enemies quickly with their low health - second level I go for plasma as it takes out the large drop-ships the quickest, and 3rd level I aim to get the wave as it's ideal for taking out the mini-bosses with its awesome reverse fire.
The Wave is pretty good there, but dodging the boss ammo between the boss and henchmen on higher Marathon levels gets harder, and killing the kamikaze ships takes longer, usually enough to require dodging each, rather than trusting the frontal fire to kill them. ;P
Were the slowdowns regular, or did something specific seem to cause them? I'm sure there's tons of room for optimization, as I haven't had the chance to try my projects on low-end machines yet. Live and learn, I suppose. :3
I figured some would dislike the slow speed, but it was purely a design decision. Today's market is crowded with shmups where ships move lightning fast and feel more like rapidly bouncing balls, rather than (space)fighters.
Just trying to promote the good ol' shmup speeds here, I guess.
Does it say the actual name of the malware? Usually if there's no definition to as what it is exactly, then it's a false alarm.
I find it hard to believe it's infected. The company hosting the server space doesn't take security lightly, and I'm running both up-to-date F-secure for virus scanning and Spybot S&D keeping an eye on the background.
I'll download the file again later though and double-check, but I'm already sure it's all fine.