The Daily Click ::. Projects ::. Hanuro Hawk
 

Project: Hanuro Hawk
Project Started: 26th January, 2010 Last Update: 25th March, 2010
Project Owner: HitmanN Project Members: Asholay
Project Type: shmup, contest entry Project Progress:

Release on 12th-13th
Posted 11th Feb 10, by HitmanN  
Cutting it close, but Hanuro Hawk will be downloadable on 12th or 13th. All that's really missing is menu music, which Asholay is still finalizing. (done!)

During the last week or so I've done a lot of small changes to the game, mainly weapon damage related balancing, etc. Some graphics were changed too, such as a planet you'll see on the background in Area 2. I actually spent some time remaking it, unlike the original, which was more of a placeholder that stuck.

One thing in advance, possibly disappointing some, but Hanuro Hawk isn't quite as fast-paced as the usual bullet hell genre games, nor is there a lot of ammo on the screen at once, but enemies and bullets move fast enough to require some reflexes or preparation. Collisions are unforgiving too, as there are no detector boxes or somesuch on the ship, just the sprite itself, and every pixel counts. (There is a collision mask now with less surface than the actual ship. Not a huge difference, however.) There are also no lives, just limited armor that you regain only by finishing levels. After a few Marathon levels every collision could mean defeat. If you find the game easy, then go ahead and prove it with a mighty hi-score in Marathon Mode.

Posted by nim 11th February, 2010

I love vertical shooters, so I'm really looking forward to this! Don't worry about it not being fast-paced of full of bullets. I think bullet-hell shooters have spoiled people a little. IMO, Axelay is one of the best shooters ever created, and it was neither particularly fast or crowded - just very well balanced. I want to encourage you to add a collision box for the ship because I think that it would feel rushed and unfair if it weren't included. Good luck with it before Sunday
 
Posted by HitmanN 11th February, 2010

Generally I'm in favor of collision boxes, but in this case I found it working fine without one. The ship is also shaped in a way that an actual box would do it more harm than good. A mask of some sort to exclude the very tips of the wings and nose might be worth it, but the difference would most likely be rather negligible.

I suppose it's worth an experiment or two, if I have some extra time, but considering that none of the testers have found the current setup undesireable...

Oh well, we'll see. Thanks for the early feedback.

[EDIT]
Ok, you win. I added a collision mask, which has 2-4 pixels cut from all edges, compared to the actual ship. I just played a game (new hi-score! ) and the collision mask did save me from couple of low damage hits in early game, yet I still felt like I couldn't let the enemies too close, so it seems balanced now.
Comment edited by HitmanN on 2/11/2010
 


 



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