The way I see it, Zune games are following a nearly parallel path as arcade games did: Starting out at the most basic (pong) and working up. So why not toss out some more of my arcade favs? : p
Dragon Breed
Essentially this game was R-Type but you fly on a dragon. Your enemies are variations of odd critters looking like Horseshoe crabs, or flying scorpions, or what have you. There are also little harmless dragons that drop powerups when killed that can change the properties of your dragon (ie red gives you more flamethrower, yellow gives 8-way shot, and white, my favorite, gives you missles) There were a few other things in the game that weren't really necessary, like jumping off your dragon onto a piece of land, that don't need to be included.
Buttons are simple enough, as the original arcade only had 1. Dpad for movement and Play/Pause to fire.
Buttons? Simple. Play mechanics? ****ing insane. Tha't crazy. That's amazing. I want that on my Zune, but I can only imagine what would be need to be done to program that.
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strangely, when watching this, it brings me back to the underwater level in megaman x 3(or maybe the original, i'm not exactly sure which. Boss was an octopus that you got missles for killing). not sure why, but it reminds me of that.
Like I said, it doesn't need to be anywhere near as fancy. I guess I'm essentially requesting an R-Type game, a side scrolling, button masher. You wouldn't need the golden dragon that can whip around, but a couple different variations would be nice.
I work in a used bookstore, so I'll keep my eyes out for useful stuff. So far I've found a C# book, a ton of C++ books, and a book on creating old-school arcade games on a S80 (I think that's what it was, realllllllly old computer), but nothing on XNA yet. So I may try to learn some of this stuff and do it myself.
Also, as a design note, I remember someone working on ribbon-tails or whatever it's called, you know where a trail follows the moving object. This would be an excellent application for that, just as long as you can make enemies die when they contact that ribbon.... maybe?
Last edited by Octopornopus; 10-18-2008 at 07:22 AM.
Like I said, it doesn't need to be anywhere near as fancy. I guess I'm essentially requesting an R-Type game, a side scrolling, button masher. You wouldn't need the golden dragon that can whip around, but a couple different variations would be nice.
I work in a used bookstore, so I'll keep my eyes out for useful stuff. So far I've found a C# book, a ton of C++ books, and a book on creating old-school arcade games on a S80 (I think that's what it was, realllllllly old computer), but nothing on XNA yet. So I may try to learn some of this stuff and do it myself.
Also, as a design note, I remember someone working on ribbon-tails or whatever it's called, you know where a trail follows the moving object. This would be an excellent application for that, just as long as you can make enemies die when they contact that ribbon.... maybe?
Learn some C# first, i wish i could have a book on C#.
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It shouldn't be too bad. Generally there's no more than 5-6 enemies on the screen, mostly static images that move in a pattern. Rock Rain SD has at least 10 rocks on screen at any given time and it doesn't lag (that I know of) But yeah, I can see the ribbon trailing causing some lag.
Rock Rain SD has 10 rocks on the screen, however they're all the same sprite so It wouldn't lag as much, this on the other hand has different enemies, bullets, attacks, power-up etc.