Shmup (itch) (AMAZINGMAN3) Mac OS

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Mac OS X Mountain Lion (version 10.8) is the nineth major release of Mac OS X (now named macOS), Apple’s desktop and server operating system for Macintosh computers. OS X Mountain Lion brings a lot of great things from iPhone, iPad, and iPod touch to the Mac. You can send iMessages. Get your Mac in on Game Center. Receive notifications. This document is a Mac OS X manual page. Manual pages are a command-line technology for providing documentation. You can view these manual pages locally using the man(1) command. These manual pages come from many different sources, and thus, have a variety of writing styles.

The world is in peril, the invading hordes are quick paced and non-relented. Just do what you're told, and you may save the day! Otherwise... try and try again!

FLASH SHMUP a quick-paced mission based arcade shooter, like a mash up of WarioWare and Space Invaders, made for the great LOW REZ JAM 2016.

Also: it has two graphic modes. Check it out!:V

CREDITS

CODE/ART: Bruno Guedes (@brazmogu)

MUSIC: Yal (@GameDevYal)

StatusOn hold
PlatformsWindows, macOS, Linux
AuthorBrazMogu
GenreShooter
Made withLÖVE
TagsLÖVE, LOWREZJAM, Shoot 'Em Up

Install instructions

Windows: Unzip and run

Mac OS: Unzip and run (perhaps you'll have to explicitly allow it to run for security reasons)

Unix: Download LOVE2D engine from http://love2d.org and run it with the .love file as an argument

Download

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Shmup (itch) (amazingman3) Mac Os Version

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Post subject: Xeno Fighters R (Game Maker Studio port with BPzeBanshee)


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Xeno Fighters R is currently undergoing a Game Maker Studio port
Current version (v0.200 RC1, 24th June 2020): https://drive.google.com/file/d/1lLc6VI ... sp=sharing
Join our Discord here: https://discord.com/invite/wUNuhJy
Xeno Fighters R (previously known as Xeno Fighters EX-R) is a 2008 remake of Xeno Fighters EX, which was made in Multimedia Fusion v1.3 starting in March 2000 and finished in 2003. Xeno Fighters EX is a homebrew fangame drawing heavily from the Raiden and Raiden Fighters games by Seibu Kaihatsu. The Xeno Fighters R remake was started in 2008 in Game Maker 7 and includes even more crossover ships, while adding a stage branching mechanic, a new scoring system, and the Raiden Fighters Slave mechanic. The roster includes ships/characters from other shmup games by Seibu Kaihatsu, Psikyo, Konami, Capcom, Raizing/8ing, Tecmo (now Koei Tecmo), IREM/Compile, and Namco (now Namco Bandai)
BPzeBanshee and I are working on fixing long-standing bugs, addressing balancing issues, refining the game mechanics, and finishing this game, while making it compatible with modern Windows and future-proofing it.
DISCLAIMER: THIS IS A NON-PROFIT FANGAME BASED ON THE PROPERTIES OF THE AFOREMENTIONED COMPANIES. IT IS NOT TO BE SOLD, RENTED, LEASED, OR IN ANY WAY USED TO GARNER A PROFIT. IT IS NOT ENDORSED OR SPONSORED BY ANY OF THE AFOREMENTIONED COMPANIES. MY CAPS KEY IS STUCK.
This game currently utilizes the FMOD Sound System, copyright Firelight Technologies Pty, Ltd.
FMOD Studio API version: 1.10.07
FMODGMS version: 0.9.1 (with modifications by BPzeBanshee)
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The age of Alluro and JudgeSpear is over.

Last edited by EddyMRA on Tue Jun 23, 2020 8:36 pm, edited 26 times in total.

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Posted: Mon Dec 01, 2008 6:26 am


Joined: 12 Jun 2006
Posts: 1726
That's fucking awesome, i loved the original EX (still need to get the goddamn ALL3 on japan RFJ, stupid phase 2 boss)
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Zenodyne R - My 2nd Steam Shmup


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Posted: Thu Dec 04, 2008 11:19 am


Joined: 26 Jan 2005
Posts: 2565
Location: DC Area
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Post subject:


Joined: 02 Dec 2008
Posts: 592
definitely looks cool. I'll be keeping an eye out.


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Posted: Fri Dec 05, 2008 1:44 am


Joined: 18 Sep 2008
Posts: 2093
Location: ǝʇɐןoɔoɥɔ & ǝsǝǝɥɔ
Looks interesting, good job.
Also +1 for switching from Fusion to GM.
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Posted: Fri Dec 05, 2008 6:55 am


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Progress on the Raiden purple Plasma Beam:
NOTE: The Bomb icons are test enemies.
*Very preliminary enemy tracking algorithm implemented. Still imperfect.
*The laser now damages enemies.
*Lock-on 'head' where the laser terminates on a locked-on enemy.
*Performs the famous 'death coil' with many enemies in the area.
*Still needs the latent spark effects on the head and body.
This is close to emulating the real Raiden II Plasma Beam. Here's a screenshot from Raiden Fighters 2 for comparison:
With a few more tweaks, I will have the Plasma Beam algorithm ready to give to people who are requesting it.
I'm doing this weapon first, because it's obviously the most complex weapon in Xeno Fighters EX. With the power of Game Maker Language at my disposal, I can finally make a Raiden Plasma Beam close to the original.
EDIT: One suggestion I received a lot with the old version is if I will put in Slaves or Slave-type helper craft. If enough people request it, I will put in Slaves in the remake.
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The age of Alluro and JudgeSpear is over.


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Shmup (itch) (amazingman3) Mac Os Download

Posted: Sun Dec 07, 2008 1:57 am


Joined: 01 Mar 2005
Posts: 820
Location: Bogota, Colombia
request for slaves, please.
i for one, would like to see those implemented.


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Posted: Sun Dec 07, 2008 8:23 pm


Joined: 10 Oct 2008
Posts: 1541
Location: Lawrence, Kansas
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.


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Posted: Mon Dec 08, 2008 2:51 am


Joined: 29 Mar 2008
Posts: 819
Location: North America
I wanna see some slaves in the remake. It'd be just like playing Raiden Fighters somewhat.
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[ Wonder Force IV -sorry Frenetic :c- ]


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Posted: Mon Dec 29, 2008 11:44 pm


Joined: 26 Jan 2005
Posts: 3441
Location: In a storm
_________________
I like chocolate milk
My highscores Twitter


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Post subject:


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
First gameplay video:
http://www.youtube.com/watch?v=2gn2xbSMF5E
This is an engine test of the remake. The engine is still imperfect, as it leaks memory badly. I've remade most of the first level (1942 Midway Islands). All that's missing is the boss. The improvements include, but not limited to:
*360-degree movement for true shmup bullet patterns. MMF is limited to only 32 directions of movement, severely hampering bullet patterns.
*Rigid enemy waves. The older version had randomly appearing enemies.
*Enemy hitflash. This feature was too complicated to perform in Multimedia Fusion.
*Raiden Fighters bonus messages (QUICKSHOT!, etc.)
*Vastly improved graphics (from 1944: The Loop Master)
*Expanded medal system. Now includes the 10-90pt small Raiden Fighters medals.
*Volume control for music and sound.
New features soon to come:
*Expanded scoring system with bonus multipliers.
*Autofire
*Score attack mode on single stages.
*Slaves
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The age of Alluro and JudgeSpear is over.


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Posted: Thu Jan 08, 2009 1:56 pm


Joined: 18 Aug 2008
Posts: 7662
Location: Alingsås, Sweden
Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.
Emph
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My games - http://www.emphatic.se (Click) I have YEN stickers for sale
Street Fighters. We need to aviod them when we activate time accellerator.


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Posted: Thu Jan 08, 2009 7:32 pm


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.
Emph

The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.
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The age of Alluro and JudgeSpear is over.


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Posted: Thu Jan 08, 2009 8:23 pm


Joined: 26 Jan 2005
Posts: 3441
Location: In a storm
Everything looks ace, can't wait to play the full game!
Strikers 99 probably has my favourite bullets in a shmup ever. (besides the blue DDP, DDP-DOJ bullets)
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Posted: Fri Jan 09, 2009 12:17 am


Joined: 18 Aug 2008
Posts: 7662
Location: Alingsås, Sweden
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.

Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.
Emph
_________________
My games - http://www.emphatic.se (Click) I have YEN stickers for sale
Street Fighters. We need to aviod them when we activate time accellerator.


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Posted: Fri Jan 09, 2009 12:20 am


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.

Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.
Emph

It's not a remake of Raiden Fighters. It's a remake of a homebrew SHMUP fangame inspired by and a tribute to Raiden Fighters.
_________________
The age of Alluro and JudgeSpear is over.


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Posted: Fri Jan 09, 2009 12:35 am


Joined: 16 Mar 2008
Posts: 254
Location: Brazil
That looks... cool. o_o
I'm definitely interested in the code for the toothpaste laser if you could PM it to me. I don't really intend to use it, just want to take a look at it. It really got me curious... it's totally beyond my GML knowledge how to do something like this without at least ten pages of code.
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Posted: Fri Jan 09, 2009 7:30 pm


Joined: 10 Oct 2008
Posts: 1541
Location: Lawrence, Kansas
so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?


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Posted: Fri Jan 09, 2009 8:58 pm


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?

Read the posts above for info.
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The age of Alluro and JudgeSpear is over.


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Posted: Fri Jan 09, 2009 9:06 pm


Joined: 16 Feb 2006
Posts: 5699
Location: Canada
So now what you need to do is give the bosses toothpaste lasers too. And the popcorn enemies. Even the powerups should shoot it.
TOOTHPASTE LASER FOR EVERYONE.


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Posted: Fri Jan 09, 2009 10:47 pm


Joined: 13 Aug 2007
Posts: 1695
looks like a huge improvement already! I'm very excited.
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Posted: Thu Jan 15, 2009 4:33 pm


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Something not possible in Multimedia Fusion done in the Game Maker remake: Shadows. This helps gives the illusion of depth and the fact that enemies, your ship, and powerups are floating above the background.
Medals now stick on the ground when released by a ground enemy (as opposed to only aerial medals in the older version) and do not cast shadows.
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The age of Alluro and JudgeSpear is over.


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Post subject: Slaves implemented, memory leak fixed


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Big update!
I have fixed the big memory leak mentioned earlier. It was caused by a badly placed resource creation command that caused fonts to be created continuously, filling up the memory until the game crashed.
Also, Slaves have been implemented. They behave almost exactly like the Raiden Fighters version:
Slaves are also color-coded depending on the fighter they accompany. Examples:
Left to right: Judge Spear, Vic Viper, Phyxius
Obviously, the other player ships are not done yet, but their Slaves are.
_________________
The age of Alluro and JudgeSpear is over.

Last edited by EddyMRA on Sat Jan 17, 2009 10:58 am, edited 1 time in total.

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Posted: Fri Jan 16, 2009 8:30 pm


Joined: 17 Jun 2007
Posts: 861
Location: Slovakia
This looks really promising, can will there be a demo/preview/whatever?
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Shmup (itch) (AMAZINGMAN3) Mac OS
Posted: Fri Jan 16, 2009 9:22 pm


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
This looks really promising, can will there be a demo/preview/whatever?

As soon as I have several playable ships and several playable levels, as well as ironing out most of the bugs, I will release a demo.
Also, feel free to suggest more cameo ships. So far, here are the suggestions I received:
*Scimitar (Varth: Operation Thunderstorm)
*A Dodonpachi ship
*Lord British (with Ripple Laser and F-Options)
*The ship from Galaga
Here are the ships I plan to add:
*Gemini Red and Gemini Blue from Gemini Wing
*X-36 from Strikers 1945 III
*F-117 Stealth from Strikers 1945 III
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Posted: Fri Jan 16, 2009 10:23 pm


Joined: 18 Oct 2007
Posts: 2182
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8
At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.
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Posted: Fri Jan 16, 2009 11:40 pm


Joined: 10 Oct 2008
Posts: 1541
Location: Lawrence, Kansas
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8
At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.

thanks for the download. the version I got wasn't the final as I found out so thanks for giving me the final version.


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Posted: Sat Jan 17, 2009 12:33 am


Joined: 29 Mar 2008
Posts: 819
Location: North America
Quick question: will the Ultima-X be back as the cheese ship of XFEX?
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Posted: Sat Jan 17, 2009 1:04 am


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Quick question: will the Ultima-X be back as the cheese ship of XFEX?

I might bring the Ultima-X back. With an expanded ship roster, there may be no need for the Ultima-X anymore.
If it was to be brought back, it'd be nerfed significantly. It was so overpowered in the original version, even for a cheese ship.
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Posted: Sat Jan 17, 2009 6:22 am


Joined: 26 Jan 2005
Posts: 798
Location: San Diego, CA, USA
Boss programmed in. This will be the basic template for all bosses.
Warning display with the boss' name (the boss name below reads 'tekuno ayako'):
Middle pic: old XF-EX version of the level 1 boss. Right pic: enhanced remake version of the same boss.
New normal-difficulty bullet patterns for Level 1 boss (thank goodness for the 360-degree movement directions):
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The age of Alluro and JudgeSpear is over.

Last edited by EddyMRA on Sat Jan 17, 2009 10:59 am, edited 1 time in total.

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