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Sweet Jesus! *applauds*
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No; but it would be possible to transfer someone else's save with downloaded content on it by SD card. The problem is that you can't move individual things, so it'd either be all or nothing. Anything you've made would have to go unless you backed it up on your PC first. :P
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Holy hell, this looks freaking EPIC! Outstanding job on the enemy graphics!
*applause*
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Other than Sasuke being the ship, nothing. The next section was going to be something like a futuristic japanese temple, though.

The main idea was just to do something a little more comic looking. Beyond *maybe* a few recognizable characters (Impact, Omitsu, etc.), I wasn't really interested in simply transplanting a lot of stuff straight from the games. Copying = f*cking boring.
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I started mine awhile back... dunno where to go with it really; but whenever I fire the game up again, I'll probably work on it some more.
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Hmm... well you do have a few options. The 'Sine' movement will produce a downward (but kinda wobbly) motion, you can do some cool stuff by giving the individual parts additional motions, too. You could also just leave them static and let the camera speed do the work.

I've made some that might be useful, though: http://gamercreated.com/games/blastworks/5958
http://gamercreated.com/games/blastworks/595 http://gamercreated.com/games/blastworks/5956

If you'd like more, I can always go back though the 'archives' again. :)
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Damn, now I gotta clear some space now. Looks like it'll be worth it, though. :)
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:'(

Having grown up in the 80's and being surrounded by his music as a kid, hearing this makes me quite sad. I don't care what anyone says, MJ was a modern-day Mozart. Despite his success, he's had a pretty hard life... some might say it's just the price of genius; but I don't think he deserved the bulk of his tribulations.

R.I.P. Michael.. you may have left us; but your music will never die.
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Yeah, I think BW's smaller scope really is a good thing. Any entry you take into game design will require you to start small, anyways. You might not be learning any code; but even on a minimal level, getting a grip on 'what you think would be fun' vs. 'what is fun' (to you at least) is pretty fundamental.

I just started learning GM recently myself. I'll give your level a shot. :)
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OK.. that's actually pretty funny. :D
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Congrats on the new system, though. I miss my 360 and all it's pretty XBLA games ... R.I.P., friend. :(

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Agreed.. very nice!
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Wow... thanks! I really appreciate that. ;)

I'm working on it (kinda.) If I finish my little Game Maker project, maybe interest will start to build enough that that might be a possibility.
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Nah.
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Lame joke, I know.. sorry. I was in a weird mood. :D

Anyways, she *should* be fine for the level. The shot has a smaller spread; but it makes up for it in firepower - I know the robot midbosses go down quicker, for one thing. The last time I tested her was before I added the laser tunnel section, though... so any issues would probably be after that.
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For Synyster.

Vice has a slightly tighter...

<_<

 >_>

 *ahem*... spread on her shot, so you might have to be a bit more daring to win.

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Thanks! :)

@Ax: I actually have two others; but I don't think their shots are really ready. :/

I could still put one of them up I guess...
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Thanks. :)

I'm pretty proud of it; but I was definitely going nuts playing/testing it over and over so it's hard for me tell how it measures up ...lol.
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Spazer: I forgot to mention that the big helis use a modified version of your Busterbeam. Much appreciated. ;)

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for Synyster

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FINALLY.

Just like R, there's some extra lives at the start; but if you use them, it doesn't count. :D

Play on Pilot with Sin.

*whew* now that I'm done these two I think I'm going to take a nice, loooong break from the game. Yall can wake me up once it's time for Megalevel '09. *curls up in blanket*

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Should be 7-9% I *think*.
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Yeah, the 'beam' towards the beginning looks great... and I love the cool isometric-looking background tiles. This one should turn out good. :)
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Awesome! Congrats, man! Feel any different now that you're a dad? :)
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Specifically made for playing Ruthless (Ace version) on Ace difficulty.

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RUTHLESS: Ace Version

This version is specifically tweaked for Ace difficulty, so some sections may be easier or more difficult on other settings.

Play with the on Ace (preferred) or the [ur http://gamercreated.com/games/blastworks/9679]Gbug or Gbug2 on Pilot.

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New version coming soon!
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Yeah... a lot of the ones on Youtube are terrible (as are many of the actual 'games'.) I just did the first two tutorials listed on the official page... pretty straightforward stuff. http://www.yoyogames.com/gamemaker/

@Ax: PM your email to me and I'll send you the latest version. :)
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For starters:

- The crisscrossing pink and orange bullet streams can be easily dodged by 'tapping' (dodging left or right in small increments)

- PB&J (sub-boss) has a nice 'comfort spot' directly in front of him on his 2nd phase. Once you find it, all you have to do is watch out for the white bullets.



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Come on, guys! Even *I* can beat it on Credit Feeder! ;)

Thanks, though... glad y'all enjoyed it. At least I -tried- making a tough one for a change.
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Kinda funny...accidentally playing it on Ace a few times made me go back in and upgrade a few enemies' arsenals. :D

Also, beating it on Credit Feeder doesn't count. ;)
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Wish it were that simple, Spazer. It doesn't work for the PAL version, I'm afraid. :(

I already have a volunteer for trying to reproduce the unlock glitch that did it in the first place, though... just kinda waiting on the ok.
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This was the 1p ship; but once I made the other one, I mostly tested with it instead... this one couldn't keep up for some reason. I had to go back in and improve the shot to even them out (something I was too burned out to do when I finished R.)

Kinda weird because they had the same amount of firepower... 2 rows of 3 for the Gbug and 3 rows of 2 for this one originally.
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Ship for Ruthless

I had to tweak the original G-beam  for it to keep up with some of the changes I made to the level; but I think it's better overall now.

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There's a few versions every week, actually (depending how how much time I get with GM); but most only have a few tweaks. :)

It's rapidly approaching 10MB, though... so I might have to find a webhost for it soon.
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Ok, this one isn't made with Blast Works; but it's a followup/sequel/remake of Zp , so what the hell...



By the way, I HIGHLY recommend anyone who's gotten their feet wet with BW to try Game Maker out. By about the end of the second tutorial, you should know enough to make your own simple shooter; but so much more is possible. ;)
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Yep, sure is! Thanks for clearing that up, Jose. :)
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I actually did keep the separate target stages (just tweaked them.) :)
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Supposedly 100.

I believe what happens is it simply removes your first upload, replaces it and so on like that. Being that I'm ~90 now, I'm not exactly happy about that. :P
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Yeah, kinda funny we were both working on something with that same style. :)

Not a bad thing, though... we were long overdue for some bullet hell in Blast Works.
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Purdy! Also goes quite well with the Boudan logo I might add. ;)
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This guy sure can take some punishment. O_O

Very cool!
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Thanks for the suggestion... I'll take a peek at it.

I *am* working on something in Game Maker (check my page here for screenies), which is ridiculously powerful; but like I said I'm simply not able to while I'm home. That's why I've had to hog the PC at my parents' house lately. >_>

The thing about Blast Works, though... I think most of the obvious, on-the-surface limitations are navigable, it's just the little ones you notice after a long time that can be problematic. Things like the fact that an enemy will always fire *immediately* once it gets on the screen:

A: on a vertical level, this means an enemy will fire before it is wholly visible. The workaround is to increase their ROF enough so that they'll fire again before they die... this can be a problem with small/popcorn enemies.
B: also on verticals.. since you have to basically force a non-static enemy into view, the downward motion will warp the movement of the first bullets fired, making tight a pattern initially unnavigable.
C. No matter how cleverly you construct an enemy's fire combination, they will always fire 'all at once' for the first barrage, which can often result in a cheap kill.

Not that these are insurmountable or anything, though.
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:D

Hehehe... I know, it's cool. Someone was bound to try this sort of thing with BW sooner or later. I'm just surprised it wasn't sooner.

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Well, no more griping from me.. it's done (finally.) :)

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Ship for Ruthless.

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Here's my humble attempt at a bullet-hell style shooter in Blast Works. :)

(Hmm, well considering the limitations of the game and my lack of expertise on this style, we'll just say bullet-hell lite.)

Apologies in advance because I know this might be too hard for some and too easy for others.

Play on Pilot with the G-bug.

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OK... not giving up on this; but I thought of something to do in the meantime (or at least when I'm finally done with these two beasts and I can take a break.) >_>

Howabout we compile a list of some basic, useful movements the game is missing? Once that's down, anyone can make them and check them off of the list. Once we have a certain number finished, we can make 'movement packs' (i.e. an enemy with all of them on different parts) with descriptions of each.

Sound good? :)

(I already have a few I think would be useful, too.)
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Yeah. I was pretty frustrated at the moment.

Honestly, though... I AM getting pretty sick of the stupid editor memory being maxed out all the time - having to delete my own levels just to keep creating (much less play and keep stuff my friends have made.)

Then again, one reason I haven't quite 'moved on' completely to stuff like Dezaemon or Game Maker is because I can't use them at home (the software for them won't run on my iMac.) As long as that's the case, I don't really have a reason to "quit" BW, as it's still great creative fuel for me.. game design or otherwise.

Jeez...should've just called this my gripe thread.. >_>