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
In response to RNinjaDemo on
August 18, 2009 at 10:24am
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.
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.
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.
In response to lvtest:pt1 on
June 25, 2009 at 10:34pm
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. :)
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.
*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*
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. :)
- 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.
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.
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. ;)
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
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.
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.)
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.. >_>
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*applause*
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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'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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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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I just started learning GM recently myself. I'll give your level a shot. :)
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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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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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@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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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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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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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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@Ax: PM your email to me and I'll send you the latest version. :)
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- 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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Thanks, though... glad y'all enjoyed it. At least I -tried- making a tough one for a change.
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Also, beating it on Credit Feeder doesn't count. ;)
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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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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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It's rapidly approaching 10MB, though... so I might have to find a webhost for it soon.
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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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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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Not a bad thing, though... we were long overdue for some bullet hell in Blast Works.
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Very cool!
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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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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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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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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.. >_>
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http://gamercreated.com/games/blastworks/?search=paper&x=0&y=0&categories[]=level&orderby=posted
http://gamercreated.com/games/blastworks/?search=ice&x=0&y=0&categories[]=level&orderby=posted
Enjoy. I personally like Pond War the most out of the official stuff (arcade/campaign included.)