It's not the best ship to play with, but it was mostly for looks anyway. Not that it looks that great, but I still but a lot of work into it. Besides, it makes up for the lack of street fighter stuff on here.
By the way, just in case this comes up, I tried to match the proportions with a picture of her the best I could, but I think some of it might be a bit bigger than it should be. Yeah...
It's not the best ship to play with, but it was mostly for looks anyway. Not that it looks that great, but I still but a lot of work into it. Besides, it makes up for the lack of street fighter stuff on here.
By the way, just in case this comes up, I tried to match the proportions with a picture of her the best I could, but I think some of it might be a bit bigger than it should be. Yeah...
In response to Crosshair on
May 18, 2009 at 9:56pm
I felt like making something tonight and I didn't have much time :p. The bullet shoots at the middle of the crosshair, and the blue part shows you where your hitbox is. It's supposed to make it feel like a lightgun/FPS game, but it doesn't really.
I really liked this level. I loved the way you kept the Tumiki Fighters feel without just using the Tumiki Fighters folder, and I caught some of the Gradius things (I've only played like one Gradius game though). The variety in scenery and enemies was impressive too. That said, the last stage of the level really bugs me. The enemies were really hard to kill unless I have a big glom pile, especially the giant wall. I thought the skull enemy was really cheap. I could never shoot one down or avoid the bullets, and there were a lot of them. You should either take most of them out or tone them down IMO. I got through all of the other stages without much problem (I was using your ship on pilot), but when I got to the end I just kept dying. I don't think I could ever have beat it without using the 99 cheat.
This isn't as bad, but I felt like the boss had a little too much health. He was awesome otherwise though. And don't feel bad about all the things I pointed out; if I didn't love the rest of the level, I would never have mentioned it.
In response to Sutherland on
May 11, 2009 at 10:11pm
The Sutherland Knightmare Frame from Code Geass. Not sure what you'd use this for, but I'm posting it anyway. Besides, I might delete all my crap on accident again.
In response to SutherShip on
May 11, 2009 at 10:09pm
My replica of the Sutherland Knightmare Frame from Code Geass. Took a lot of work, at least by my standards. Unfortunately, a lot of the pieces are so small that I couldn't scale the shape for the ship, so it's about as tall as the screen. It's great if you have the 99 lives cheat or don't mind giant ships. The hitbox is in the chest, behind the gun, so make sure you maneuver with that in mind. It has a twin bullet to help compensate for the massiveness.
In response to SutherShip on
May 11, 2009 at 9:55pm
The Sutherland Knightmare from Code Geass. I worked really hard on it, harder than I usually do something like this. It's comically large, so it's not much use as a ship, but if you don't mind a big ship, your a Code Geass fan, and you have the 99 lives cheat, you might get a kick out of it.
In response to Sutherland on
May 11, 2009 at 9:54pm
My painstakingly (by my standards) created replica of the Sutherland Knightmare from Code Geass. It's by far the most complicated shape I've ever done (and 3D, no less), so I'm very proud of it. This is just the shape, so I'm not sure what people would do with it, but TBH it's too big to be anything but a boss. Or maybe scenery.
In response to MEGA LEVEL on
May 9, 2009 at 2:04am
I might could be a submitter. I have a lot of scraps that are just sitting there, and it's really starting to bug me. Jellyfish, stick ninjas, soviet robots, that sort of thing. Of course, if none of that works, I can make some new stuff.
If you don't mind it being a bit goofy, you could make a giant ninja turtle monster. Or you could do something with this thin http://en.wikipedia.org/wiki/Kappa_(mythical_creature). It's kind of a turtle, but it's more a Japanese water demon. The one in animal crossing's a bit cuter though.
I don't know about the roar. Personally, I'd start by messing around in the editor.
In response to ClockTower on
January 17, 2009 at 9:45pm
Sorry for the long wait. I got all caught up in Xbox games over Christmas and completely forgot that I needed to fix this. Credit for the powerups goes to MML.
In response to ClockTower on
December 3, 2008 at 3:55pm
It's so hard to test levels as they get longer. I got to where I was spending like 5 minutes at a time testing it just to see if my boss was in the right place on screen. Same thing happened to me on Kingdom. I despised that level by the time I finished it. Then it got featured. :D
I was just curious because I've noticed that some things get featured without any downloads or ratings or anything. Is there like some secret panel of judges that reviews a level when it comes out?
In response to ClockTower on
December 2, 2008 at 7:16pm
Forgot the ship:
http://blastworksdepot.com/games/blastworks/7135
The level's built around that bullet pattern, so I highly recommend it. The recommended dificulty is pilot. For a more challenging experience, change the rate of fire to 98%. Makes more of a difference than you'd think.
In response to ClockTower on
December 2, 2008 at 7:14pm
This is my third level, and it probably took the most work of the three. The title screen wasn't supposed to be as hilarious as it is, so please don't say anything about it. I wasn't able to work out one of the scrolling plotline thingies (and stay sane), so I'm going to go ahead and explain the level a bit since it's a bit of a mish-mash of different ideas I had.
There's this town named Clocktower, which is filled with clock towers. An evil witch nearby decides to attack them and sends her army of ghouls and robots into the town to destroy it. So now you, the lone heroic pilot, have to save the town and defeat the witch.
The power-ups have some problems I should mention. Both are homing, which means they can kill you if you screw up. Always aim for the orange part, and remember that you don't have to be too close to it to catch it. Don't even try to use them on Ace, they will kill you. And if you see a giant stop sign, stop firing because you're about to shoot a powerup and kill yourself.
Nearly everything in this level is mine, which is something I'm proud of (it's also why it doesn't look as good). The font for the stop sign came from DL51 and the flamethrower bullet on the missle is Budcat's. I had a lot of fun working on it (at first anyway) so I hope you have a lot of fun playing it.
In response to Spade on
November 28, 2008 at 11:16pm
I was going to make a card themed level, but it kind of fizzled out. I have the ships and a couple of enemies I made, but I moved away from it pretty quick. I have quite a few things that go with unfinished levels actually. I actually had a ton of enemies for one level I was working on, but I gave up on it for some reason. I don't remember now.
In response to Fire Truck on
November 28, 2008 at 11:09pm
Wow, that is a cool idea. I actually didn't have an idea, I was just messing around in the bullet editor and wanted a ship to go with it. Believe it or not, I actually worked hard (by my standards at least) on the shape. It looks a lot simpler than I would have liked it to, but I couldn't think of anything to do to it.
In response to MEGALVL08 on
November 27, 2008 at 10:04pm
Xero's railgun is making me insane. It kills me more than anything else in the level. Which is saying something because I've been killed by the powerup remover and the powerups.
I'm glad to hear more, and I'm glad to hear that it's an open project. I think this has a lot of potential, especially with this community.
That reminds me, this has to be one of the nicest communities I've ever seen. There's a lot of talent, everybody's willing to help out, and nobody's an elitist.
In response to MEGALVL08 on
November 27, 2008 at 1:17pm
I got to Gryzor's boss (incredible), and it killed me in the most hilarious way possible. They're all great, but Swash's is my favorite. (Gryzor's is the last, right?)
In response to diamond on
November 25, 2008 at 12:58pm
Part of a set of four ships I made for co-op. It has a twin homing pattern, but it's fairly weak and requires the assistance of the other ships to be used to potential.
In response to Club on
November 25, 2008 at 12:57pm
Part of a set of four ships for co-op. It has a large shotgun pattern, making it the most powerful, but there are long pauses between shots. It's usable in a level by itself (if you don't mind the pause of course).
In response to Heart on
November 25, 2008 at 12:53pm
Part of a set of four ships I made for co-op. It has an extravagant, looping bullet pattern that can easily be interrupted. It's also the most consistent bullet pattern, so it should be kept in a defended position.
I usually use default ships because I never have enough space to download the level and the ship. I use the Yellow Submarine or a custom ship I have when I can't beat the level though.
I went back in and updated the levels a little bit. I think they play a lot better now since things glom less, but the title screens look pretty bad (I like them though). Thanks for the help.
In response to Chum Reef on
November 18, 2008 at 11:16am
A small update of my first level. Glomming traits have been reworked, and cruddy title screen added, and an enemy I was saving for the sequel that I'll probably never finish got thrown in there too. The font on the license plate came from Stubborn Puppet, otherwise it was mine or Budcat's. Special thanks to Swashmebuckle and Cowbuttzex for advice.
In response to Kingdom on
November 18, 2008 at 11:13am
An update of an older level I made. I added in a (bad) title screen, a new enemy type, and reworked the glomminess of the old enemies. The font is by DL51, otherwise it's either mine or Budcat's. A special thanks to Swashmebuckle for encouraging me to steal an idea from MrMartinLee(a thanks to him too), and to Cowbuttzex for some helpful advice. The ships that match the level can be found here:
By the way, just in case this comes up, I tried to match the proportions with a picture of her the best I could, but I think some of it might be a bit bigger than it should be. Yeah...
By the way, just in case this comes up, I tried to match the proportions with a picture of her the best I could, but I think some of it might be a bit bigger than it should be. Yeah...
This isn't as bad, but I felt like the boss had a little too much health. He was awesome otherwise though. And don't feel bad about all the things I pointed out; if I didn't love the rest of the level, I would never have mentioned it.
If you don't mind it being a bit goofy, you could make a giant ninja turtle monster. Or you could do something with this thin http://en.wikipedia.org/wiki/Kappa_(mythical_creature). It's kind of a turtle, but it's more a Japanese water demon. The one in animal crossing's a bit cuter though.
I don't know about the roar. Personally, I'd start by messing around in the editor.
Sorry for the long wait. I got all caught up in Xbox games over Christmas and completely forgot that I needed to fix this. Credit for the powerups goes to MML.
I actually started to try that, but I couldn't get it to work. Thanks.
It's so hard to test levels as they get longer. I got to where I was spending like 5 minutes at a time testing it just to see if my boss was in the right place on screen. Same thing happened to me on Kingdom. I despised that level by the time I finished it. Then it got featured. :D
I was just curious because I've noticed that some things get featured without any downloads or ratings or anything. Is there like some secret panel of judges that reviews a level when it comes out?
Forgot the ship:
http://blastworksdepot.com/games/blastworks/7135
The level's built around that bullet pattern, so I highly recommend it. The recommended dificulty is pilot. For a more challenging experience, change the rate of fire to 98%. Makes more of a difference than you'd think.
This is my third level, and it probably took the most work of the three. The title screen wasn't supposed to be as hilarious as it is, so please don't say anything about it. I wasn't able to work out one of the scrolling plotline thingies (and stay sane), so I'm going to go ahead and explain the level a bit since it's a bit of a mish-mash of different ideas I had.
There's this town named Clocktower, which is filled with clock towers. An evil witch nearby decides to attack them and sends her army of ghouls and robots into the town to destroy it. So now you, the lone heroic pilot, have to save the town and defeat the witch.
The power-ups have some problems I should mention. Both are homing, which means they can kill you if you screw up. Always aim for the orange part, and remember that you don't have to be too close to it to catch it. Don't even try to use them on Ace, they will kill you. And if you see a giant stop sign, stop firing because you're about to shoot a powerup and kill yourself.
Nearly everything in this level is mine, which is something I'm proud of (it's also why it doesn't look as good). The font for the stop sign came from DL51 and the flamethrower bullet on the missle is Budcat's. I had a lot of fun working on it (at first anyway) so I hope you have a lot of fun playing it.
It's automatic. I didn't even know it existed until I updated my levels and it did it.
I was going to make a card themed level, but it kind of fizzled out. I have the ships and a couple of enemies I made, but I moved away from it pretty quick. I have quite a few things that go with unfinished levels actually. I actually had a ton of enemies for one level I was working on, but I gave up on it for some reason. I don't remember now.
Sweet, I've been playing on rookie the whole time anyway, maybe this'll help. I kind of miss the Mickey Mouse gloves though.
Wow, that is a cool idea. I actually didn't have an idea, I was just messing around in the bullet editor and wanted a ship to go with it. Believe it or not, I actually worked hard (by my standards at least) on the shape. It looks a lot simpler than I would have liked it to, but I couldn't think of anything to do to it.
Thanks for the help.
I was wanting to make an extra life powerup for a level I'm working on, but I have no idea how many points it should be worth.
It actually showed up right after I put that. I felt like an idiot. :p.
Xero's railgun is making me insane. It kills me more than anything else in the level. Which is saying something because I've been killed by the powerup remover and the powerups.
I'm glad to hear more, and I'm glad to hear that it's an open project. I think this has a lot of potential, especially with this community.
That reminds me, this has to be one of the nicest communities I've ever seen. There's a lot of talent, everybody's willing to help out, and nobody's an elitist.
By the time this thing's actually up it probably won't be Thanksgiving anymore, so happy next Thanksgiving!
I got to Gryzor's boss (incredible), and it killed me in the most hilarious way possible. They're all great, but Swash's is my favorite. (Gryzor's is the last, right?)
I love it, but I suck so much at it. I've even been trying to use cheap ships. So far I've got Swashmebuckle's stage...
A powerup that gives your ship a powerful homing grenade launcher.
Part of a set of four ships I made for co-op. It has a twin homing pattern, but it's fairly weak and requires the assistance of the other ships to be used to potential.
Part of a set of four ships for co-op. It has a large shotgun pattern, making it the most powerful, but there are long pauses between shots. It's usable in a level by itself (if you don't mind the pause of course).
Part of a set of four ships I made for co-op. It has a powerful bullet, short-range bullet. It's usable by itself if you want.
Part of a set of four ships I made for co-op. It has an extravagant, looping bullet pattern that can easily be interrupted. It's also the most consistent bullet pattern, so it should be kept in a defended position.
I don't want to pick one, but I think the three that I'm most impressed by are Gryzor, DL51, and Aren.
I usually use default ships because I never have enough space to download the level and the ship. I use the Yellow Submarine or a custom ship I have when I can't beat the level though.
I think this is the most impressive level I've ever seen. It's almost worth taking up a fourth of my memory :D.
I'm sure I've missed out on a few really good levels on here, but from what I've played you just raised the bar higher than I thought it could go.
I've never notice any of the bullets blending in, but I could just be desysentized after working on it for so long. Which bullet is it?
I can't believe that after all the time I worked on this level a tail never even occured to me. That reminds me, the birds don't have tails either...
I went back in and updated the levels a little bit. I think they play a lot better now since things glom less, but the title screens look pretty bad (I like them though). Thanks for the help.
A small update of my first level. Glomming traits have been reworked, and cruddy title screen added, and an enemy I was saving for the sequel that I'll probably never finish got thrown in there too. The font on the license plate came from Stubborn Puppet, otherwise it was mine or Budcat's. Special thanks to Swashmebuckle and Cowbuttzex for advice.
The matching ship is here:
http://blastworksdepot.com/games/blastworks/3059
Enjoy.
An update of an older level I made. I added in a (bad) title screen, a new enemy type, and reworked the glomminess of the old enemies. The font is by DL51, otherwise it's either mine or Budcat's. A special thanks to Swashmebuckle for encouraging me to steal an idea from MrMartinLee(a thanks to him too), and to Cowbuttzex for some helpful advice. The ships that match the level can be found here:
http://blastworksdepot.com/games/blastworks/3298
and here:
http://blastworksdepot.com/games/blastworks/6953
Enjoy.