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Hensen Hopper

Version: 0.2.2about 1 month ago

In this top-down shmup, you control Hensen Hopper, a vigilante grasshopper from the lower west side of The Garden who has taken it upon himself to take back his home from the control of the nefarious Yellow Jackets! Armed with his trusty honey-gun, you will help Hensen fight back against the Yellow Jackets with the aim of putting an end to their reign of terror and saving The Garden from villainous insects!


This game fully supports the following input modes:

  • Keyboard/Mouse

  • Xbox controller

The controls will be explained by in-game hints but are also listed below.


| Action: | Keyboard: | Controller: |

| Movement | Arrow Keys | Left Joystick |

| Fire | Space | Right Trigger |

| Pause | Esc | B |


This game features two music tracks by Kevin MacLeod and numerous sound effects from Zapsplat.


#arcade #shooter #comedy #action #retro #other



all-ages
Cartoon Violence
Comical Shenanigans

I think I'm gonna do the same thing I did for Hensen's and the yellow jacket soldiers' idle animations and have the body be 1 cycle/s while the wings are 6 cycles/s. Not sure about the elytra yet but I think that should be either 1 or 2 cycles/s.

OKAY, here's it ACTUALLY finished! Quite happy with how this turned out, actually! I've drawn this sprite in 3 layers, the wings, the elytra, and the body, which will make animating this thing a lot easier when I get onto doing that.

Finally working on the sprite for the beetle enemy!!! I need to get off my computer and do some stuff right now but I thought the idea of posting a headless (I haven't done the head yet) beetle screenshot was hilarious so I'm doing that first lmao.

I've published a small update to the game! Sadly, the beetle enemy isn't yet implemented, but I'm working on that and I HAVE implemented the new enemy spawning mechanics! The full changelog can be found in each zip archive but it's also pasted below.

Alright! Time to get to work on the beetle enemy behavior!

I drew a concept sketch of the beetle enemy based on a real-world species called the grapevine beetle. This enemy will NOT fire bullets at the player but instead moves back and forth in front of other enemies blocking your bullets from hitting them.

Okay so I've now gotten a much better spawning script put together! To fix the bullet firing effects, I've written an accessor that returns true if something has spawned since the last accessor call, it's a cheap solution, but it works, at least for now!

This is just Deathly Descent all over again at this point!

Aaaand I'm gonna need ro re-work the animation/SFX handling as well... Greeeaaat...

I know the enemy spawning system uses spawners (obviously) and I believe the PlayerController and enemies do to for spawning bullets, I believe that's it. It should be a relatively simple refactor but of course that doesn't mean it WILL be.