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Tropi is a horizontal-scrolling shmup where you play as the titular anthropomorphic rocket, Tropi. As Tropi, you fly over the oceans of Guyana, shooting down creatures that seemed to have sprouted from somewhere in the Caribbean Sea.

Move with the arrow keys while you dodge and attack enemies.

At your disposal, there are three weapons which are assigned to the A,S, and D keys...

  • A-key: Tommy Gun- Does minimal damage, but has a rate of fire that surpasses all other available weapons.

  • S-key: Shotgun- Delivers serious damage to opponents who are within close range.

  • D-key: Magnum Revolver- Fires a single bullet that deals massive damage to enemies. Unlike the other guns, whose bullet disappear after impact, the revolver's bullets don't stop no matter what. Great for dealing with lines of enemies.

Keep in mind that you don't have an infinite supply of bullets in the chamber or magazine. You're going to need reload every once in a while with the R-key. Don't worry about running out of ammo, as each gun has a never-ending amount of magazines. Additionally, every weapon will reload when the key is pressed, no matter what's currently equipped.

This is first game that I ever made, so apologies for anything I overlooked. Please be sure to give any feedback you can and offer any suggestions on how to make this a better game.

I want to make a shooter that features mechanics that can be found in many platformers- a world map, secret areas, and collectable items. I was looking at games like Rayman Origins, Crash Bandicoot, and Super Mario Bros. for ideas on how a game can be structured and provide an experience that's both rewarding and challenging.

I remember one of the co-founders of Naughty Dog said that most successful platformers are those that offer a challenging experience that can be finished by anyone with enough skill and patience, with extra goals to drive more experienced players to push farther (The gems in Crash Bandicoot or the Chaos Emeralds in Sonic). I want to create an experience like that for a shmup, which are often too difficult for me and feel like simple ports or arcade games.

Sadly, this demo doesn't showcase much of what I intended, but hopefully after a couple of updates, more of those proposed features will be seen.

I want to give a shout-out to my buddy, Phil, who created the bass track that can be heard in the level. I know it's not much, but I appreciate the help he did. I also want to thank my students in Taiwan for playing the game and helped me notice some things I overlooked in the programming. I would also like to give a huge shout-out to Otman or otmedia on Fiverr. As I mentioned before, this is the first game I ever worked on and he was able to help me out on a couple things to get this game working. You can find his Fiverr profile at...

https://www.fiverr.com/otmedia?source=order_page_summary_seller_link

I also included the GameMaker project in the download, so, if for some reason, you're interested enough in this, go ahead and tinker as much as you want. Keep in mind though, I used DnD for most of the game, with GML used for only a small portion of tasks. And because this was made while I was learning to use GameMaker, it might be a nightmare to navigate through due to the many objects placed and the variables they possess.

Thank you for playing, and be sure to tell me what you like or don't like in the game.

Take care.

#shooter #platformer #arcade #retro



all-ages
Cartoon Violence
Fantasy Violence
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It's been a while since I posted something here, but I finally implemented gamepad support in Tropi with full analog movement.

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I made some changes to the level-select screen, deciding to go back to using the UI I originally had in mind.

Let me know what you think.

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It's been a while since I posted something here. I think it's safe to say that I finished my Defender-style level set in Bonaire. I had to learn new things and put in a lot of work to get things right, but it's finally here.

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I've been continuing work on my Defender level, and I made a change to the map so players can get a better view of their surroundings. While doing so, I thought that it might be better to have the map on the bottom rather than the top. What do you think?

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Reposting this video on the game's main page, which is something that I intended, but forgot to do. This is the Defender-inspired level I've been working on.