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Hensen Hopper

Version: 0.4.06 days 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've worked out a process for drawing bushes that I'm using for the backdrop! First I draw the branches, then "paint" where the bush texture will be, copy it's alpha to a new layer in white, then draw it's shadows in a layer over the bush layer.

I wanna try to do a depth of field effect where the backdrop is SLIGHTLY blurry compared to everything else because you're fighting in the air. Maybe some color brightness and temperature shenanigains like I did with Deathly Descent as well.

I've been working on the backdrop today! Among other things I've done, I made a bush! I know, SOOOO impressive lol.

I'm thinking there will be "stages" to the game where, once the player earns however many points, their score and the difficulty they've reached will be saved and a screen will appear giving them the choice to continue or exit to the main menu.

I'm gonna spend some actual time this weekend on the backdrop image for Hensen Hopper. I also came up with some more ideas to improve the procedurally generated enemy spawning system and the gameplay loop of the game as a whole this week while at work!

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This is a short video showing off the new procedurally generated enemy waves in Hensen! In theory, the game will become more and more unpredictable as I continue to build and implement new enemies!!!

I did get a lot more done on the backdrop yesterday, by the way! It's not finished by any means, in fact, it's quite empty and even ugly in some places, but it's beginning to come together!

I've been working on improving the backdrop for Hensen Hopper! The way I'm doing it this time is I'm creating a 32x32 image for each texture I want, tiling it to fill the backdrop image, and using layer masks to "paint" where that texture will be visible.

Something people often seem not to consider when programming is that the way you write your code creates implication mechanics.

I'm thinking since yesterday I got the procedurally generated enemy waves working, today I'll spend some time drawing a proper backdrop image. I have a pretty cool idea for how I'll do that too that I came up with at work this week!