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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

Still adding some fine touches to the base game. Just added a proper pause menu in the levels, replacing the old, primitive one I had before.

Another aspect of Tropi that I finished working on is the esc-menu in the map screen. Something that should be really easily to implement, but again, GameMaker was giving me a real hard time to make it.

I finally implemented a fully-functioning save/load feature in Tropi. I don't really have much to show aside from this 1-second gif showing the save-game message in the map screen. Just take my word that it really works.

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It's been a while since I made an update. I'm currently implementing a save/load feature. So far, I just implemented stuff to navigate through the main menu. Hopefully, the actual ability to start a new game and continue will be finished by Saturday.

It's not much, but I added a new message on the map screen for when the player unlocks a new weapon. I know it looks very simple (because it is), but you wouldn't believe the hassle GameMaker gave me trying to implement this.

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So I made a level for my game, Tropi that's set in Aruba. Here's a short preview of what to expect.

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Third version of the demo for Tropi is out now! The new features included are...

- Updated title screen.

- Tutorial messages.

- Magnetic properties added to the collectable coins.

- Updated animations as well as the addition of some new ones.

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Updated the title screen for Tropi to fix some things people had issues with. Let me know what you think.

Added an update to my game. Made a few changes after looking at some of the comments I got when I posted a video of the game to Reddit.

Minimized the HUD, added a magnet affect to the coins (ala Spyro, Ratchet, etc), and slowed down the background speed.

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Which level-select UI should I use for my game? The first one? The second one? Should I start from scratch? I know there's a lot of empty space in the first one, but I'm having trouble thinking of what to put there. Maybe flavor text? I'm open to ideas.