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HyperCalm

HyperCalm v0.11
HyperCalm v0.11
HyperChain v0.77
HyperChain v0.77: A little bit similar.
HyperCalm, eh?
Rnadom started off as a pretty lame shoot-em-up engine I made in BlitzPlus in late September 2004. Jon suggested I make a game out of it, so in an attempt to familiarize myself with Blitz' object management system, I slapped together some targets from some primitives and jammed them in. With it's basic gameplay and surreal abstract scenario, I thought it kinda looked like one of those 'special rules' type spaceship type games like Noiz or rRootage so I stuck rudimentary collision detection together, some 'Chain' type rules in and named this new game Chain Lightning. More and more features were added to the game, and eventually I changed the name to HyperChain. (A crap name, yeah. But I think I changed it because Chain Lightning didn't have any lightning in.)

So... HyperChain, eh?
In HyperChain you control a ship at the bottom of the screen which can shoot and travel left and right. Shapes rain down from the top of the screen, and it's your job to shoot 'em! If you let them glide off of the bottom, then the red meter on the right will decrease, causing the shapes to rain down faster. To get points, you shoot the shapes... the amount of points you get is related to the number of shapes you've shot without letting a single one of your bullets fly off the top, so don't miss!

Special Kudos to my friend Edd for making the neat HyperChain/Calm sound effects!

Sounds crap, mate.
Well, sir, you'd be right. Nobody liked HyperChain, and I don't blame them. It's not a very good game to play, there's no real objectives and it eventually ramps to crazy difficulty. Playing it, you realize that when the meter reaches the bottom and the shapes come thick and fast, you can hammer the spacebar to create long chains through sheer luck.

Do we get to talk about HyperCalm yet?
I didn't want my semi-nifty ship engine to go unused, so I had another shot at making some game mechanics. People seemed to want some consequences for colliding the ship (In HyperChain they simply slid through your ship) so I added some... I gave the ship the ability to absorb the shapes and derive special powers from them. The meter on the right was replaced with a blue meter (the Calm meter) which indicated the speed of release of the shapes. Shooting the shapes lowered the meter, letting them slide increased it. Objective: To not let the meter hit the top.

File Info:
HyperChain v0.77
Download HyperChain
Download HyperChain

File size: 1,121KB
Let me make my own mind up, already!
HyperChain:

Left and right maneouvre the ship.
Space fires.
Escape quits.
That's about the size of it. Go for the big score!

You can either try and pick off the shapes as they fall, or you can just let the meter empty and blast the tangle of shapes randomly as they tumble down.

File Info:
HyperCalm v0.11
Download HyperCalm
Download HyperCalm

File size: 1,130KB
HyperCalm:

Left and right maneouvre the ship.
Space fires.
Escape quits.
Return activates any powerups in your posession.
Go for broke!

HyperCalm Powers
dfsdfsd

And that's a wrap!
Let's admit it, the game is not really that much to talk about. However, in making it, I learned a whole bunch about how Blitz languages manage collections of objects. In the end, it was more of a parody of those 'special rules' shoot-'em-up's than anything. Anyway, I'm not going to be doing anymore BlitzBasic stuff for quite a while: I can't remember when exactly I was I suddendly started to program C stuff, it was probably about Christmas 2004 or something, learning ALLeGRo on tepples' advice. (Yes, guys, this leads somewhere!)

As soon as I managed to get some sort of C working on my proper comp, I sorta left Blitz behind. C is good. (You've gotta realise, folks, that I'm writing this in Summer 2005, and I can't really remember when all these things happened all that well. ._.)

Although, those shapes are a pretty good idea, they're iconic, y'know. Unmistakable. Let's just see where C takes me, eh? We might be seeing the Hourglass again sometime in the future...

But you'd way be better off looking here...
Golly gosh, there's way more spaceship shooty games in the world than I can possibly hope to mention...

Any game I mention will seem to be a comparison against Hypercalm, and that would be just silly on the grounds that they would pummel HyperCalm and Chain deep, deep into the ground.

Here's a link to that Noiz and rRootage I mentioned. They're based on Ikaruga, y'know. Tangential rant - I don't like Ikaruga, it's pretentious and way too hard. Here's a link to Warblade by Edgar M. Vigdal of Deluxe Galaga fame. Deluxe Galaga. You know... that one on the Amiga. Nevermind. Anyway, Edgar is the man, so I gave him some money.

Also, I'm kinda partial to a bit of Every Extend. Y'all should play that too.

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