Whatever this indie game is, it is a retro-styled mix of Asteroids & Lunar Lander where you're supposed to land on specific spots of various meteor/rocks without crashing your ship. I don't know which game engine this game uses although I know the fact that it is on the same arcade system as Skycurser.
The makers of Skycurser, Griffin Aerotech, had made the Airframe as far as I know but the information about how indie arcade games are being made using Game Maker Studio, Construct 2 and Unity is quite scarce. The interesting thing is that you should be able to publish those games made using one of those game engines to HTML5 so that they can be played on the Airframe arcade machine. It is an indie game answer to many of the professional PC-based arcade systems although some of the games like Skycurser are old-school looking instead of going towards the current-gen but that's indie game for you. For indie games on consoles and Steam, they can be ported to other systems with minor changes. Optionally, the other versions will have additional features.
So here's the thing, you approach the Skycurser development team to see if you want to make your own indie arcade game for the Airframe like the developers of Rashlander did. There's one major problem though, the development kit and the edition of whatever game engine that allows HTML5 export can be EXPENSIVE AS HELL and I have no idea on how you will obtain the Airframe stuff.
To put in a bunch of arcade elements like Operators Menu, Hardware Check and Coin/Credit Control into those game engines will be no easy feat although the Unity engine already opened doors for arcade game development in Japan.
I don't know what the controller will be like for the arcade version of Rashlander and the PC port may add additional challenges in terms of controls. The arcade version was already out late last year and the PC port will be released sometime this year.
Pages
Showing posts with label Airframe. Show all posts
Showing posts with label Airframe. Show all posts
Saturday, January 6, 2018
Sunday, August 27, 2017
Skycurser
Said to be the indie arcade game, Skycurser is one of those commercialized indie games made with Game Maker Studio by Griffin AeroTech, if the name of that team is correct. In the prototype versions, the game consisted of three playable stages although there were plans to have several stages. The graphics are retro Neo-Geo style in a similar vain to Metal Slug series with creepy creatures that have taken over the whole globe that you have to fight them with the plane that is available in the garage. You get three attacks, the normal shot, sword and the shotgun as well as the bomb attack that is like a wannabe super attack taken from fighting games. I don't know if that is like an Overdrive/Max Mode or perhaps a real super move as it is not supposed to last much longer than usual. When attacking enemies, they splat out blood and they originate from some meteor with green glow and goo from space.
Basically, in the game of Skycurser, most of the places are infected with some plague or something after the meteor crash as indicated with green smoke in some of the stages and it's up to you to pilot the plane from the garage. Unfortunately, as the game is more or less incomplete even in final form, I don't know what the ending is like in terms of game story. All you see after completing the game is the simple game outro or some kind.
Of course, there are flaws. Firstly is the game's intro as if the whole thing is made out of meme GIF images or some kind like everything is quite choppy so to speak. Second is how the flashing HUD messages on top of the screen during the Continue session. Maybe it's a bug or something. Third, the game is more or less incomplete even as an indie arcade game as if the concept of bringing indie games to the arcades is experimental. There might be indie games ported to the arcades via Nesica X Live like Trouble Witches, Exception, etc.
The arcade system is the Linux-PC based hardware called Airframe. It has the 64-Bit CPU and games made using Game Maker Studio or Unity will need to be exported to HTML5, Linux or some other mentioned platform. So, I asked the team behind the game on Twitter about the CPU architecture as Game Maker Studio 2 came out that it wouldn't support 32-Bit CPUs anymore or something and I got the answer saying the the CPU is 64-Bit/X64. This means that games made using Game Maker Studio 2 can also be ported to Airframe as well. I don't know if Construct 2/3 games can be ported to that arcade system as well.
One interesting thing from the developers is that they made the live stream videos of various pure arcade features like the implementation of Arcade Operator Menu where you can adjust settings and perform specific tests, Coin Control System which tells you how many credits are as well as the Copyright Warning Screen for arcade games. I don't know if that looks like a stupid idea to implement those features in a game made using Game Maker Studio/Construct but for Unity, there are ACTUALLY arcade games made with it. I'm not even joking about that like one of Aikatsu games for the arcades is actually made with that. Problem is, the lessons about implementing pure arcade game features are industrial level, not indie-level. Who's going to teach me and others about that for Game Maker Studio then?
To get the game updated, the arcade operators make use of the USB stick or perhaps the wireless network connection to update the game to the newer version if available. Of course, for games made using Game Maker Studio, that may seem to be a problem when it comes to version update as if everything will be reset in the update although some features like external files for game settings, high score tables, will be imported if the game finds them after the update.
There are other arcade games made for the Airframe system as well but the information is scarce at the moment.
Basically, in the game of Skycurser, most of the places are infected with some plague or something after the meteor crash as indicated with green smoke in some of the stages and it's up to you to pilot the plane from the garage. Unfortunately, as the game is more or less incomplete even in final form, I don't know what the ending is like in terms of game story. All you see after completing the game is the simple game outro or some kind.
Of course, there are flaws. Firstly is the game's intro as if the whole thing is made out of meme GIF images or some kind like everything is quite choppy so to speak. Second is how the flashing HUD messages on top of the screen during the Continue session. Maybe it's a bug or something. Third, the game is more or less incomplete even as an indie arcade game as if the concept of bringing indie games to the arcades is experimental. There might be indie games ported to the arcades via Nesica X Live like Trouble Witches, Exception, etc.
The arcade system is the Linux-PC based hardware called Airframe. It has the 64-Bit CPU and games made using Game Maker Studio or Unity will need to be exported to HTML5, Linux or some other mentioned platform. So, I asked the team behind the game on Twitter about the CPU architecture as Game Maker Studio 2 came out that it wouldn't support 32-Bit CPUs anymore or something and I got the answer saying the the CPU is 64-Bit/X64. This means that games made using Game Maker Studio 2 can also be ported to Airframe as well. I don't know if Construct 2/3 games can be ported to that arcade system as well.
One interesting thing from the developers is that they made the live stream videos of various pure arcade features like the implementation of Arcade Operator Menu where you can adjust settings and perform specific tests, Coin Control System which tells you how many credits are as well as the Copyright Warning Screen for arcade games. I don't know if that looks like a stupid idea to implement those features in a game made using Game Maker Studio/Construct but for Unity, there are ACTUALLY arcade games made with it. I'm not even joking about that like one of Aikatsu games for the arcades is actually made with that. Problem is, the lessons about implementing pure arcade game features are industrial level, not indie-level. Who's going to teach me and others about that for Game Maker Studio then?
To get the game updated, the arcade operators make use of the USB stick or perhaps the wireless network connection to update the game to the newer version if available. Of course, for games made using Game Maker Studio, that may seem to be a problem when it comes to version update as if everything will be reset in the update although some features like external files for game settings, high score tables, will be imported if the game finds them after the update.
There are other arcade games made for the Airframe system as well but the information is scarce at the moment.
Subscribe to:
Posts (Atom)