Difference between revisions of "Zarlor 2"

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[[File:Zarlor2Shot.png|thumb|320px|Setting out for adventure in ''Zarlor 2'']]
 
[[File:Zarlor2Shot.png|thumb|320px|Setting out for adventure in ''Zarlor 2'']]
  
(Pending)
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On numerical keypad:
 +
 
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* 4, 6: Fly left, right
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* 8: Speed up
 +
* 2: Slow down
 +
 
 +
Z,X,C: Shoot or trigger your ship's special powers.
 +
 
 +
Each ship has its own properties and unique powers; some even use unlisted keys for their weapons and features.
  
 
== Credits ==
 
== Credits ==
  
Designed by John and Robert Brandon of [[Brandon Enterprises]].
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Designed by  
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* [[Brandon Enterprises|John and Robert Brandon]]
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Engine and Tools by
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* [[Recreational Software Designs]]
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Compiled by
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* [[EJR Tairne]]
  
 
== Background ==
 
== Background ==

Revision as of 20:34, 4 November 2012

Zarlor 2
Zarlor2Title.png

Release type: Incomplete
Release date: 2001
Levels: 28
Author: Brandon Enterprises
Related games: Anime

FULL ENTRY COMING SOON!












Instructions

Setting out for adventure in Zarlor 2

On numerical keypad:

  • 4, 6: Fly left, right
  • 8: Speed up
  • 2: Slow down

Z,X,C: Shoot or trigger your ship's special powers.

Each ship has its own properties and unique powers; some even use unlisted keys for their weapons and features.

Credits

Designed by

Engine and Tools by

Compiled by

Background

John Brandon:

Zarlor Mercenaries was an excellent and impressive top down shooter for the Atari Lynx.
For some reason, I was still playing it in the mid-late 1990s and wanted to make a sequel to it.
A cool thing about Zarlor is that it had a choose character screen. Since I loved making graphics, I went hard at work at making a TON of characters for this game, even creating a fairly graphically impressive choose character screen.
I tried to give each character a distinct look and personality, and of course they would all have different ships too! And as a bonus, I even started working on a 2 block tall "4 player" ship - which was going to have so many controls scattered haphazardly throughout the keyboard, that 4 players would be necessary to be a crew to control the ship.
At any rate, the game was never fully integrated with all the graphics and levels and choose character screen I worked on - rather I would make individual tech demos to get some instant gratification and see how the levels and whatever new character I was designing looked when put together.
I think there were over 3 or 4 levels created which you could probably see if you look at each of the tech demos.
However unlike most shmups, it was difficult to find a way to end the level. Most shmups end based on a timed event like a boss fight, but I didn't know how to do anything like that in GM, so you just fly around a repeating level, dodging and shooting at enemies which mostly have an AI which tells them to go forward. I have no idea where the exits in the levels are.

Links