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Gunbird by Coded Dreams

Coded Dreams is a team by five members that work on copying the GunBird arcade game, originally created by Psikyo. This project is the current first one of the university and consists to analyse every single detail and recreate it to the screen by using SDL (Simple DirectMedia Layer). Up to now, we have already done the prototype (Castle level) and right now working on The Mine level, which will be our Alpha release.

Easter Egg

We have decided to put Megaman as an Easter Egg. Since the early stages of the development we used him as a base class for all the added enemies. Since we started to get used to it on screen we have decided to have it always as a part of our GunBird.

Check our web page Check our wiki for more details.

Installation

Decompress the .zip file in any directory and execute the executable inside the decompressed folder.

Functionalities

  • The Mine map up until first boss.
  • Two different players functionality (one with gamepad and another one with keyboard, or, both with keyboard).
  • Each player has 3 lives, 4 power up levels and can drop a bomb.
  • 8 types of enemies implemented (Balloon, Drone, Barrel, Falling Drone, Flying Machine, General Turret, Tank and Torpedo)

Usage

  • SPACE/Y button: fade scene (auto win in debug mode)

Gamepad (just for the first player)

  • Left joystick: move character
  • A button: shoot
  • B button: drop bomb

Keyboard

Player 1

  • WASD: move character
  • F key: shoot
  • G key: drop bomb

Player 2

  • Arrow keys: move character
  • Keypad '0' key: shoot
  • Keypad '.' key: drop bomb

Special features

  • F1/LB: (de)/activate Debugging Mode
  • F2/RB: (de)/activate God Mode
  • 2: activate second player (in-game)

Contributing

Prototype

Our most important contributions to the game were:

  • (23th February) Add main modules: Welcome Title, Scene Castle and High Scores.
  • (28th March) Castle's background does scroll.
  • (31th March) Implemented Debug Mode and first character (Marion)
  • (1th April) Shooting mechanics and sound implemented.
  • (4th April) Collision module added.
  • (5th April) Enemies have colliders and lose conditions is present.
  • (11th April) Power Ups have their own path.
  • (14th April) Buildings and Humanoid Robot are added.
  • (18th April) Implemented second character (Ash).
  • (21th April) Torpedo enemy and its waves are added.
  • (23th April) Third Torpedo's wave attack to the player.
  • (24th April) Second level of Power Up added to Marion and Ash and Antiaircraft enemy too.
  • (25th April) Enemies have dead animation, enemies turn white when hit and red when at low hp. High scores are done too. Antiaircraft enemy is corrected.
  • (26th April) Solved critical crash when updating modules.

Alpha

  • (6th May) Whole project was reset for the Alpha process, changing Castle level to Mine one.
  • (8th May) Completely new enemies are added, starting per Flying Machine and Torpedo. Debugging and God Modes are implemented following user interface.
  • (9th May) Drone enemies are added. Explosions do work and red/white effect too.
  • (11th May) Some visual textures (upper background for example) are redone and General Turret and Tank added.
  • (12th May) Balloon is implemented with shootings.
  • (13th May) Balloon shoots to the nearest player.
  • (14th May) Player have three lives. Extra animations and static enemies are added.
  • (15th May) Player can die, power up fully implemented and added General Turret and Flying machine shooting mechanics.
  • (16th May) Explosions added for the first time.
  • (19th May) High scores screen completed.
  • (20th May) Whole First Boss sprite sheets are ripped from zero.
  • (21th May) Selection screen is completed.
  • (23th May) Tank enemy is fully finished.
  • (31th May) Players reach 3rd and 4th power up level.
  • (2nd June) Boss Antiaircraft's shooting mechanics are added and Marion bomb implemented.
  • (3rd June) Enemies drop power ups and bombs. Ash's bomb is added.
  • (4th June) Power ups level are implemented for Ash. Marion has its automatic star attack and final audio effects are inserted.

History

During our GunBird development, the game had ten releases:

  • version 0.1 (20th March)
  • version 0.2 (26th March)
  • version 0.2.1 (29th March)
  • version 0.3 (4th April)
  • version 0.4 (5th April)
  • version 0.45 (18th April)
  • version 0.46 (25th April)
  • version 0.5 (26th April) - Prototype
  • version 0.6 (16th May)
  • version 1.0 (4th June) - Alpha

Credits

  • Josep Pi Serra - Management
  • Pau Llopart Cervello - Art/Design
  • Adria Ferrer Comas, Norman Benet - Code
  • Vladimir Agache - QA

Our Github.

Our Trello.

License

All rights over the game and all properties are entirely from Psikyo, currently property of X-Nauts.