The Long Lost & Forgotten Shmup

October 31, 2012

The second post on this blog was about a WIP Unnamed Shmup. Unfortunately, I haven’t made much progress on it since I’ve been busy with other projects. So, here’s some of the stuff I did for it.


Click on images for original size.

Since it can be a challenge to animate rotating geometry, I made a low poly model of the ship before animating it.

And here’s an unfinished tileset for a city level.

Hope I can go back to it someday!


  1. Do you get a lot of unsolicited offers from programmers interested in doing game projects with you? Your art is top notch.

  2. Thanks ^_^. I didn’t get that many offers for collabs in the past. However, it happens more frequently since we started Tribute Games.

  3. I just want to say that I approve of everything you’re doing. As a hobbyist developer, and a big fan of retro style games and pixel art – this looks awesome. Wizorb is awesome. Ninja Senki is awesome (after I played it I convinced some of my friends to download it too), the Scott Pilgrim game was INCREDIBLE; absolutely one of my favorite games of this generation, Mercenary Kings looks great (I backed it 🙂 ) and just all the way around I feel like you’re doing awesome work. Keep it up man!

  4. Thanks man! It’s really appreciated.

  5. That looks great. Horizontal shooters are awesome.

    PS. Your games would be amazing on the Neo Geo Pocket Color, haha!

  6. I wasn’t aware of this project, only started following your blog during Wizorb’s development. I hope it gets finished some day.
    That technique of creating a 3D rough model of an object to understand how animation works is quite interesting. I’ll take note of that, it will provably come in handy some day. Me and my team are actually doing something similar, using a friend of ours, who is an actor, to get some references for the walking animations of the character in our game.

    How’s Mercenary Kings’ development going on by the way?

  7. @V_deCarvalho: I rarely use this technique when I create sprites actually, but when it comes to rotating geometry it makes it way better. I think that the animators who worked on KOF XII and KOF XIII used a technique similar to this for all their characters. Oh and Mercenary Kings is going super well. We’re putting all our energy into it.

  8. “I think that the animators who worked on KOF XII and KOF XIII used a technique similar to this for all their characters.”
    You mean they used actors, or 3D models?

    Glad to hear about Mercenary Kings. 🙂

  9. I meant 3d models. Here’s a thing I found about it: http://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/creation/index.php

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