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PC Games (Games) Entertainment Games

TUMIKI Fighters Takes Free PC Shmups Higher 38

drunken-sosage writes "ABA Games released a new freeware PC title a couple of days ago called TUMIKI Fighters. It's a horizontal shoot-em up that allows players to upgrade their ship by 'catching' destroyed enemy ships, resulting in your ship being a bigger target. However, that enemy ship's bullet pattern is added to your offensive arsenal. The author, Kenta Cho, is one of the crème of the crop auteurs of the crowded independent shmup genre - Slashdotters may already be familiar with ABA Games' other freeware PC shooters/utils such as BulletML, rRootage and Parsec47."
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TUMIKI Fighters Takes Free PC Shmups Higher

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  • How much longer... (Score:5, Insightful)

    by MMaestro ( 585010 ) on Saturday April 10, 2004 @12:19AM (#8822861)
    Until ABA Games gets bought up and these games are rereleased as a fully funded game for a major system? If ABA Games keeps this up, hes bound to gain some attention in the mainstream.
  • BulletML (Score:5, Insightful)

    by NonSequor ( 230139 ) on Saturday April 10, 2004 @12:19AM (#8822862) Journal
    BulletML doesn't seem to be a game but rather a language for describing the weapons in shoot-'em-ups (I'm not using that fucking abbreviation). This has to be one of the most bizarre ideas I've ever seen.
    • Re:BulletML (Score:3, Informative)

      by samael ( 12612 )
      Take a look in the folder for TUMIKI - all the bullet definitions are done in BulletML...
    • We will take note, however, that the author himself has been coopted by the apparently insidious (and to this point unnoted by me) use of the abbridgment in question...

      "Defeat retro enemies modenly. Retromodern hispeed shmup, 'PARSEC47'."

      However, he does demonstrate some internal inconsistency with the description for another creation:

      "Defeat autocreated huge battleships. Shootem up game, 'rRootage'. The barrages are created by BulletML and Bulletsmorph."

      Ah the pernicious and pandemic Nihonglish--

  • What the...? (Score:3, Insightful)

    by dagbrown ( 126362 ) on Saturday April 10, 2004 @12:32AM (#8822913) Homepage

    The game description says:

    • OpenGL required
    • Simple DirectMedia Layer is used for the display handling.
    • Using SDL_mixer and Ogg Vorbis CODEC to play BGM/SE.

    So why the hell isn't there a Linux version?!

    • Re:What the...? (Score:5, Informative)

      by EvilMal ( 562717 ) on Saturday April 10, 2004 @12:50AM (#8822961)
      The source is included with many of the games and I have compiled at least two of them on my own to play on Linux.

      The latest game is gonna be kinda weird though. I've never touched a D compiler... the source is there, nevertheless.
      • Well, if you install dmd for Linux, you can use the following Makefile to compile a Linux version of Parsec 47.

        http://tranzoa.net/~scott/Makefile.p47

        A Makefile for tf is coming.
        • How on earth did you get that to compile? I'm getting tons of float-int errors!
          • I just went through and typecasted all the floats to ints.

            Just keep compiling and every time it gives an error on a line that reads something like "x = y;" change it to "x = (int)(y);" (Of course x and y are both going to look alot more complicated than that). There's probably a better way I could have done it, though.
            • Re:What the...? (Score:3, Insightful)

              by xenocide2 ( 231786 )
              yea, but theres a ton of those... nuts. The code is available under something akin to the BSD and GPL, maybe someone should place a sourceforge project, and submit to happypenguin for game of the month development!
    • Re:What the...? (Score:3, Insightful)

      by Joe Tie. ( 567096 )
      While I can't speak for the author, it might just be lack of time or interest in getting the target enviroment set up. I've been doing the opposite, setting up a windows install to test code written in linux. For the sake of windows developers who might want to join up I wanted to make sure the code would compile as well as run there, and it's been a bit of an effort. The actual code itself didn't need much work, but getting the compiler, libraries, and everything else in an operating system I'm not totally
    • Re:What the...? (Score:3, Interesting)

      by xenocide2 ( 231786 )
      Ever installed the D compiler? Me either. From what I can tell, support is somewhat minimal for it. In the time D has been around, C# has gone from concept to deployment to the world at large.
    • Check out winex http://www.transgaming.com
    • Re:What the...? (Score:3, Interesting)

      Because, believe it or not, some people really don't give a damn about Linux, don't use Linux, and don't care about Linux users. The code apparently compiles under Linux, so I'm going to give it a shot. If it doesn't, it's off to my Windows box. :D
    • For what it's worth, it runs quite well under WineX.
  • Scary Boss (Score:5, Funny)

    by Gleng ( 537516 ) on Saturday April 10, 2004 @12:37AM (#8822924)
    "WARNING Here comes a gigantic toy!"

    I've spent far too much time on the net to not be intimidated by a message like that!
  • Shmups? (Score:2, Insightful)

    by Anonymous Coward
    Wired Magazine called, they want their made up abbreviations back. It's "shoot-em-ups" or just plain "shooters". Nothing else.
    • Re:Shmups? (Score:3, Informative)

      by Leynos ( 172919 )
      Sorry, but "shmups" was coined in the 1980s by the UK C64 magazine Zzap 64. It's been in use on the Internet amongst the shoot 'em up community since 1997 when it was resurrected by Malc, the founder of shmups.com.

      Wired can't have it I'm afraid.
    • http://www.shmups.com

      Founded by Malcolm Laurie a few years back. Cool guy. Used to talk to him a lot.
    • Who are you, the abbreviation police?! Shmup is an old abbreviation that's widely used amongst fans of shooters.
  • Who submitted this? There were quite a few people gathered around playing this at work today. Curious...
  • by Anonymous Coward
    Works great with WInex3.
  • For Macintosh users (Score:3, Informative)

    by Stormwatch ( 703920 ) <`moc.liamtoh' `ta' `oarigogirdor'> on Saturday April 10, 2004 @09:49AM (#8824331) Homepage
    Only two of Kenta Cho's games have been ported to MacOS X. You can get them at:

    - http://www.victoly.com/~adam/
  • G-Darius originally appeared on the PlayStation, later ported to Windows. This features the said ability to catch enemy fighter craft and add their attack to your arsenal. Downloaded this from the underdogs [the-underdogs.org] last month and still haven't finished it. Highly entertaining.

    From The Underdogs:
    The game's best innovation is the addition of "capture balls" - a new kind of weapon you can shoot (with limited ammo) to capture enemy ships. Captured ships can be used as a weapon (with its firepower added to yours),
  • When you get some of the better weapons it's almost impossible to dodge some attacks, just because the ships are so big. On top of this, you have to catch the ships so that they are oriented properly (as they spin and fall when "destroyed"), otherwise they will fire in some useless direction (anything more than 30 degrees on either side of your direction of travel). The end result is you end up getting a lot of weapons that are of no help, and losing them right away since there is not enough room to maneuv
    • The end result is you end up getting a lot of weapons that are of no help, and losing them right away since there is not enough room to maneuver.

      Given the firepower of the base weapon, the extra addons aren't as much help as they could be.

      However, the addons don't have to hit within the 30-degree arc - I find that on mission 2 and later, enemies have increased firing strengths meaning that you need all the firing spread you can get.

      Personally I'd suggest making things a little smaller, and have fewer

  • Maybe it's just me being hyperreal, but I think this guy needs to lay off the acid. These graphics are seriously damaging my gray matter.

  • Fun with .XML files (Score:3, Interesting)

    by Hwaguy ( 253509 ) on Sunday April 11, 2004 @11:36PM (#8835170) Journal
    With a little trial-and-error, you can give yourself some pretty badass weaponry manipulating the .xml files in the /barrage/ folder.

    (I would also suggest editing the /tukimi/myship/ship.tmk so the baddies don't get your super guns too. :)

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