Author Topic: SkyCurser - New JAMMA Arcade Homebrew  (Read 2762 times)

Offline zapiy

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SkyCurser - New JAMMA Arcade Homebrew
« on: February 25, 2015, 09:44:26 AM »



What is Skycurser�  "SKYCURSER" is a horizontal, meat-on-metal, shoot �em up (shmup) that is in active development for JAMMA compatible arcade cabinets. Strong influences on the game include Id Software's Doom, Nazca's Metal Slug, Namco's Splatterhouse, James Cameron's The Terminator and Michael Jackson's Thriller. In this game, a lone pilot in a one of a kind airplane battles humans, animals, and machines infected by a plague-like disease emitted from a star. The goal of the pilot is to survive waves of enemies by �bursting� them open in spectacularly gory fashion with a brutal yet practical arsenal of weapons - machine gun, shotgun and katana blade. In order to progress the storyline, the pilot must remain untouched by enemy objects. The game ends either by the death of the pilot or destroying the source of the infection.
Story

The game portrays the heroic events surrounding Guy Griffin's attempts at destroying the source of a space-based plague that has infected the planet and left him as the last man on Earth. Aiding him in ridding the world of the plague is an advanced warplane, SKYCURSER, designed and built by his grandfather in response to premonitions he had about the end of the world.



The story begins with our hero, Guy Griffin, grandson of Gus Griffin, founder of Griffin Aerotech, walking across a field towards an old barn in the American Midwest. There's a weathered Griffin Aerotech logo on its doors. Guy pauses for moment after he reaches the barn, looks up at the sky and remembers his grandfather. He then pushes the barn doors open completely, enters, and instinctively begins to activate pre-flight systems by flipping dozens of chrome switches. An old familiar dog across the field takes cover beneath a farmhouse porch. Guy then secures himself in the cockpit and, remembering his father's cautionary words, "Keep your feet on the ground and your head out of the clouds. The sky is no place for a Griffin,� brings SKYCURSER's virgin jets to full burn and roars down the dusty field and up into the coming night. Stage 1 begins, Death at Dusk.

http://youtu.be/Qiyr2XOplAs

More here http://www.skycurser.com/
« Last Edit: July 09, 2016, 00:19:00 AM by zapiy »
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Offline Shadowrunner

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #1 on: February 25, 2015, 14:57:08 PM »
That looks like an awesome 90's style arcade game :113:

Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #2 on: February 25, 2015, 15:02:54 PM »
I think its mind blowingly awesome in every conceivable way. The idea behind making the hardware open so others can create games could open the floodgates.. :113:
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Offline Papa

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #3 on: April 21, 2015, 20:03:07 PM »
AWESOME SAUCE!!
And all the Who's down in Whoville will cry
"OH $#IT!"

Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #4 on: April 22, 2015, 11:16:04 AM »
Yes this is. I will continue to update this thread as we go.
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Offline Sokurah

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #5 on: April 22, 2015, 12:17:05 PM »
Sounds very interesting. I'll keep an eye on this one.
One of the reasons I think it's interesting is because I'd love to code something for an arcade platform myself, but I miss some information about the hardware they're coding for though. "JAMMA arcade hardware" doesn't really give any information about the hardware and its specs except how you connect the board to the cabinet.
Website: Tardis remakes / Mostly remakes of Arcade and ZX Spectrum games.
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Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #6 on: April 22, 2015, 13:34:14 PM »
There is an awesome uk arcade site where u can get involved in coding. UKVAC
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Offline Greyfox

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #7 on: April 23, 2015, 09:50:45 AM »
That looks both awesome and classic as its meant to be old school shooter, although I'm not a massive shootem'up fan, I admire the talent involved none the less and very much keen to see what comes of this one, thanks for posting about it.

Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #8 on: May 12, 2015, 19:39:39 PM »
A nice update..

Checkout some of these tunes for the game.

https://soundcloud.com/blast-city-studios
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Offline TrekMD

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #9 on: May 12, 2015, 21:29:22 PM »
I like how that sounds! 

Going to the final frontier, gaming...

Offline Shadowrunner

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #10 on: May 12, 2015, 22:13:32 PM »
Agreed, sounds great!

Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #11 on: August 11, 2015, 20:32:28 PM »
Huge SkyCurser update....



Quote
You Are the First 100

Thank you all for finding the email subscriber form buried at the bottom of our website. We don't have a definite newsletter or email plan but we're very grateful to have you and offer this quick update to you, the first 100.
   
Development

 Brad Smith, SKYCURSER's lead developer, and his wife just welcomed a baby girl into their family! The whole team is pumped to have a new human that is semi-obligated to love our game. Yes!

 Brad has also been streaming his many hours of coding over on Twitch. If you haven't given it a peak, it's definitely worth a view and becoming a subscriber. If you're not a coder, don't worry. Brad shows off behind the scenes glimpses of gameplay as he's building. Mission #2 is lookin' ultra hot.

 For arcade operators, Brad also just finished the first working version of the game with an operator menu. It's probably the most feature rich menu I've ever seen. If there are any features you're dying to have that you maybe have always wanted but have never received, let us know. Our framework is very flexible and open to feedback.
   
Art Design

 Chris Cruz, SKYCURSER's art director, is hammering away basically non-stop on the pixel art. His currently working on assets for Mission #3 and making last minute tweaks to enemies in Mission #2. If you haven't seen his latest posts on Tumblr, check them out. The latest character to join the fight against the NECROSTAR, Guy's loyal canine, is a real creative treat.

 If anyone on the list is a sprite artist (or knows one), send us a message at dev@skycurser.com. We're always looking for talent to help fill out the game world with more pixels. It's rumored that we're open to commissioning someone to redo the actual SKYCURSER jet sprite. Maybe.

 Hardware

 The very first prototype of the game board is complete. It's wild. The thing is literally built on a block of wood. However, we're hustling hard on the design for the second version. Phil is spending every night this week putting together the diagrams for the 3d model. Anyone know a plastic injection molder that's into arcade games?

 Oh, and we just finished a dedicated cab for a very lucky arcade owner. It's the best thing we've ever done. Paint is brilliant. Monitor is a rare gem. New control panel overlay is ultra tough and ready to be attacked by hands. And, the marquee. Wow. The marquee is perfect. Can't wait for it to be on the floor in an actual arcade!
   
Production

 One of the hardest parts so far has been scripting enemies. Since every script change means Brad has to go in make code edits, we're very careful with committing scripts to the dev cycle. It's simply too time consuming to get things wrong. Therefore, we've been spending a lot of time drawing out enemy patterns on paper and shooting crude videos of how attack patterns should work. Thankfully, all our planning is paying off. Mission #2 is fun. Very fun. It's also delightfully tough. If anyone has any strategy or process tips for developing enemy scripts, send us a message. We'd love to talk.
   
Sales

 A couple days ago, Adam from Arcade Heroes ran a story about our most recent developments. We're hugely thankful. Within the post is a video where we mention that we're ready to start taking inquiries regarding actually purchasing a conversion kit or dedicated cab. If you're interested, let us know and we'll reach out individually with specifics.

 Finally, we'll continue to email the group with updates as they become relevant; i.e., once a month or so.

 Peace and remember to "Die a Hero,"

 Phil
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Offline Shadowrunner

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #12 on: August 11, 2015, 23:18:55 PM »
Sounds like it's going good. Nice to see :)

Offline ArcadeAction

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #13 on: August 13, 2015, 20:41:50 PM »
Quote from: "zapiy"
Hardware

 The very first prototype of the game board is complete. It's wild. The thing is literally built on a block of wood. However, we're hustling hard on the design for the second version. Phil is spending every night this week putting together the diagrams for the 3d model. Anyone know a plastic injection molder that's into arcade games?


You might check with user 3Darcadegames on the KLOV forum. He works on these types of things and makes molds etc.

Offline zapiy

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Re: SkyCurser - New JAMMA Arcade Homebrew
« Reply #14 on: August 13, 2015, 22:15:22 PM »
That was ab update from the guys fella..

I can email them or you can we that info?
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