Hey I remember those weapons, and that guy. Heh now i know who you are.
Those tanks are just awesome, i really like them.
I think that we all know that the graphics part of those games are for sure great, but what about the coding? I mean how you will make them work
Well at first: thank you!
then: i use game maker. it is a drag and drop 2d game creation program with which i can do a simple game like a shmup very well - without greater problems.
 + i must say that certain bullet patterns are difficult to program tho.
thanks for remembering me !
This is really awesome. You can turn it 45 degs and have a new player ship right there. Or at least keep the wings. Too bad you don't want transforming ship sprites since that would make for some really cool bosses and player ships. What's the issue?
Nice, thanks! Really i am thinking of some spare playership idea so i might come back to your suggestion reallyÂ
Ah, you using particle effects for the explosions or are you going to use an image? Also which version of GM do you use(I prefer GM6.1 pro).
what
MIDIS are perfectly fine if they're any good, music is subjective!
an mp3 can be a piece of poo and a MIDI file can sound like it was composed by a man who knows music like the lips of his mother's vagina.
i use game maker 6.1 unreg. i can do the things i need so far with it
well i reeeeally have no idea about music but at least at the moment this is no urgent issue for me... i am now focussing on doing the graphics which is the greater part of the whole game creation process in that game.
Listen.
1. Don't use gamemaker 7 or higher. 5.3A, 6.0, or 6.1 are just fine.
2. Don't use the built-in particle systems. They're terrible.
3. Make sure the gameplay flows nicely.
4. Don't be too ambitious. 55 ships is a LOT.
5. Don't use MIDIs for the music. They sound awful.
6. Great job on those graphics. Good luck.
Well, what you said are from my point of view points of wisdom Mistercharles.
1. i use 6.1 and agree. it works fine.
2. I am a total noob to particles but anyway... i am thinking of doing images
  for the explosions so particles are (maybe..) not needed...
3. A nice gameflow is one of the main topics which i will focus on when coding and
  level + enemy-activity creation is started. this will happen after the graphical
  work.
4.well 55 ships are a lot and i totally agree and have to apologize for not
  saying that i will do MAX. 55 ships and i will end using 40 i guess.
  I agree with you and it is just weird and crazy/dumb to say - from the beginning on
  to create/ pixel that much images.
  but since one part of my whole game idea is a large variation of ships i will really
  struggle to create as much as i can as long as i have fun finishing them.
  For further footage and to make sure that i have a lot of ideas and sketched
  concepts in mind. i give you a very rough overview of all ships i had an idea for
  in the time since i started my project:
 Â
  there are already finished ships + sketches + some ships i showed as sketchy
  pixelarts in this thread.
5. i have no idea on music..... this is a problem!
6. thank you it really motivates me what you say!
=======================================================================================
Additional,sketchy FOOTAGE:
[/color]
The boss for the darkness level will look like this:
at least with that design of wings. i am not sure about the angle/rotation of those wings but somewhat in that arrangement.
At the moment i guess this is the best try for a hopefully nice concept on that goddamn AIR BOSS which i want to create since a loooong time ... but can`t figure out a right idea:
For now: thanks all for the nice comments, constructive and helpful criticism(which i hope that i took it well!) and your support! i will always update this thread with my latest works.