Archive for the ‘Bullet Mechanics News’ Category

Change of style

Friday, December 11th, 2009

Okay okay, i know the site’s been quieter than the average space battle should be but i’ve been busy! What doesn’t help is that i fell into something of a trap that i’ve told other people off for as well… i got so engrossed in working on the engine behind a game that i didn’t actually get around to developing the game itself! Oops. To compound that error, the engine hasn’t seen any work for several months due to a serious lack of time, caused mainly by other commitments including writing for Retro Gamer each month and 8-bit development. Oops again.

So since i don’t expect to be able to throw large amounts of time at the programming, i’ve decided on something of a change of style for the blog; i’m hopefully finding time to be able to write a few ad hoc reviews of shoot ‘em ups i’ve played recently (the first will be Irukandji by Charlie’s Games over the weekend if all goes to plan) and possibly some theory pieces here and there as things spring to mind. Be afraid, be very afraid…!

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A quiet descended

Saturday, April 11th, 2009

The Bullet Mechanics website has been hideously quiet of late, mostly because there simply hasn’t been much time in my life with other programming projects and commitments (amongst other things) to get any PC code written!

But yes, this post is indeed a sign of life, as is the complete overhaul of the website that saw it converted to WordPress and although nothing has been completed i’ve not been entirely idle in the six or seven months since i last added anything to my old development blog and the plans to produce a larger, more rounded game from Vinculum are still on the “to do” pile despite that being large, totally disorganised and prone to getting mixed up with assorted other bits of tat lying around the place!

Anyway… there’ll be a few days of hiccups as i fix posts that have been imported manually from Blogger, convert the old game pages over from the previous version of the site and so forth so bear with me and welcome to Bullet Mechanics Version 2 – still bringing the fight to your door

(Yes, i’m incredibly proud of that slogan… does it show?)

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Wire Fighter released

Tuesday, September 23rd, 2008

Although the Bullet Mechanics website hasn’t been updated to reflect it yet (that’ll happen on Wednesday) yesterday saw the release of the now christened Wire Fighter over on the ShmupDev forums.

The game itself is quite simple to get into, the player has two energy bars for the ship itself and the “laser wire” grappling system (above and below the score respectively); along with the ship, there is also the laser wire’s cursor, when the system is charged, it will lock onto attackers (the usually red cursor will turn green if there is power for it or orange if not) and a swift right click will take control of the enemy and see it tethered to the ship as a support weapon. It is possible to play the game without using the laser wire but it’s difficult and the best scores will be achieved by constantly grappling new support craft.

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