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TUMIKI Fighters Takes Free PC Shmups Higher

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."

38 comments

  1. How much longer... by MMaestro · · Score: 5, Insightful

    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.

  2. BulletML by NonSequor · · Score: 4, Insightful

    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.

    --
    My only political goal is to see to it that no political party achieves its goals.
    1. Re:BulletML by Anonymous Coward · · Score: 0

      Given that shmups (shooters, STGs, whatever) mainly consist of you guiding a dot, trying to avoid other dots, and "firing" dots, I think this is a brilliant idea. :P

    2. Re:BulletML by NonSequor · · Score: 1

      Looking at it a bit closer it seems to have some use in specifying a wide variety of weapon types from a small set of traits, but using an XML parser to accomplish this seems like overkill to me.

      --
      My only political goal is to see to it that no political party achieves its goals.
    3. Re:BulletML by samael · · Score: 2, Informative

      Take a look in the folder for TUMIKI - all the bullet definitions are done in BulletML...

  3. What the...? by dagbrown · · Score: 3, Insightful

    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?!

    1. Re:What the...? by EvilMal · · Score: 5, Informative

      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.

    2. Re:What the...? by Joe+Tie. · · Score: 3, Insightful

      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 comfortable working in proved more of a pain than I anticipated.

      --
      Everything will be taken away from you.
    3. Re:What the...? by xenocide2 · · Score: 2, Interesting

      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.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    4. Re:What the...? by veganopolis · · Score: 1

      Check out winex http://www.transgaming.com

    5. Re:What the...? by Scott+Robinson · · Score: 1

      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.

    6. Re:What the...? by black+mariah · · Score: 2, 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

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    7. Re:What the...? by xenocide2 · · Score: 1

      How on earth did you get that to compile? I'm getting tons of float-int errors!

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    8. Re:What the...? by EvilMal · · Score: 1

      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.

    9. Re:What the...? by xenocide2 · · Score: 2, Insightful

      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!

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    10. Re:What the...? by Repugnant_Shit · · Score: 1

      For what it's worth, it runs quite well under WineX.

  4. Scary Boss by Gleng · · Score: 4, Funny

    "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!

    --
    "Proudly Posting Without Reading The Article"
  5. Shmups? by Anonymous Coward · · Score: 2, Insightful

    Wired Magazine called, they want their made up abbreviations back. It's "shoot-em-ups" or just plain "shooters". Nothing else.

    1. Re:Shmups? by Anonymous Coward · · Score: 0

      What a shmuck.

    2. Re:Shmups? by Leynos · · Score: 3, Informative

      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.

      --
      "Did you exchange a walk on part in the war for a lead role in a cage?"
    3. Re:Shmups? by black+mariah · · Score: 1

      http://www.shmups.com

      Founded by Malcolm Laurie a few years back. Cool guy. Used to talk to him a lot.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    4. Re:Shmups? by IntergalacticWalrus · · Score: 1

      Who are you, the abbreviation police?! Shmup is an old abbreviation that's widely used amongst fans of shooters.

  6. Weird... by Mike+Hawk · · Score: 1

    Who submitted this? There were quite a few people gathered around playing this at work today. Curious...

    1. Re:Weird... by Neon+Spiral+Injector · · Score: 3, Insightful

      It was on Penny Arcade, which linked to Insert Credit. I'm not sure where the initial meme infection started.

  7. Re:Credit where credit is due by drunken-sosage · · Score: 1

    Sorry. First time submitting...Insert Credit brought this release to my attention...now I know to credit in the future =P

  8. It runs under GNU/Linux too... by Anonymous Coward · · Score: 2, Informative

    Works great with WInex3.

  9. Ace by Omroth · · Score: 0

    This is really a very cool game. Nice gameplay, very cool original system. More indie games like this please. Ian

  10. For Macintosh users by Stormwatch · · Score: 3, Informative

    Only two of Kenta Cho's games have been ported to MacOS X. You can get them at:

    - http://www.victoly.com/~adam/

    1. Re:For Macintosh users by Leynos · · Score: 1

      Thanks very much for the link.

      --
      "Did you exchange a walk on part in the war for a lead role in a cage?"
  11. Level 2 by Quasi+Qubit · · Score: 0

    Finally beat level 2!

  12. Inchrnt Ab.rv'shns by Fennario · · Score: 1
    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--until I actually moved to Tokyo I merely was an idle observer, but now I sample and grade each syntactically garbled fragment like fine wine...
  13. Gameplay an homage to G-Darius? by Scipher · · Score: 1

    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 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), a bomb, a shield, or a Super Laser. Depending on the kind of ship you capture, the captured ship can homing missiles, fireballs, lasers, or other weapons.

  14. Good Idea but needs some Balancing by ElusiveSpoon · · Score: 1

    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 maneuver. Personally I'd suggest making things a little smaller, and have fewer ships firing all over the place at the start of the game, giving you a chance to work on your skills. Catching ships in the correct orientation would become less of a nuisance then.

    1. Re:Good Idea but needs some Balancing by Sigma+7 · · Score: 1
      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 ships firing all over the place at the start of the game, giving you a chance to work on your skills.
      Actually, there is a slightly better option.

      When any attached component takes a hit (0.1, may have been updated in 0.11), it should only whatever else was attached to it as opposed to the entire array. This could make the game easier than the author originally intended, and therefore could need compensation as well (e.g. reduce rate for bonus, or have bullets tunnel through your components.)
  15. Trip-o-matic experience by billcopc · · Score: 1

    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.

    --
    -Billco, Fnarg.com
  16. Fun with .XML files by Hwaguy · · Score: 3, Interesting

    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. :)