“Tons Of Bullets” is a indie platformer game where you control a tiny ninja.
The game mixes a low res pixel art retro look with modern and awesome 2D effects like fluids, god rays, soft shadows…
The game is still in development and it will be available for mobile devices (iOS, Android), macOS, Linux and Windows.
The game is being developed using only open source software and uses cocos2dx as game engine.
Features:
Frenetic gameplay.
Great touch controls
Gamepad support
Stealth mechanics
Vehicles
Different weapons
Inventory system
Puzzles
Scripted cut scenes
Rope physics
Final bosses
A lot of actions like carry/push crates, swimg, double jump…
Jetpack
Night vision
Teleports
Destructible objects
Looks pretty cool. Did you use the physics for all movement or write your own platforming movement code? Other’s have asked on the forums, so it’d be nice to get an additional data-point. Thanks.
Regarding the movement, I use box2d. I have a modified version that implements some vector methods using xeon intrinsics in order to speed up the physics computations. Its hard to tweak all the physics values to get the desired movement and response but my game uses a lot of physics effects like vehicles, destructible objects/debrises, fluids…
“Tons of Bullets” has been published. A game created only by one guy is being featured by apple in different countries. Thanks cocos team for your great engine!
That is awesome work man. Art work especially blurry effect background looks nice with pixel art.
Have you used Box2d lights for lights?
I am also working on my cocos game to publish on play store in 1-2 months.
And it’s good to know that your game is featured by Apple. Can you plz tell some things which helped you to get featured, so it might help me to remember few things as it would be my 1st to-be published game.
I have worked with a great publisher in the last months. These guys have been working in everything related with marketing. A publisher can help you a lot and your project would be more discoverable