Hello, people! Incomprehensible Luminescence Alpha release 2 is now available for download on the downloads page. Release 2 adds a lot of menu content, fancy bomb effects for Indris, and an expanded Burgeon stage in four difficulties, as well as many other tweaks and additions. I.L. currently loops the stage infinitely but no longer drops extra lives for the player, in order to increase the challenge of the gameplay. Controls are identical to Touhou’s controls: hold arrow keys to move, hold [Shift] to focus / show hitbox and lower movement speed, hold [Z] to shoot / make selections in menus, press [X] to bomb / go back in menus, and press [Esc] to pause / unpause. To play the game, unzip the download anywhere and run Inmaku01.exe found in the extracted folder. Have fun!
Archive for the ‘Incomprehensible Luminescence’ Category
Some users have reported that they are unable to change the game window resolution after checking “Set as default” in the initial window resolution prompt. A temporary workaround is to delete the inm01.cfg file, which can be found in the same folder as Inmaku01.exe. This will reset the window resolution prompt, allowing the user to select a different window resolution. This issue will be addressed and resolved in the next release of I.L.
Merry Christmas, everyone! Incomprehensible Luminescence has been released for download! The catch? It’s only an alpha release. Drat.
I.L. Alpha Dev release 1 features a nearly complete game engine, one playable character, and a bit of challenging danmaku. Use the arrow keys to move, [Shift] to focus (move slower and show the hitbox), [Z] to shoot, [X] to bomb, and [Esc] to pause. You can get the game on the downloads page, or just use this direct link. Just open the ZIP and extract to anywhere. Run Inmaku01.exe to play.
I’ve been working quite a bit on I.L. lately, in preparation for the Open Alpha release that’s coming out soon. Last week, I’ve done some mathematical fixes, added and modified bunches of effects, and organized the file loading system. What’s left is a player bomb and, of course, a menu.
The second part of the I.L. Dev Log can be downloaded here, for anyone that’s interested. Unfortunately, lasers are no longer involved.
I’ve been working on Incomprehensible Luminescence (I.L.) for almost two years now, I could say. The world of Chromanea, originally referred to as the >.INVOKE world, was very different when I first invented it back in 2006. It’s a standalone world now. Somewhat. Anyways, I first had the idea of making a danmaku game after playing Touhou for several months, but my concept for the game, simply called >.INVOKE Danmaku back then, was quite different from what I.L.’s concept is now. It featured a completely different cast of characters, and the entire concept was eventually discarded in favor of I.L.
I.L. was originally made in Game Maker. It lagged with 500 bullets (aka, half the usual amount in a danmaku game), so I created a Flash version – which lagged even worse-er. I worked on those versions on-and-off for around a year and a half, before learning to use OpenGL with C++ in order to make an I.L. that could run smoothly at 60 frames per second.
C++ I.L. has been in development for four months now, although development is still somewhat on-and-off. On average, I program about one hour every two days, though I worked on it more extensively during the summer. I’ve kept track of all my programming – when I get on the computer and start programming and when I get off, to the closest minute. The first half of my Epic Dev Log can be downloaded here. It involves lasers, so you should read it.
Here’s some screenshots of what I.L. looks like right now: