when we can download for the ios
PewPew Live is...
A fast-paced twin joystick shooter with an emphasis on getting the highest scores possible.
- Fast and diversified game play with 5 different game modes.
- Tons of power-ups, to fight tons of enemies.
- Super smooth graphics. Supports high-refresh rate monitors!
- Retro-futurist vector graphics.
- Unlock-able ships, bullets, trails!
- Online leaderboard with replays.
The game is in active development, with new features and bug fixes coming in often.
Come join the Discord community!
|Tags||Arcade, Bullet Hell, Difficult, Fast-Paced, Retro, Singleplayer, Top-Down, Top down shooter, Twin Stick Shooter, Vector|
|Average session||A few minutes|
|Languages||German, Greek Modern, English, Spanish; Latin America, French, Indonesian, Italian, Japanese, Lithuanian, Polish, Portuguese (Brazil), Russian, Tagalog, Turkish, Ukrainian|
|Inputs||Keyboard, Mouse, Gamepad (any), Touchscreen, Smartphone|
|Links||Steam, Community, Community, YouTube, Twitter, Blog, Homepage|
Also available on
- First publication! First post!Aug 15, 2020
Log in with itch.io to leave a comment.
Is there a browser requirement to play the web version? For me it only works when I download a local server which doesn't let me log in.
You do need a local server to serve the files, nothing I can do about that :-(
Same thing about the browser blocking people from logging in.
i feel like ive played something like this on mobile like 8-9 years ago, this is really cool
it might be? it was quite a long time ago but that does look like what my memory says. thanks for finding it
edit: redownloaded it, can confirm its definitly the one i played all that time ago, thank you for finding this gem
How to play game on pc? html don't opening
I’m working on a Steam version :-)
I can't run game. how??
how i can download the game?
Was this made using SDL?
Yes, the web version is made with SDL (and OpenGL).
On Android and iOS I found the touch input latency of SDL to be too high, so I use the native APIs there.
Interesting, did you use the sdl opengl wrapper or native opengl? Did you make your own renderer? Did you find it hard to implement?
I use the native OpenGL API on all platforms.
I did make my own renderer. A renderer for PewPew is not too hard: culling is simple, no lights or shadows. Hardest part was probably drawing 3D lines :-)
What is a little bit annoying is that any new effect, like Depth of Field or Lens Flare take several hours to implement, whereas in a premade engine my understanding is that it’s one click away and the quality can be better than what I achieve.
Wow, I see. This looks amazing by the way, I thought it had lights. How long did it take for you to make your renderer? Do you know if it is feasible for a team of two to make a 2d renderer with ray tracing lights?
Making the renderer is an iterative process. I started with just drawing lines, then progressively added all the different effects (bloom, chromatic aberration, etc…). You can get a renderer in a week of full time work, but then there are endless improvements you can make. Even today the renderer of PewPew Live could be improved in a lot of ways.
It’s totally doable to do a 2D renderer with ray tracing lights. 2D simplifies many many things!
Cool game and graphics! Also please add spacebar support for shooting