Posts: 607
Threads: 25
Joined: Mar 2012
12-19-2012, 11:55 PM
(This post was last modified: 02-04-2013, 07:56 PM by Bombshell93.)
Push2Play Games Arcade
SUMMARY
Push2Play Games is a start up project for me and a group of friends, we each know out way around a part of game development and marketting,
I in particular have been teaching myself game development for 3 years.
We aim with this project to create a series of games loosely based on arcade games of our childhoods. we currently have planned a side scrolling platformer, an oct-directional TDS and a vertical scrolling space shooter.
ORIGINAL:
Side Scrolling Platformer (Misty Ninja)
Misty ninja is the first focus of this project, a side scrolling platformer it has a basic principle, run right and jump.
The story is simple as they come,
Ghostly ninjas have been causing trouble, to get rid of them your bribing a dragon with all the tastey tastey gems you can find.
Gameplay likewise is based around collecting gems and in some cases defeating the ghostly ninjas to get the treasures they're protecting.
the current version has the level editor fully working, safe point finding, scoring, lives and springy mushrooms. I'm currently working on putting in
disappearing and moving platforms, so as to liven up the general platforming, after that I'll work on the rock puzzles (moving rocks on switches to open doors) and after that enemies.
Top Down Shooter
Misty ninja is about the only thing actually in development right now, but the top down shooter is next in line. gameplay will consist of wave based survival, relying on powerups and upgrades to help you blast through the alien horde.
Enemies as you can see the first smallest enemy on the sheet, will be alien animals, be it little critter of massive beast, you'll be aiming to shoot it dead before it can bite a chunk out of you.
Beyond this not much has been planned, as seen in the picture guns take up a lot of space so it may be limited in selection (although I'm likely to reuse sprites with different projectile / flash in order to make the guns seem more diverse)
if you have any suggestions, I'm all ears.
Vertical Scrolling Space Shooter
very very little is planned about this, its just one of my favourite genres and I'd be an idiot not to give it a go, gameplay is obvious, your flying up, enemies flying down, shoot the enemies, pick up any powerups they drops and don't get hit.
LINKS SECTION
any downloads I will post in this area, so if anyone is interested in watching these games progress, the links will be here for your convenience
BETA 0.1
MEDIAFIRE LINK
INSTRUCTIONS
P - swap between play mode and edit mode
I - save
O - load (load map 00 to get a quick look at the game so far)
edit mode controls
WASD - move around
Left Shift - hold to quick move
left click - to press buttons, select objects to place from below the buttons, select from the tilesheet to the left your current tile to place and place tiles on the game screen to the right.
right click - hold to delete objects you've placed, click to place an instance of the selected object, objects do not stack on one another, only 1 player can exist at a time
player mode controls
A & D - left and right
W - jump, hold to jump higher
NOTES
the very edges of the map do not have reliable tile detection, your best off building a level with 2 tile padding from the map edges.
mushroom and gem tiles do not act as mushrooms or gems, use the objects at the top of the screen to place gems and mushrooms.
Due to the original attempt being rushed the engine was quite stiff and wouldn't work well with the other games, in order to increase speed, decrease memory consumption and make it easier to develop for all 3 planned games I have been rewriting the engine from scratch!
The Return of P2P Arcade!
SUMMARY
so I've been working on the engine for P2PG Arcade for a little while and I've got all I want working (for now) I wrote from scratch a physics engine including colliders for circles AABB's and polygons with mass and force based movement, I rewrote the saving and loading as well as the entirety of the object handling.
I rewrote the level editor, I added in spatial hash tables for game objects, physics objects and tilesets (meaning the game will run much faster at the expense of things not on screen acting like their non-existing)
I've made new sprites for the character, gems, hazards and the game now has a goal and a gimmick (to some degree)
and so I present to you...
MIGHTY NINJA!
still a work in progress but the basest systems are working.
You play as a bobble headed ninja on a quest to activate the spirit gems and banish ghost ninjas... bizarre story but its a side scrolling platformer, what do you expect?
the gems are guarded by crystal dragons, collect gems and deliver them to the spirit gem to earn the trust of the dragons, deliver the gems in hordes for bonus points, when the dragons are happy the spirit gem will activate, completing the level (yet to be added but I think I'll have it save a leaderboards file and return the player to the menu, when a menu is implemented of course)
if you die while carrying gems (top left corner) you will lose the gems and they will all return to where you collected them from, your respawn point is the initial placing of the player.
LEVEL EDITOR!
The level editor is accessed via F1, WASD to move, left click to interact with the interface / place tiles, right click to place objects / hold to delete objects.
Saving and Loading should work fairly well, if you experience any errors prntscrn it and let me know please (unless you enter a bad filename in which case it will throw an error but not cause any damage as intended)
use Delete to view debugging / performance information, including memory consumption (which I think I mathed wrong but it will still show important memory consumption all the same) CPU usage (in update and drawing) and general time delta.
DOWNLOAD!
NOTE: if you have not already install the .msi file before playing, it contains the XNA re-distributable libraries with which the game was written, they are essential to run the game.
Mighty Ninja Beta 0.2
Side Project: Brain Scratch Adventure
Brain Scratch Adventures Beta 0.5
I've done a lot of work on this the past few days, a lot of bug cleaning, a fair amount of features added, some control revision, etc. etc.
Contents so far,
Player Movement & shooting,
Character select
Crush deaths,
Getting hurt (first losing shield, then rings, then dying)
Scoring,
Checkpoints,
moving platforms with trigger based direction control,
NPC's who react to how many points you have, if they talk they add their name to a list which will eventually be used to open new paths / activate objects,
powerup monitors (blank point monitor, 10 ring monitor, shield monitor, speed shoes monitor, invincibility monitor and a not yet complete robo monitor)
goal post,
end level screen and ring bonus,
playlist system (which will eventually be customizable but at the moment is hardcoded)
Changes from previous versions,
I've fiddled with the jumping mechanics and lowered acceleration to make speed seem more significant.
I've changed how tilesheets handle so now tilesheets can be maxxed at 4096 x 4096, as opposed to the previous limit of 256 x 256, this has required a change in how they save so previous versions maps will not work correctly, but no known bugs are present in this version and I've tested the saving and loading thoroughly, so maps from this version should work for following versions.
plans,
in the next 6 days I plan to add button / door / hazard puzzle pieces, at least 2 enemies (likely the wheelie worm and doom fly, wheelie worm being a slow worm-like robot who will curl up into a spikey wheel and charge at you, doom fly being your typical flying nuisance, though you will be able to bounce off the top of it, destroying it should you fall on it.), springs and gravity switches.
I'll likely have free time left over which I will use to set up some basic backgrounds to get the game looking more complete.
INSTRUCTIONS!
In Game
use the mouse to pick your character from Johnny, Nayrman, Solaris or Ted.
W,A,S,D - move (you can jump on the monitor boxes)
Space - shoot (you can shoot the monitor boxes)
Level Editor
F1 - edit mode toggle
W,A,S,D - move
Left Click - when in the main window places tiles (be sure to use the red X tile to clear tiles, its much more efficient) when in the side bar selects objects (top left) or tiles (bottom left)
Right Click - place an object (some objects have dialogues for you to change their nature, read their instructions to understand how to use them) hold right click to remove objects.
SAVE / LOAD NOTE: a small oversight in the editor makes the editor lose focus when you load, to fix simply go out and back into edit mode
DOWNLOAD LINK!
Note: if you have not already install the msi included in the download, it is the XNA redistributable, it contains the necessary libraries used to make (and by extension to run) the game.
http://www.mediafire.com/?72yql5elgx14dl7
Thanks for reading, please report any errors or issues with gameplay, including how it happened and if you can recreate it, I will then be able to run through the code causing the problem and fix it.
Any and all comments or crits encouraged and greatly appreciated,
Bombshell
Posts: 537
Threads: 5
Joined: Sep 2012
12-20-2012, 08:51 AM
(This post was last modified: 12-20-2012, 08:51 AM by Phaze.)
For some reason, I can see the music is being referenced in a sense from the source of the page (btw, you're missing the <title> tag on your site), I see no way to access it from the HTML frontend - even with Javascript enabled. What's up?
On a related though, music seems good
Posts: 3,787
Threads: 75
Joined: May 2008
(12-20-2012, 08:51 AM)Phaze Wrote: For some reason, I can see the music is being referenced in a sense from the source of the page (btw, you're missing the <title> tag on your site), I see no way to access it from the HTML frontend - even with Javascript enabled. What's up?
MP3 embeds... work in Chrome, but not in Firefox. Opera shows the audio bar, but doesn't play anything.
Internet Explorer.... does it. Heh.
I'd suggest to add normal links to the audio files, too, for all those whose browsers do not support the way you embedded them.
Posts: 607
Threads: 25
Joined: Mar 2012
the site is being fixed up now,
in the mean time I have a tiny demo, this is just me making sure the movement and camera feels nice.
The game is written in xna so if you have not already you will need to install the XNA 4.0 redistribute (included in the download)
A and D to move left and right
W to jump, hold W to jump higher.
the bushes and gems are purely cosmetic at the moment, but I'm putting scoring and hazards in now so they will be doing things soon.
Mediafire download link
Posts: 3,787
Threads: 75
Joined: May 2008
It feels really slow and the falling should be more accellerated, jumps are rather floaty now.
Posts: 607
Threads: 25
Joined: Mar 2012
I'll fiddle around with the gravity and speed, see what I can do,
I'll update again when the player has something to do.
Posts: 524
Threads: 9
Joined: Jul 2012
Cool, im trying out the demo right now. I noticed that your using xna to make a level editor. You might've already come across this, but did you know that you can just use winforms + xna to create level editors? It might make it a bit easier to code it.
Posts: 607
Threads: 25
Joined: Mar 2012
yeah I've attempted it about a year ago but little bits and bobs of xna kept having hissy fits so I've not tried since, I've found it easier to just have handy classes for click-able buttons with events.
Posts: 607
Threads: 25
Joined: Mar 2012
BETA 0.1 - LEVEL EDITOR NOW INCLUDED
MEDIAFIRE LINK
INSTRUCTIONS
P - swap between play mode and edit mode
I - save
O - load (load map 00 to get a quick look at the game so far)
edit mode controls
WASD - move around
Left Shift - hold to quick move
left click - to press buttons, select objects to place from below the buttons, select from the tilesheet to the left your current tile to place and place tiles on the game screen to the right.
right click - hold to delete objects you've placed, click to place an instance of the selected object, objects do not stack on one another, only 1 player can exist at a time
player mode controls
A & D - left and right
W - jump, hold to jump higher
NOTES
the very edges of the map do not have reliable tile detection, your best off building a level with 2 tile padding from the map edges.
mushroom and gem tiles do not act as mushrooms or gems, use the objects at the top of the screen to place gems and mushrooms.
Posts: 607
Threads: 25
Joined: Mar 2012
Posts: 271
Threads: 5
Joined: Oct 2012
This looks really nice! I could not jumo over the spikes with the mushroom it always throws me on the last one and I die and the mushroom works really weird with walking on it to be thrown instead of jumping like a trampoline
Posts: 607
Threads: 25
Joined: Mar 2012
I'll fix that up and yeah in 0.1b I fixed the spikes, I'll not update until 0.2 now, but I'm re-hauling a lot of it to run faster and have a more diverse engine (will make the other 2 games easier and the misty ninja play better)
should take about a week, I'll be sure to stick in moving and disappearing platforms too so the platforming can be more diverse.
I may even make a menu so I can start making the project more of a whole than just misty ninja. It may also fix a behind the scenes save and load issue.
Posts: 607
Threads: 25
Joined: Mar 2012
Due to the original attempt being rushed the engine was quite stiff and wouldn't work well with the other games, in order to increase speed, decrease memory consumption and make it easier to develop for all 3 planned games I have been rewriting the engine from scratch!
This has worked well so far and the new engine is holding up much better than its predecessor.
You may still view the original topic and download the first betas above via opening the spoiler tags, but for those who are interested in the new version I will release it with editor when enough features have been added, at the moment its only a tile editor, I still have to add some extra physics objects and the player objects so there is something to place in the editor.
here is a screenshot of the current version
and here is a link to the Sprite topic for the new version, sheets are being expanded past their initial limits, the limits were purely imaginary and were doing nothing but holding the game back from the more content me and the rest of P2PG think we should strive for.
Posts: 607
Threads: 25
Joined: Mar 2012
The Return of P2P Arcade!
SUMMARY
so I've been working on the engine for P2PG Arcade for a little while and I've got all I want working (for now) I wrote from scratch a physics engine including colliders for circles AABB's and polygons with mass and force based movement, I rewrote the saving and loading as well as the entirety of the object handling.
I rewrote the level editor, I added in spatial hash tables for game objects, physics objects and tilesets (meaning the game will run much faster at the expense of things not on screen acting like their non-existing)
I've made new sprites for the character, gems, hazards and the game now has a goal and a gimmick (to some degree)
and so I present to you...
MIGHTY NINJA!
still a work in progress but the basest systems are working.
You play as a bobble headed ninja on a quest to activate the spirit gems and banish ghost ninjas... bizarre story but its a side scrolling platformer, what do you expect?
the gems are guarded by crystal dragons, collect gems and deliver them to the spirit gem to earn the trust of the dragons, deliver the gems in hordes for bonus points, when the dragons are happy the spirit gem will activate, completing the level (yet to be added but I think I'll have it save a leaderboards file and return the player to the menu, when a menu is implemented of course)
if you die while carrying gems (top left corner) you will lose the gems and they will all return to where you collected them from, your respawn point is the initial placing of the player.
LEVEL EDITOR!
The level editor is accessed via F1, WASD to move, left click to interact with the interface / place tiles, right click to place objects / hold to delete objects.
Saving and Loading should work fairly well, if you experience any errors prntscrn it and let me know please (unless you enter a bad filename in which case it will throw an error but not cause any damage as intended)
use Delete to view debugging / performance information, including memory consumption (which I think I mathed wrong but it will still show important memory consumption all the same) CPU usage (in update and drawing) and general time delta.
DOWNLOAD!
NOTE: if you have not already install the .msi file before playing, it contains the XNA re-distributable libraries with which the game was written, they are essential to run the game.
Mighty Ninja Beta 0.2
Thanks for reading, please report any errors or issues with gameplay, including how it happened and if you can recreate it, I will then be able to run through the code causing the problem and fix it.
Any and all comments or crits encouraged and greatly appreciated,
Bombshell
You should tweak the jumping a bit. The beginning of the jump should be a bit faster and when he falls, it should be way faster.
|