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Push2Play Games Arcade
#16
so for the sake of fiddling with platformer bits and bobs and cleaning up the engine (but mostly because I keep making sprites for random stuff) I have started a side project using the P2PG Engine, I didn't want to make another topic because this has basicly the same goals and similar gameplays to the P2PG Arcade itself.
The game is a fan game for BrainScratchComs on youtube, for those who know of them, the only character sprited atm is johnny.
SCREENSHOT!
[Image: 65xb2NA.png]
and DESIGN SHEET!
[Image: HEacTWf.jpg]
I didn't have any decent ideas for a story, so I just decided to cheese it and see where the sprites took me, so here goes,
Clement finally decided to follow in his idles footsteps and make his own robot army, and create Clement Land (anyone familiar with clement, will know the pun, for those who aren't hes a fan of Dr Robotnik / Eggman from sonic)
The Brain Scratch team are sick of the junky robots walking into things and self destructing so they decide to stop the madness.
EDIT: controls, W,A,S,D - move, Space - fire
DL
http://www.mediafire.com/?a3gc0hfj3cecnfo

For anyone wondering about P2PG Arcade itself, the Vertical scrolling space shooter is ready to be added to, but I wont release until it and the TDS have something to be edited, at the moment there is no goal and there is no scoring, theres just player, enemies and a hint of a HUD, a lot of my time has been spent fixing bugs and cleaning up the engine to be both faster and easier to use,
sorry for the delay, but the delay will allow the final product to be more stable.

I am happy to report, I've fixed a flurry of bugs and cleaned up the engine, this will effect P2PG Arcade and Thank the Moons development speed exponentially! the engine is now far more code friendly (to me at least, for Thank the moons sake it still needs some cleaning up)
Thanked by:
#17
Brain Scratch Adventure Update
[Image: rWTFQaJ.png]
I've been working constantly on this and my efforts have been very fruitful, I've fixed a number of bugs including a devastating saving bug, a collision detection bug, a game loop bug, and little bits and bobs which although not bugs were cleaned up to be more efficient and of better use.

In terms of platformer objects I've managed to make the goal with a lovely slow down time effect on completing the level (while it finishes its final revolve into the victory sign, just think sonic 1 2 and 3), special controllers for the moving platform telling it where to go, mario style question mark blocks, although nothing comes out of them the functionality is there and waiting to be populated, I have also set up a playlist system so when the levels are made they will be played as if a proper game sequentially.

there is obviously still more to be added but I'm very happy with the progress at the moment, all of this was made using the engine in the past 3 days. (including the many fixes to the engine.)

oh and I've also made a new tilesheet so it isn't just grey. I still need to do the cosmetic tiles such as cave backgrounds and transitions, but all the necessary solid tiles are there.
if this goes well enough a lot of the objects being made can be ported into mighty ninja and Thank the Moon.

EDIT: I derped and forgot the link, here you go,
http://www.mediafire.com/?ipcv47kxp4vu7xp


Any and all comments and crits greatly appreciated,
Thanks for reading,
Bombshell
Thanked by: Phaze, Kami, Shade
#18
just a handful of things I'm going to introduce by next version, (obtw the obvious mario reference is being removed in place of an obvious sonic reference)
[Image: DtT2Pn0.gif][Image: TqQdk4l.gif][Image: ghYG625.gif]
^ is Nayrman, I have Solaris and Ted sprited too, so next version should have character select too, still unsure of their unique gimmicks though.

EDIT: in an attempt to make the gameplay more reminiscent of sonic I've upped the player speed but slightly lowered acceleration, I've also been working on this for both gravity gimmicks and a loopty loop when the time comes.
[Image: lY5yxaz.gif]
EDIT: loopty loops will likely not happen, I've spent the past few hours trying to sort it out, although I can have it function fairly well it only does so via a glitch and as such doesn't look pretty, changing the rotation of the sprites is also a problem as they occasionally flicker between 2 sprites, it completely ruins immersion and just looks awful.
if I work in gravity it'll only be upside down in certain sections / via switches, at least then the control will be consistent and the sprites will look good.

but I did get more stuff done,
now there are NPC's who speak to you when you have enough score (I wrote a speech bubble helper which makes sure when they say something it looks pretty) when they speak to you they also add their names to a list of activated NPC's allowing them to be referenced later, maybe opening new paths, maybe giving entirely new levels, maybe spawning more enemies, etc. etc.
Thanked by:
#19
Brain Scratch Adventures Beta 0.5
[Image: xfcEnk4.png]
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
Thanked by: Shade


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