Posts: 74
Threads: 10
Joined: Aug 2013
02-12-2020, 04:27 PM
(This post was last modified: 03-08-2021, 05:13 AM by GWKTM.)
Activision is still horribly unsuccesful with recovering Crash Bandicoot-franchise and providing us a GENUINE Crash-experience, so it's up to us fans to do it. At least I'm willing to do it with my new fangame, Crash Bandicoot Retro Hijinx, made with Unity.
This one-level demo takes place in one of the whole new environments where no bandicoot has been before: Savanna, where Crash encounters scorpions, lions and hunters. It's intended to be the first level in the game, so it's expected to be pretty simple.
There are also some bugs in the game, so if there are any Unity experts in this forum, we'd appreciate your help with fixing those bugs. We also hope that somebody would rip couple of models from WoC, as they haven't been ripped yet.
Features:
- The good ol' prank-filled formula: Linear levels, crate challenge, crystals, time trials, lab assistants, anything you would expect from your favorite Bandicoot
- 30 action-filled levels set in where no bandicoot has gone before, including savanna, Nordic forests, swaps and logging sites, featuring enemies like none before
- Crash has all of his signature abilities and characteristics
- Low-poly aesthetics that not only pay homage to your favorite PS1 trilogy, but also ensure smooth unlaggy gameplay even in lower specs! No need to waste money to pointless super computer
- Master seven neat vehicles from good ol’ jet board to whole new snow mob
If you appear to be a Unity-programmer and are interested to help me somehow, please leave a reply
The demo is available at GWKTM's website and GameJolt
Crash Bandicoot and related content courtesy of Fucktivision
Posts: 74
Threads: 10
Joined: Aug 2013
03-11-2020, 01:56 PM
(This post was last modified: 03-11-2020, 01:57 PM by GWKTM.)
New progress update:
And now I'm looking for unpaid Unity-expert who can make a working check point system to this game. I managed to make check point move Crash's starting point, but following things must be saved too, so that they can be restored after Crash dies:
- Crate numerator
- Crates that aren't broken yet and their positions
- Enemies, their positions and their existances
There'll be more later on, but these at very least. If anybody's willing to help, send a reply here or contact me via gwktmplus@gmail.com
Posts: 74
Threads: 10
Joined: Aug 2013
04-24-2020, 07:37 AM
(This post was last modified: 04-24-2020, 07:38 AM by GWKTM.)
Are there no Unity-programmers in these forums?
Posts: 74
Threads: 10
Joined: Aug 2013
If anybody here knows any free pre-made checkpoint/saving scripts for Unity, please speak up
Posts: 74
Threads: 10
Joined: Aug 2013
Good news! Two people finally guided me through the check pointing problem and the project is back on track again!
However, Crash's movement needs some polishing. Especially belly flop. If anybody with Unity is willing to help, please let me know
Posts: 74
Threads: 10
Joined: Aug 2013
08-14-2020, 09:26 AM
(This post was last modified: 08-14-2020, 09:28 AM by GWKTM.)
New progress update:
This time things look even more promising. Fixed belly flop, functional check pointing, chain reactions between explosives and appropriate text formatting. Life is good and so are Unity and Unity-experts that helped me out so far!
Man, if I trusted Unity in very first place, I might've gotten this fangame finished by last year at least.
Next up
- Switch crate and outline boxes
- Slot box
- Life crate
- Color gems
- Invincibility
Then I can begin to make the first level and implement bonus rounds, camera movement, warp pads and enemies.
Also, I still failed to fix gravity and jump force. Unless you use Unity and know how to make jumps and falling faster, you may have to get used to it. If you're a Unity-user and would like to help with Crash Retro Hijinx some other way, feel free to join the project.
I also opened a sanctuary for all fans of classic Crash that are left, to improve resistance against Activision's Trash and keep Crash's legacy safe:
https://www.facebook.com/groups/OldSchoolBandicoot/
https://discord.gg/cuN4tPC
PS. Watch out your ears after Crash jumps on Nitro detonator
Posts: 74
Threads: 10
Joined: Aug 2013
11-30-2020, 05:12 AM
It's about time to bring a progress update here as well. I believe my template is finally in state that I can begin making the first level for Crash Retro Hijinx. And while I'm at it, I'll accomplish the ?-crate, camera movement, bonus platform, goal point, enemies and some more death animations. The rest, like bazooka and death tornado, I'll leave for later, since they're not too necessary this early.
The pause menu you see here is a demo-exclusive placeholder. I also fixed the physics. If everything goes well, I may get the first demo released in January or February 2021.
Posts: 74
Threads: 10
Joined: Aug 2013
12-17-2020, 01:37 PM
(This post was last modified: 12-17-2020, 01:37 PM by GWKTM.)
As I promised before, Crash Bandicoot Retro Hijinx's levels will be set in locations not featured in any official Crash game yet. Starting from African savanna, where Crash will come across scorpions, lions, buzzards and good ol' lab assistants (One hiding behind bush in the screenshot above, if you're wondering. I haven't programmed it yet, but I will), this time dressed as huntsmen with rifles. Other considered environments include Nordic forests, logging sites and factory.
The savanna level the screenshot is from is planned to be the first level in the game, so don't expect it be too difficult.
I also considered buzzards, but I need a buzzard model from The Wrath of Cortex. As well as Crash's mech suit. Could anybody please rip those?
Posts: 74
Threads: 10
Joined: Aug 2013
The first one-level demo of Crash Bandicoot Retro Hijinx is almost complete. All the level needs now is the bonus level, remaining death animations and completion of lab assistants' code.
Anyway, how do you like it so far? If you're a Unity-user and think something in the game needs polishing or refinement, please tell me what it is and if you'd like to polish or refine it for me.
Posts: 74
Threads: 10
Joined: Aug 2013
THE FIRST DEMO IS FINALLY OUT! You can download it at GWKTM's website or GameJolt
This one-level demo takes place in one of the whole new environments where no bandicoot has been before: Savanna, where Crash encounters scorpions, lions and hunters. It's intended to be the first level in the game, so it's expected to be pretty simple.
There are also some bugs in the game, so if there are any Unity experts in this forum, we'd appreciate your help with fixing those bugs. We also hope that somebody would rip couple of models from WoC, as they haven't been ripped yet.
If you appear to be a Unity-programmer or capable for model ripping, and are interested to help me somehow, please leave a reply
Posts: 74
Threads: 10
Joined: Aug 2013
Bugs fixed so far:
- Crash's landing problem
- Audio muted in first launch
Posts: 74
Threads: 10
Joined: Aug 2013
06-01-2021, 12:45 PM
(This post was last modified: 06-01-2021, 01:10 PM by GWKTM.)
I've successfully implemented Load/Save system and final pause menu (as in not a demo placeholder).
And yeah, I also made a warp room. It's incomplete, but I managed to accomplish two of the basics: Warping and item retrieval.
Posts: 74
Threads: 10
Joined: Aug 2013
06-16-2021, 08:32 AM
(This post was last modified: 06-16-2021, 08:33 AM by GWKTM.)
Behold, the sneak peeks for CRH's intro cutscene! Enter the link to see the images:
https://gamejolt.com/p/behold-the-sneak-...s-hyetfmwc
And consider joining our GameJolt community:
https://gamejolt.com/c/OldSchoolBandicoot-qd7rs2
Posts: 74
Threads: 10
Joined: Aug 2013
Posts: 74
Threads: 10
Joined: Aug 2013
Guess where Crash is now
|