[WIP] Sky goes to Net on Boomstarter!

Show off your games, demos and other (playable) creations.
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

[WIP] Sky goes to Net - Life-bars and more collisions

Post by 4aiman »

A screenshot showing enemy life-bars and revealing the sensors layout
Friday June 2016 @ 01_18_42.png
Friday June 2016 @ 01_18_42.png (67.91 KiB) Viewed 5517 times
A fresh *love file (as usual, no cleanup done):
Sky goes to Net 2016-06-17.love
(174.66 KiB) Downloaded 243 times
And a Win32 app (for the sake of testing - I have a no Windows machine)
Win32.zip
(2.67 MiB) Downloaded 158 times
As usual, fair dealing only, please :3
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

[WIP] Sky goes to Net - Millipedes!

Post by 4aiman »

I always liked how Terraria's EoW behaved and planned to introduce something like it in my game.
And then I saw this:
http://www.youtube.com/watch?v=pfklL8-8O5E (Why doesn't [youtube] work? :( )

For those who might be unfamiliar with what's on Earth "EoW" is, I have a video:
http://youtu.be/WqYjA--N04I?t=5m4s
(Well, technically it's not "me" who uploaded that, but you get the idea :3 )


So, I took both that "slinkie" by Jasoco and "EoW" by Re-Logic as an inspiration and created this new enemy:


Clearly there are a couple of bugs (player should go through the worm, for instance) but in general it works just fiine :awesome:

Here's an initial worm's code w/o collision detection, game-specific triggers, optimizations and other stuff which is irrelevant to answer "How did you turn a slinkie into a worm".
worm2.love
(2.14 KiB) Downloaded 160 times
Last edited by 4aiman on Fri Jul 01, 2016 6:32 am, edited 1 time in total.
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net

Post by 4aiman »

Hello everyone!

Nothing much to see this time, just a prototype of a shop based on inventories:
Monday June 2016 @ 21_40_04.png
Monday June 2016 @ 21_40_04.png (83.43 KiB) Viewed 5433 times
Supports messages (like "you don't have enough money" etc), price tags, shop-specific items/prices, shows player balance.
Player buys items by pressing action1 button.
Still can't:
  • buy more than one item per press (not an issue? just press action button as many times as you want)
  • sell items
There's *no* confirm questions like "You want to buy X for Y. Is that ok with you?" (not an issue?)


I'm also toying with 2.5D. Textures s**k, but help to get the idea (semi-transparent rects are from Bump):
Monday June 2016 @ 21_54_10.png
Monday June 2016 @ 21_54_10.png (62.32 KiB) Viewed 5433 times
Monday June 2016 @ 21_55_20.png
Monday June 2016 @ 21_55_20.png (64.86 KiB) Viewed 5433 times
Last edited by 4aiman on Fri Jul 22, 2016 7:48 pm, edited 1 time in total.
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net - Shops, Stackable items, Shop messages and lame 0.9.2 support

Post by 4aiman »

So, I've got inventory-based shops and stackable items now :)

Player has a balance and shops have per-item price.
The cost of an item is adjustable upon or after the moment some item is being added to the game.
If player doesn't have enough money on it, a message telling to go grind some money will be shown in the description area.

Whatever glitchy inventories drawing may seem, those still support different sizes and widths :awesome:
anim.gif
anim.gif (49.8 MiB) Viewed 5383 times
The items with max_stack defined will be able to ... uhmmm.. stack :3

Oh, now powerups can't be "stacked" that means that if some effect takes place, it should wear off.
Then and only then it will be possible to activate the same or higher-tier powerup affecting the same characteristic of a player.


Bonus:
So, after I've asked what's up with slowdown on old HW it became clear that for that old HW I should use 0.9.2 version of love2d.
It's not that I'm planning to fully support 0.9.2 and make my game to draw everything exactly the same as it does in 0.10.X.
But as I'm forced to work on this on some 9 y.o. HW, I needed to be able to test the project somehow.
From now on the prototype adjusts controls and text wrapping when run in 0.9.2.
Still, any previous versions (i.e. 0.9.1 and lower) are not supported.


Cheers!
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

[WIP] Sky goes to Net - Tileset Bounty!

Post by 4aiman »

It's been a while since I've updated anything here, but fear not as the thing is not abandoned :)
It's just that my vacation came to it's end and I have some more stuff to do and some less time to jest.

Anyway, here come some updates as we as the announcements.

First of all, I need some assets and I have been struggling to create or find something appropriate (I still am!).
What I did there was overengineering the concept: I wanted a 2.5D look and feel and that effectively added the needed amount of work to be done. I love how it feels like when Sky (the protagonist) is standing on something with volume, though.
Image

Announcement:
I will gladly buy a ready-to-go or pay one for creating a 2.5D tileset for this game.
Now, there are several requirements to a tileset, but so far "MegaMan-like 32x 2.5 tileset" as a list of requirements would do.
That means there should be 8 to 12 different styles of tiles suitable to create at least 8 different levels. Re-coloring doesn't count ;).
Also, note that I'm planning to use the tileset commercially (ads or sales as a part of a game) and probably edit it (heavily), so adjust your license accordingly.
The actual sum is negotiable and will depend on how much would like the tileset of yours and the terms of the license you'll chose.
Please, PM me if you're up to the job!


The game takes place inside the Internet somewhere in 1995.
So, the next stop was making the game look a bit more like it is being played on a screen of some ancient hardware.
Due to the storyline's twists it has to be some ancient tech even by the scales of 1995.
Guess what computer became a prototype: (but don't speak it out loud yet! ;))
Image

Of course I don't want players to look at horrible graphics *that* old hardware was capable of.
So, the actual gameplay now uses some shaders to make the game look pretty old-school:
Image

I also have written some parts of the game script. Namely the intro and some cut-scenes.
I still am not entirely sure how to present the cut-scenes.
So, I decided to do scenes with no character dialogs MegaMan-style.
Those with, would probably end up looking like a Felix-the-Cat very limitedly-animated kind of scenes.
I don't have any ready to show footage, but if you mix this
Image
link
with this
Image
link
you'll probably get the idea :)
Leave your suggestions! :nyu:


I also toyed with AI and make it respect various sized of the enemies.
I guess, this *almost* FullHD screenie will tell you all about it:
Image

I've also added a 3rd subfolder to my Dropbox SgtN showcase with different screenies :)
Sky goes to Net Showcase (The link in the 1st post still works)
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net

Post by 4aiman »

While I still in need for an artist, I've decided not to wait till one magically pops up and have started to make a template.

I've looked how things were done for MegaMan/RockMan series of a games (NES ones) and decided to simplify things.
The tileset for a level should have:
  • floor tiles (at least left, center and single)
  • wall tiles (at least left, top, center, several corners for "big" platforms and single)
  • BG tiles (recolor of the above ones?)
  • decoration tiles (like grass/clouds/signs/rails/whatever)
  • object tiles
Having that settled, I've done this:
Basic tileset template
Basic tileset template
basic_tileset.png (5.87 KiB) Viewed 5271 times
There's some unused "deco" stuff, ignore that for now ;)

The test level now looks like this:
Test level exported from Tiled (the image is FullHD)
Test level exported from Tiled (the image is FullHD)
test.png (72.76 KiB) Viewed 5271 times
A screenie from the running game
A screenie from the running game
Sunday August 2016 @ 23_28_21.png (416.4 KiB) Viewed 5271 times
bobbyjones
Party member
Posts: 730
Joined: Sat Apr 26, 2014 7:46 pm

Re: [WIP] Sky goes to Net

Post by bobbyjones »

You should contact josephpagoda he has a couple artists and I'm sure he would have one of them help you out.
You can find him and some potential artists on irc
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net

Post by 4aiman »

@bobbyjones
Thanks! Will try to reach him.
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net

Post by 4aiman »

Sooo...

I have regained access to a love2d-powered device and have tested some textures I've made while being devoid of one.
These textures are very likely to be introduced in the 3rd location of the SgtN.

I won't put a gif here due to it's size (over 130MB!) but here, have a link to one: https://www.dropbox.com/s/8c3tqate4kgln87/12.gif?dl=0
Also, there's an equivalent video available which is a bit smaller: https://www.dropbox.com/s/j55z93k8z4oc7 ... 0.ogv?dl=0 (still, over 100 MB!)

Image
Image
Image
Image
Image

As one can see, I've also added 2 layers of decorations: foreground and background.
There's also some animations for those decorations.


P.S. Is it possible to desynchronize animations in Tiled?
User avatar
4aiman
Party member
Posts: 262
Joined: Sat Jan 16, 2016 10:30 am

Re: [WIP] Sky goes to Net

Post by 4aiman »

My tileset is slowly growing to contain sufficient tiles to finally make some levels.
Not So Basic Tileset ^_^
Not So Basic Tileset ^_^
basic_tileset.png (51.25 KiB) Viewed 5163 times
Here's a piece of a test level:
Shaders
Roofless house in-game
Roofless house in-game
Thursday August 2016 @ 05_05_35.png (408.05 KiB) Viewed 5163 times
No shaders
Roofless house in-game (shaders disabled)
Roofless house in-game (shaders disabled)
Thursday August 2016 @ 05_31_42.png (103.56 KiB) Viewed 5163 times
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 136 guests