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Author Topic: In Medias Res (Contest Entry) - LincolnB's entry for the summer contest, in Axe  (Read 798 times) Bookmark and Share
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LincolnB
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« on: 30 May, 2012, 00:46:45 »
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In Medias Res is a game that starts in the middle of things. You are thrust into an unfamiliar environment, and are forced to figure things out. Because of this I'll have to be pretty careful about the learning curve, and unfortunately I can't do any beta-testing before its due for the contest (at least not online, I might enlist my siblings or friends)

Anyways, all I have is an idea so far. I'm going to re-use the sprites from Base 671 (which is dead), so this isn't going to be a physics platformer like every single one of my previous games.

With help from Quigibo, I was able to set up a simple mod engine (it literally is one line of code) so that I can run any no-stub program from within another program. Because of this its a pretty unsafe engine, since the mods can do basically anything they want to. But hey, whatever.
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« Reply #1 on: 30 May, 2012, 01:16:38 »
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Cheesy nice! Now you won't even have to include a readme! Tongue
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« Reply #2 on: 30 May, 2012, 03:06:51 »
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Eh, actually I probably will, just with an FAQ and stuff
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« Reply #3 on: 01 June, 2012, 23:22:00 »
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Got a simple enemy engine working; its not a whole lot, but I'm trying to code as modularly(?) as possible.



All they do right now is move when the player's near them; I've spent most of the time thus far building the engine, working a touch on the menu, and coding a sprite editor that suits me.
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« Reply #4 on: 01 June, 2012, 23:40:45 »
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Looks cool so far, they even run offscreen :p
I think this could become a very nice game
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« Reply #5 on: 16 June, 2012, 01:23:14 »
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OK, I have actually been working on this, but as you can tell I'm not one to document my progress much. Here are some things I've gotten working (screenie soon, probably)

  • Scrolling tilemaps - w/ RLE compression  Cool
  • HUD at the bottom of the screen
  • Hearts, you have three until you die
  • Pills a la Fantastic Sam, the same as coins in a game like Mario
  • Grayscale tiles
  • Doors, locked doors, and keys

Quite a few more things i need to implement.
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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


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« Reply #6 on: 16 June, 2012, 02:47:23 »
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Seems pretty cool so far, can't wait for the screenie~

I take it it's a sort-of-not-really adventure game? What's your "objective"? Or does it change as you're thrown into each 'new situation'
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« Reply #7 on: 18 June, 2012, 03:28:16 »
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Yeah, thats probably how I would describe it. See, I like puzzle games, but I didn't want to make yet another cramped, static puzzler. I wanted a) dynamic enemies and b) large worlds. At its core, I guess you could say its mostly a puzzle game. But I love the feel of adventure games, and I'm trying to recreate that.

Screenie (finally):
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Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


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« Reply #8 on: 18 June, 2012, 04:40:48 »
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Oh my, that looks pretty nice. I like your sprite work and the scrolling mechanic. How is the main character controlled/how many directions do you have? I once experimented with a rotate-forward-backward movement scheme but it was hard to control for me Sad but judging from the smoothness that's what I'm guessing you have going on Huh?
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« Reply #9 on: 18 June, 2012, 04:55:30 »
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Thanks. There's 12 directions, but that's because I only wanted to make 12 sprites; theoretically, the engine I have could support up to 256 directions Smiley Anyways, its pretty simple, after the contest I'm ofc going to release the code, but really all I'm using is sine and cosine with some little tweaks.
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   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


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« Reply #10 on: 18 June, 2012, 05:12:45 »
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I don't think it's that hard to program - from what I gather the left/right are used to increment an angle value (theta?), then moving forward is adding sin(theta) to y, cos(theta) to x, and moving backwards is adding the negatives of those two values (adjusting for inflation ofc).

Looks very nice! That greyscale seems to be working nicely with the scrolling and everything Cheesy I still don't quite understand the premise of the game, though...
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« Reply #11 on: 18 June, 2012, 05:17:59 »
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Yeah, that's pretty much exactly how it works. Aaaand the premise of the game is...being worked on. lolz
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Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


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« Reply #12 on: 18 June, 2012, 08:36:49 »
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Yeah, thats probably how I would describe it. See, I like puzzle games, but I didn't want to make yet another cramped, static puzzler. I wanted a) dynamic enemies and b) large worlds. At its core, I guess you could say its mostly a puzzle game. But I love the feel of adventure games, and I'm trying to recreate that.

Screenie (finally):

Looks pretty nice.Smiley
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« Reply #13 on: 18 June, 2012, 08:40:02 »
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Seems quite interesting. Because of the "Res" part of the title, however, at first I thought you were taking over Kalan_vod's game http://www.omnimaga.org/index.php?topic=666 Tongue

EDIT: It even has topic ID 666? shocked
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« Reply #14 on: 18 June, 2012, 14:13:54 »
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I don't think it's that hard to program - from what I gather the left/right are used to increment an angle value (theta?), then moving forward is adding sin(theta) to y, cos(theta) to x, and moving backwards is adding the negatives of those two values (adjusting for inflation ofc).

I know, I didn't have trouble implementing it, I had trouble moving around with this movement scheme. Originally Zombie Gun was going to be a top-down crowdcontrol instead of one dimensional left/right with exactly this movement system but I scrapped it because it was difficult for me to actually move my character around lol. Maybe I'm just bad at these types of games but it was awkward for me Tongue
« Last Edit: 18 June, 2012, 14:14:22 by squidgetx » Logged

Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
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