Author Topic: Blastlabs [Axe]  (Read 18606 times)

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Offline leafy

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Blastlabs [Axe]
« on: September 07, 2012, 09:08:49 pm »
After getting that new calculator, I've finally started another project. This one's called Blastlabs, and it's an action platformer centered around killing people ^^. The levels are going to be "bite-sized," which means that they should each theoretically take less than 15 seconds to beat, but they'll be as difficult as I can make them and will probably take new players multiple tries :D I might also put in a plot if I have extra space, but don't count on it.

The first thing I've been working on is getting the tilemapper working, and I've also introduced something new in this project - a camera. As you can see in this screenshot, it doesn't snap directly to the player, but has a kind of "inertia" that makes it ease to the player position. Runer has forbade me from using Full, so what you see here is a really slow Normal program. Please guys, help me convince him to let me use Full :P



I'm also working on a title screen. I kinda like this one I made:



but at the same time, I would have preferred the Blastlabs logo to be centered.

So the way I'm going to deal with this project is to post frequent updates (or as frequent as my progress is) so you guys can see exactly what I'm working on at any point xD Hopefully, that should stop me from giving up so easily.
In-progress: Graviter (...)

Offline parserp

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Re: Blastlabs [Axe]
« Reply #1 on: September 07, 2012, 09:56:43 pm »
lol me and LincolnB were just making bets about if you were ever going to post about this :P

But nonetheless, looks awesome! I love the new idea of being able to beat a level in 15 seconds or less. :D
Please guys, help me convince him to let me use Full :P
lol I think I agree with Runer :P
« Last Edit: September 07, 2012, 09:57:08 pm by parserp »
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Offline annoyingcalc

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Re: Blastlabs [Axe]
« Reply #2 on: September 07, 2012, 10:04:02 pm »
Nice!!! this project looks great +1
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Offline Happybobjr

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Re: Blastlabs [Axe]
« Reply #3 on: September 07, 2012, 10:58:53 pm »
lol, agreed with runner :P

Looks good
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Offline Hayleia

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Re: Blastlabs [Axe]
« Reply #4 on: September 08, 2012, 01:48:18 am »
Please guys, help me convince him to let me use Full :P
lol I think I agree with Runer :P
I agree with Runer too :P
But that camera thing is awesome looking *.*
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Offline V1mes

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Re: Blastlabs [Axe]
« Reply #5 on: September 09, 2012, 07:23:59 am »
If you want the logo to be in the centre you could do so and then have the menu in a circle around the nucleus; mebbe they could be the electrons :D

And great work on the camera btw!
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Offline shmibs

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Re: Blastlabs [Axe]
« Reply #6 on: September 09, 2012, 12:15:40 pm »
it's great to see you doing things again, leafy =D
and 15 is a must; leaving it at 6 for as long as possible is always a good idea, though, so you don't get lazy and end up making it slower than it could be :P

Offline Hayleia

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Re: Blastlabs [Axe]
« Reply #7 on: September 09, 2012, 12:22:23 pm »
If you want the logo to be in the centre you could do so and then have the menu in a circle around the nucleus; mebbe they could be the electrons :D
Great idea, the menu could be made like in TinyCraft :D

That would look great and would be very fitting with the nucleus and all :D
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Offline V1mes

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Re: Blastlabs [Axe]
« Reply #8 on: September 09, 2012, 01:26:41 pm »
You know what, I actually had your menu in mind when i suggested that!
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Offline squidgetx

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Re: Blastlabs [Axe]
« Reply #9 on: September 09, 2012, 06:04:33 pm »
Gonna side with Runer on this one, unless something really epic gets busted out. (hint hint)

Offline Deep Toaster

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Re: Blastlabs [Axe]
« Reply #10 on: September 09, 2012, 06:10:06 pm »
Please guys, help me convince him to let me use Full :P
lol I think I agree with Runer :P
Thank you Runer112! Can't wait to see how this turns out on my TI-83 Plus ;D
« Last Edit: September 09, 2012, 07:17:41 pm by Deep Thought »




Offline Builderboy

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Re: Blastlabs [Axe]
« Reply #11 on: September 09, 2012, 06:29:07 pm »
It really depends on what the final gameplay will look like.  If there are some super intensive things going on, 15mgz might be worth it.  We shall have to see :) Leafy could you give us a little bit more info on what the gameplay is actually going to consist of?

Offline Ki1o

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Re: Blastlabs [Axe]
« Reply #12 on: September 09, 2012, 08:11:34 pm »
Hmm not really sure what my verdict would be. If you can make it 15mhz-type speed on 6mhz then go for it. This game looks like it could be exciting.
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Offline LincolnB

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Re: Blastlabs [Axe]
« Reply #13 on: September 09, 2012, 11:00:26 pm »
FORGET ABOUT RUNER AND EVERYONE ELSE USE FULL 15MHZ IS THE FUTURE OF CALCULATORS

but really. Just use Full.

The menu looks good. The action centered around death is good. Tell me about gameplay, that's all I care about.
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Offline parserp

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Re: Blastlabs [Axe]
« Reply #14 on: September 09, 2012, 11:11:36 pm »
Hm, I was thinking 15GHZ was the future of calculators, but whatever.

Also all caps are hard to read x.x
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