Omnimaga
Omnimaga => Discontinued => Our Projects => Blast Labs => Topic started by: leafy on September 07, 2012, 09:08:49 pm
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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
(http://i.imgur.com/tINRy.gif)
I'm also working on a title screen. I kinda like this one I made:
(http://i.imgur.com/BmF9W.png)
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.
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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
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Nice!!! this project looks great +1
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lol, agreed with runner :P
Looks good
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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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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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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
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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
(http://img.removedfromgame.com/imgs/TCTiltle.gif)
That would look great and would be very fitting with the nucleus and all :D
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You know what, I actually had your menu in mind when i suggested that!
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Gonna side with Runer on this one, unless something really epic gets busted out. (hint hint)
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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
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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?
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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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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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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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You know what, I actually had your menu in mind when i suggested that!
Lol, I'm popular jk :P
Also, I think a poll should be made about 6MHz or 15MHz ;)
But as Deep Thought said, that would be great if your game runs on a regular 83+ so every French people would vote for 6MHz :)
(If you really want 15 MHz, just code like a noob in 6MHz and give your code to Runer112 every 10 minutes so he optimizes. He will get lazy some time and tell you "use Full" :P)
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I like how this thread has turned into an argument about 15 vs 6 mhz. Personally, I think that 15mhz is OK in certain cases. I just don't think that it's a good practice to subsititute Full for inefficient coding =/ only when it is needed for high levels of calculation (complicated AI, 3D calculations, textures, raycasting, large amounts of particle physics, etc). Plus it opens the game to a wider platform!
Anyway, back on topic, we are all waiting for you to give us something awesome regardless of Full/Normal, leafy (no pressure of course, hahaha). But seriously, like Builder said, can we get more details on the game?
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This is looking cool so far! I hope the game will turn out awesome :P
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Hey guys,
Like squidgetx said, let's not get this off on a discussion about 6MHz vs 15MHz. They both have their merits. I'll try and keep it 6MHz if possible, but I've got a lot of cool features planned for this game that might not be possible at that kind of speed. I've had a few discussions with Runer, and what I might end up doing is making two versions in the final release - one will run at 6MHz but have no greyscale (which saves a lot of time in shifting buffers and DispGraphr and whatnot - it might also not include a lot of special effects) and the other will have all the features but will run at 15MHz. I personally don't like it when games sacrifice quality just for the sake of a wider audience; I see this happening a lot with iPhone games these days, and I think it's right to not force games to run on devices that can't run them. That being said, Tegra-only games are a total ripoff >:)
This game is going to be a fast-paced action platformer - The max level size will be 32x32, but I'm aiming for around 25-30 for both width/height for each level. It'll feature arcade-style platforming (think walljumping and soforth). The player will get a shotgun near the beginning of the game, and the objective of each level will be to kill all the enemies and grab three optional intel briefcases. The briefcases will be located in difficult-to get to places and will unlock new levels. Once all the enemies are killed, the level ends (I've got a cool bullet time effect planned out for this :D ). You'll also get a rating based on the time it takes you to beat the level, but I'm still working that out.
As for tilemapping, I'm using full-byte RLE but I might switch to half-byte if I don't need the extra tiles and I need the extra space. I have some ideas on how to use dynamic tilemapping to load more tiles into a single tile, and I'm really trying to get this to look nice.
That being said, does anyone want to help me sprite a player character? :P I might end up using the sprite from Graviter if I don't come up with something else and theme the entire game around that instead :P
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Er no Graviter sprite plz... iirc that sprite was used in quite a few games...
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Yeah, because it is such a awesome sprite ^^
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No, I meant the one I used in the new Graviter, which if I'm correct, is totally original :P It's okay, because the awesome Deep Thought has sprited me some cool stuff :D I'll see what I can do with that! ^^
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Ok, and don't forget to make the most awesome animations EVER XD
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Any AI planned, or will all the hazards be static?
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There won't be any real AI; however, that doesn't mean the hazards will be static either ^^
Check out this awesome sprite made by our very own Deep Thought!
(http://i.imgur.com/Cogct.gif)
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This is looking really nice! Also diggin the new animated sprite. :)
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Glad it turned out like that—I hadn't actually seen it animated at actual size XD
The hands look a bit weird though.
(I'm also wondering what a ninja is doing in a laboratory...)
The delayed camera is really nice, but it's really abrupt when it changes direction, which seems a bit odd to me since normally it's so smooth.
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that does look pretty fantastic!
obviously, using a standing still sprite when he's not moving but the other thing i noticed was that his sprite doesn't change if he's against the wall and jumps up./me thinks that using a "jumping and facing towards the wall" sprite when he's moving upwards rather than down would look a little better.
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Do I spot the "wall scaling"? :D
EDIT: by wall scaling, I mean that the player "crawls" up the wall. Is it intentional or is it a glitch from wall jumping?
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it's looking awesome! :D
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Wow, that looks amazing! Well done on the sprites Deep Though!
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So guys, I'm extending this question to you - what would you want to see? What kind of enemies do you like, what kinds of platforming techniques do you want to see programmed into this game?
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hanging from ledge would be nice to see. :)
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Different guns with cool effects added to them (like a bazooka kicks you back).
A system either based on picking up powerups in-game or a money system like in Zombie Gun would be nice to see.
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Alright, so after thinking about my game for a while, I've decided to take a different approach that will hopefully be a lot more epic. Instead of guns (which could break a lot of things with long range), I'll give the player a variety of melee attacks and just polish it to give it a nice platformer feel.
Ledge hanging is certainly a possibility, but I'm not sure what money could buy. Hats maybe?
/me runs
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Hats and skins would be the obvious options. otherwise, maybe add buyable 'special effects'(e.g. fireworks) at the end of a level or new tile sets.
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How about adding some magic? :D
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How about adding some magic? :D
I second this motion.
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Ninjas don't have magic.
They have throwing stars though ;D
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Actually some ninjas have magic. I think magic or throwing stars could both be cool. Depends on the nature of the game though.
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Alright, magic it is. I'll see what I can do. I've spent a lot of time fine-tuning the player movement engine so that it feel natural. This involved adding a slight "stickiness" to the wallsliding, fixing walljumping, adding player inertia, and just all-around tweaking of values. I've also done quite a bit of optimization and taken out greyscale so that it'll run on all devices. Here's a quick screenie (everything's running at 6MHz):
(http://i.imgur.com/2S5Nr.gif)
I've attached the screenshot level so you can test out the movement and tell me what you don't like about it.
(I haven't put in the new sprites yet, I'll do that eventually :P )
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It's got a nice look and feel. Can't wait to see some game elements.
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wow, now that is awesome! You got the player perfect IMO :D
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Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working! I'll probably make some more detailed tilesets in the future, but I've just made a simple line tileset for now.
(http://i.imgur.com/vnQV1.gif)
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wow, this is awesome! I really like it, and wall jumping gives these cool dust pixels :D
I also like that the walls aren't solid now, so just borders :D
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Aww i liked the particle effects you posted on Cemetech better :[
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Well, calc84maniac said they looked questionable (read: urine) so I changed them :P I think it still looks pretty decent, but if you want to make any arguments against it I'm all ears!
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Mmm I supose I could see that. Either way though it looks great ^^
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hahahaha the ceme screenie totally looks like urine.
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O.O it totally does- makes you wonder what the real point of this game is x.x
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this is a really good project :) but you can have it with the code for particles? : p
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hahahaha the ceme screenie totally looks like urine.
For the people who don't go on cemetech, share our laugh( >:D)
(http://i.imgur.com/7Jb0U.gif)
j/k Leafy
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I don't see wath wrong... ???
else great project !
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lol/me runs and lost
the new way looks more awesome IMO anyways :P
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Lol I remember checking this and saw the urine part XD. By the way is that still being worked on? ???
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Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working!
Dynamic tile mapping? Tell me more.
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Dynamic tile mapping? Tell me more.
He means that in the data, all the walls are represented by the same number, but on the screen, they are represented by different sprites according to their neighbours ;)
I made that too in Robbox and for some reason, it works perfectly for level 1 but not for level 2 ???
edit nvm, it was me being stupid, it works now
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Hm, like what I saw in Portal X. Me gusta.
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Tag and Graviter used it too :D
As for Blastlabs, I'm thinking of turning it into something different. I'm not sure what yet, but I'm thinking about it :D
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/me stabs leafy to actually finish something!
(though it's not like i'm much of a role model in that regard :P)
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Leafy, how do you handle the dust/urine? It looks really cool but i have no idea how you could handle that.
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It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.
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I'm going to assume I found a glitch. (Unless you want to use this to make really sneaky levels)
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If that's not a glitch, it would seem the player has almost unlimited mobility in the game, which might make platforming difficult.
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Double jumping would be cool actually lol.
By the way I wonder if this engine could be used for a Metroid or Megaman clone?
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I fixed that, but I'm not sure I'll be using this engine anymore.
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Ohh no why not? D:
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both megaman and metroid would benefit more from cycles devoted to enemies and projectiles than to camera motion, and smooth cameras make precise "precision platforming" more difficult as well. we still really need a decent megaman for the 8x series, though, so that would be pretty fantastic
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http://code.google.com/p/zmegaman/ ;)
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@Shmibs:I agree, and it may be comming sooner than you think. ;)
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It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.
Ah cool, thanks. I guess it's not as complicated as i thought. I think it could be pretty cool for an explosion effect or something along those lines, too. At first it seemed like the particles were slowing down each frame. I really like it though :D
EDIT: And i'm sure it's been said before, but the running animation is amazing (just that you can't tell what it is when the player is stopped).
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ooh, that looks fantastic! the sprites are a bit big, though. i know it's really hard to make decent looking 4*4's, with a 4-6*8 megaman, but on the nes he's a 10th of the screen's height, and even on the gameboy he's still only about 17%. here he's half, so boss battles would be basically impossible. oh, and the screen scrolls when he's in the centre (on the nes, at least; i've never played the gameboy version) which would also help with visibility for this one.
EDIT: not that i'm discouraging the game in any way; it looks fantastic =D
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http://code.google.com/p/zmegaman/ ;)
Looks awesome. But do I see bullet wall-porting?
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The screenies are really really outdated :)
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Wow from where is that? I wonder if the authors are members of any forums out there? It would be nice if it's still active if they kept us updated :D
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Hey, if we want to talk about Mega Man, let's make a new thread. This thread is about Blastlabs.
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I wonder if the authors are members of any forums out there?
We are the authors (chickendude and me). Madskillz also help us a lot with nice graphicals stuff (bosses and other stuff).
It would be nice if it's still active if they kept us updated
Still very very active (12 commits for 7 days)
There's actually no topic about this game anywhere this was really a "secret project" in fact.
We could open a topic here but I will wait a bit before. If chickendude want to do that, he could :)
Ah ok thanks :). And yeah I agree with LincolnB
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Hey leafy, are you still working/planning to work on Blast Labs?
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Bump. Same as above.
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Yes, I hope to eventually get back to this when I have time. Unfortunately, I may not have time until late March or early April.
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What about May, June, July and August? :P