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1076030 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:13:04 AM
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1381  Feedback / DevLogs / Space Invaders/Breakout (Can't think of name yet) on: October 21, 2009, 07:53:22 PM
alright here is what I have got.




I have been doing many 1 to 2 week prototypes. I have finally found something I like and think it could be a fun game. so here is how it goes.

you are the dark orange guardian at the bottom. waves of enemies come marching at you and you must kill them by hitting them with the boulder thats flying around. without losing the boulder out the bottom of the screen. Hitting an enemy will do two damage and one damage to the guys to the left, right, above, and below. right now the orange guys are just grunts and only have two life so they are easily killed, but there will be many more types further down the line. you start a level and must defeat a wave, after that a new wave is dropped, after several waves the level is beaten and then you move on to the next level (there will be a map with possibly different paths).

my question is what else would you guys like to see. I have ideas for power ups, plus penalties. I like what I have now, but I am looking into adding a score for each level, and then probably a combo thing for killing guys in quick succession. I am having trouble with the HUD though. Its hard to get something that meshes with what I have here.

demo
http://www.mediafire.com/?sharekey=cc29a219109512de08f8df73f2072ed6c171290fac71f283a4648785df63f216

still needs a lot of work, but its a good start.
1382  Developer / Tutorials / Re: Game Maker Tuts on: October 21, 2009, 02:14:10 PM
Xerus: why thank you sir. that worked perfectly.
1383  Developer / Design / Re: Pitch your game topic on: October 21, 2009, 11:00:48 AM
i am working on a breakout/space invaders mash up now. but my next game might be a "fighting game". more of a puzzle/rhythm game like punch out where you need to figure out the enemy pattern and then attack them appropriatly. for the art im thinking giant papercraft monsters battling in a city. Kaiju Craft!
1384  Developer / Tutorials / Re: Game Maker Tuts on: October 17, 2009, 09:13:18 PM
Okay so hear is a question I have. How do I make it so a number is displayed as 0003 instead of 3.
1385  Developer / Art / Re: Badass art styles on: October 17, 2009, 10:40:42 AM
yay leviathan! that book is on my to read list. to bad I have 2 other books in front of it.

for more keith thompson stuff:
http://scottwesterfeld.com/blog/?page_id=1129
has video about the illustrator for that book.
1386  Feedback / DevLogs / Re: Samurai Railroad Mansion DX(flash) on: October 15, 2009, 07:19:34 PM
looks great, I would push the facial expression on that last frame though.
1387  Developer / Design / Re: Best Inventory Systems on: October 12, 2009, 03:39:05 PM
mewse: I may need to steal that idea. hope you dont mind.
1388  Developer / Technical / Re: calling in lots of instances at once. (solved) on: October 11, 2009, 10:33:15 AM
Yeah usually I put it on a control object so it's only called at the room start. Not sure why I put it on the object especially when I knew that I was going to face a ton of objects.
1389  Developer / Technical / Re: calling in lots of instances at once. (solved) on: October 10, 2009, 08:03:08 PM
you were right it was the creation code. i thought I had moved the code which set the alphas for the sprite, but i did not. so it was setting 3 alphas 24 times basically.
1390  Developer / Technical / Re: calling in lots of instances at once. on: October 10, 2009, 07:57:39 PM
no its just a sudden dip during their creation. they all play their create animation then after that they start walking. and everything goes fine from there. the dip is jsut for the creation. normally i have it at 30 but it drops to like 3 during the creation.
1391  Developer / Technical / calling in lots of instances at once. (solved) on: October 10, 2009, 07:04:06 PM
alright so I am working on this combination of tower defense, breakout and space invaders. basically after the first wave of guys is killed the next wave spawns. problem is it is creating a huge dip on FPS. so at first I just had it call a script that created all 24 guys on the same step. not sure what I was thinking. now I have one where it is calling 4 guys a step for 6 steps. still having the slow down. can any one make any suggestions on what they would do.
1392  Developer / Art / Re: show us some of your pixel work on: October 06, 2009, 08:06:13 PM
hey ishi not sure what you mean by hand drawn gradient but I do agree they all blend together.

something very very quick but:



the ones with the shadows under the feet are the modified ones

to make it fast i just did two layers, one in multiply for the shady part and one in dodge for the highlights on the top part, then i cut'n'pasted the same gradient over each type of enemy, tweaking it a bit for the red one ears and stuff like that


man thats pretty nice. I will definetly see if I can get something like that.
1393  Developer / Art / Re: show us some of your pixel work on: October 04, 2009, 10:22:44 PM
hey ishi not sure what you mean by hand drawn gradient but I do agree they all blend together.
1394  Developer / Art / Re: show us some of your pixel work on: October 04, 2009, 02:53:46 PM


a mash-up of breakout and space invaders where you need to defeat waves of guys to move to the next level. going for simpler colors and something a little bright and cute. I am really bad a top down perspective though. so this has been quite a challenge so far. I need to design better walls and a ball and character now.
1395  Feedback / Finished / Re: Red Rogue on: October 04, 2009, 10:29:28 AM
looks pretty cool. like the art and would like to see it in motion. on the skull kicking why don't you make it an attack. kick a skull into a dudes face.the skull breaks on impact no matter what it hits. it would add some timing stuff to the game, wait for the approaching enemies to get in close and then wham. 
1396  Feedback / Playtesting / Witch's Brew - 2 week prototype on: September 30, 2009, 07:51:56 PM
hey guys. here is a 2 week prototype. I am at the point where I don't know whether to continue or move on to the next idea. so here is the game. you fly around and grab the ingredient for the potion.



left and right move you
up and down go up and down ladders
A grabs stuff and puts it away

watch out for the blue timer.

this is a very early build without any of the flash, but it is pretty much what game play is.

Edit:use the newest dated one witch11


http://www.mediafire.com/?sharekey=81b911958dd7b19e111096d429abd360e04e75f6e8ebb871

so the question is, is there enough merit to continue with this idea?
1397  Developer / Creative / Re: So what are you working on? on: September 24, 2009, 10:32:09 PM


2 week prototype (give or take a few days)

basically you fly around as a bat and help the witch. its basically like a diner dash or cake mania. this prototype only requires you get 20 ingredients but the actual game with increase number of ingredients and how fast the timer goes. so let me know what you think.
http://www.mediafire.com/?sharekey=81b911958dd7b19e111096d429abd360e04e75f6e8ebb871



1398  Developer / Art / Re: Mockups on: September 22, 2009, 04:47:56 PM
Actually that is 16 x 16 and 32 x 32. The bricks in the back are 16x16 and right now that is double resolution.
1399  Developer / Art / Re: show us some of your pixel work on: September 20, 2009, 06:16:33 PM
because someone (who will remain nameless) didn't turn of the AA on the font and now im thinking it looks better.
1400  Developer / Art / Re: show us some of your pixel work on: September 20, 2009, 06:08:50 PM
working on a title screen. trying only one color for the entire picture.


witch still needs hands, wand, and feet. bat (circle) needs wings. font is possible temporary.
 after I finish them I will use some colors to suggest an enviroment.
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