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878827 Posts in 32939 Topics- by 24349 Members - Latest Member: Ozymandias

May 22, 2013, 06:24:16 PM
TIGSource ForumsDeveloperCreativeCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 276699 times)
Neonlare
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« Reply #1815 on: January 28, 2012, 04:55:02 AM »

Bumping awareness of this;

In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak.

Crazy Shuffle - Expect some form of this playable tonight, but bare bones for now. Truthfully though, it shouldn't take much more beyond that.

Potential Projects to tackle next;

Micro-Mike: I would turn this into a Side Scrolling Racing Game. I have a concept down, I'd just need to make the thing.

Evil Empire: I'd shoe-horn Blue Midnight into this and continue the story of Meong, turning it into something of a Side-Scrolling Metroid-Vania of sorts.

Hambo's Adventure: I'd be interested in turning this into something a bit more, well, "fleshed" out.

Billy-Bob: Prince of Persia. Cuz yeah. Truth be told, Billy-Bob was one of the best games on A52, so it wouldn't be hard. Aside from odd jumping, the controls are a lot more fluid than PoP, lends itself more to trigger responses.

Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind.

Bits and Pieces: Mix and Match Side-Scroller; The parts you equip altering your abilities.

The Boss: I'm BatCrocman.



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King Hadas
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« Reply #1816 on: January 28, 2012, 04:03:40 PM »

Quote from: Neonlare
In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak.
Cool, just remember that the goal of this collab is to make great games, not to fulfill a quota. That kind of mentality is what created Action 52 in the first place.

Quote from: Neonlare
Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind.
A Multiplayer Action Rpg?
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Neonlare
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« Reply #1817 on: January 29, 2012, 06:58:40 AM »

Quote from: Neonlare
In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak.
Cool, just remember that the goal of this collab is to make great games, not to fulfill a quota. That kind of mentality is what created Action 52 in the first place.

Quote from: Neonlare
Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind.
A Multiplayer Action Rpg?

Of course paying heed to the actual goal and a set standard is pretty important, really do need to crank up the work load with this though; we got so much at hand!

Concerning Action RPG, Multiplayer would be awesome to implement, but I don't know how to get the basic net-code working for that kind of thing.

On that subject;

Crazy Shuffle - Alpha Edition : Bare bones, very very bare bones, I have more of the engine done but this is just to test out the core mechanics. C selects on the menu, X fires in game. Arrow Keys of course, to move. Comments appreciated! It's very early though, so don't expect too much~

Co-Op does NOT work yet; as said before I need to find some netcode to get it working. Just play Single for now.
http://dl.dropbox.com/u/9780777/Crazy%20Shuffle%2001.zip
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King Hadas
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« Reply #1818 on: January 29, 2012, 10:02:05 PM »

Played your Crazy Shuffle. Killer opening dude, and I love the Irish themes.

Some comments (Sorry if I mention anything you where already going to implement or fix):
____

Is there a way to skip the opening? If not you'll want to add that option. It's a nice opening but I don't want to watch it every time I start the game. I'd like to be able to skip those black title screens before each level as well.

You can't shoot again until your last bullet has left the screen. This means when I'm at the bottom of the screen I can shoot downwards in quick succession but shooting upwards I have to wait a while. Not sure if this needs to be fixed but you might want to change it so you can shoot again after a fixed amount of time has passed.
 
You can still shoot after you've died. Is this a glitch or does it have something to do with Co-op?

The runner enemies do this glitchy thing where they momentarily appear on the side of the screen and then disappear. It's like they get blocked by something and then run back off screen.

Since dying sends you so far back it'd be nice if there was a way to regain health.

Sometimes an enemy will spawn where I'm standing.

__

That's all I've got for now. The games looking good so far.
« Last Edit: January 29, 2012, 10:42:16 PM by King Hadas » Logged
Neonlare
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« Reply #1819 on: February 03, 2012, 10:00:22 AM »

Played your Crazy Shuffle. Killer opening dude, and I love the Irish themes.

Some comments (Sorry if I mention anything you where already going to implement or fix):
____

Is there a way to skip the opening? If not you'll want to add that option. It's a nice opening but I don't want to watch it every time I start the game. I'd like to be able to skip those black title screens before each level as well. -- Done! You can skip most of the intro by pressing X during load up.

You can't shoot again until your last bullet has left the screen. This means when I'm at the bottom of the screen I can shoot downwards in quick succession but shooting upwards I have to wait a while. Not sure if this needs to be fixed but you might want to change it so you can shoot again after a fixed amount of time has passed. -- This is deliberate, it's mainly part of game balance; do you risk getting up close and landing the shot, or do you try and play it safe and fire from afar, knowing it could leave you open if you miss? I did however increase the hit-box for the card, so it should be a lot easier to land things.
 
You can still shoot after you've died. Is this a glitch or does it have something to do with Co-op? -- Nope, this was a bug, has been fixed now.

The runner enemies do this glitchy thing where they momentarily appear on the side of the screen and then disappear. It's like they get blocked by something and then run back off screen. -- As confusing as it may seem, I'm more prone to keeping them doing that, for two reasons, the first being is that it's much more common to see it happen for the "Enraged" version, and it makes sense; it's supposed to be harder, secondly is that it does also seem more reminiscent of some of the glitches you find in NES games in general, but the second point is more of a personal opinion than anything else.

Since dying sends you so far back it'd be nice if there was a way to regain health. -- Considering it, but then again I'm unsure how exactly this would impact it. Technically the Health bar is more of a Life Count, but more frequent waypoints would be a good idea.

Sometimes an enemy will spawn where I'm standing. -- They'll still do this, but this time they come in blinking; you can't hit them, and neither can they hit you.

__

That's all I've got for now. The games looking good so far.

I've yet to upload a new version to my Dropbox, but I have made some substantial changes to the game. They're as follows;

Skippable Intro.
Darkened Turf tiles to make active objects more visible.
Reduced duration of "pre-round summary" to around 40%.
Fixed shooting after dead glitch.
Introduced flashing spawn mobs to give the player a chance to avoid them when they spawn.
The Basis for the first Boss, including two songs and some sprites (have yet to begin scripting it).

To Do List:
Design the next 3 Acts
Place the remainder of monsters into the stages themselves
Finish Bosses
Complete entry for Crazy Shuffle.


Potential Next Projects:

Fire Breathers - Considering this purely from the perspective that it's a chance to do something -other- than a shooter or a side-scrolling game for A52O. As for Battle Systems, here's what I've come up with; effectively, the screen is divided up in half, one top, one bottom, depending on which type of multiplayer you go for. Co-Operative Wise, the goal is to beat the enemy on the other side with your Dragon; you control it and fire upwards, effectively like Space Invaders, but with complexities thrown in here and there. Vs. mode would be a little different; each player has something akin to 4 bases, or crystals. The players have to bombard one another with attacks on either end, either attacking each other's dragons to stun them briefly or going directly for the crystals themselves. A Mana bar is included for both players, so they don't just spam fireballs at one another, since a mid-air collision destroys said fireballs and allows each player to defend their own base. Upgrades would be included in the field for Versus, which would throw more dynamism to the gameplay mechanic for said mode.

Micro-Mike: Side Scrolling Racing game; the focus is to navigate series of walls and obstacles, picking up powerups such as rockets or boosters to keep in first place. C accelerates and X uses a powerup, of course releasing C would slow the craft down. Would love to put a cheesy 80s cartoon spin on this.

Evil Empire: Very much would focus on a more Zelda II esque realm of gameplay here; with experience and leveling up, but much more focus on navigating perilous terrain and riddles rather than pure on hack and slash.

The Boss: This would definitely turn into some form of homage to Contra, if I could pull it off.


Of course I'm not a fantastic programmer, it'd take some while getting a few of these things done. Hand Any Key Big Laff Hand Joystick Really is a case of dedication though; and we're so far into this project that there's no real reason to just let it disappear now. Is anyone else around that still wants to work on stuff for this?
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« Reply #1820 on: April 19, 2012, 03:30:59 PM »

So... what's going on with your games everyone?  Shrug? Ooze hasn't had much (or any) progress but don't worry I haven't given up (yet). This topic hasn't been active for like 4 months now, and I hope it will become more active.
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« Reply #1821 on: May 15, 2012, 03:43:05 AM »

Just letting you know that Megalonia is canned... so yeah, this is probably dead.
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shojin
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« Reply #1822 on: May 28, 2012, 05:49:50 AM »

Consolation prize, here's the soundtrack for it..?
http://abankmusic.com/index.php/music/professional/57-megalonia
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« Reply #1823 on: June 15, 2012, 09:31:08 PM »

Man, I remember reading about this thread when it was still young and the blood was flowing. I recently saw that handCraftedRadio made a kickass launcher and I decided to update it since it was missing a few remakes and some were added after he made the launcher.

Here's a link: http://xylem.netne.net/uploads/Action52_Owns_Launcher.rar

Extra's and Notes:

-A Steam grid icon, for those who use Steam and want this in their Steam library.

-They Came... and Space Dreams DX don't have their files, I've contacted Hangedman and hopefully he'll hook me up with Space Dreams DX so I can update the launcher. If anyone has the zip for They Came... please upload it again.
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Hangedman
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« Reply #1824 on: June 16, 2012, 05:44:35 AM »

I'll dredge it up when I get home in a few hours.
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handCraftedRadio
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« Reply #1825 on: June 16, 2012, 07:04:47 AM »

The download doesn't seem to work for me. I tried 3 times and every time it stops around 30mb. It's awesome you took the time to update it though!


Also, we did a game that was originally based off of the Sharks game and meant to be in action 52. But it ended up turning into something different (a multiplayer only game) and then I never ended up posting anything about it here. It's pretty much done but I haven't released it yet. Here is a video if you are interested:

http://www.youtube.com/watch?v=qfmB-8O-NUg
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« Reply #1826 on: June 16, 2012, 11:29:50 AM »

Also, we did a game that was originally based off of the Sharks game and meant to be in action 52. But it ended up turning into something different (a multiplayer only game) and then I never ended up posting anything about it here. It's pretty much done but I haven't released it yet. Here is a video if you are interested:

http://www.youtube.com/watch?v=qfmB-8O-NUg

Saw this, I knew some inspiration was taken from Sharks. Looks quite fun. Anyways, here is the alternate download link:

http://www.mediafire.com/?oscphy92u0xw299

This archive shouldn't be corrupt something happened last time. Though you will have some of my saves and high scores in this one.
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Hangedman
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« Reply #1827 on: June 17, 2012, 08:51:08 AM »

All right, here's a rerelease of Space Dreams. Fixed a few bugs, cleaned a few things up. Still kind of shite, but that's part of the charm.

https://dl.dropbox.com/u/7216965/SDDX131.zip
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King Hadas
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« Reply #1828 on: June 24, 2012, 03:32:28 PM »

I liked Space Dreams. It was my favorite Action 52 Owns Shootemup. I really loved the combo system (shoot and hit an enemy then your combo goes up. Shoot but fail to hit an enemy then your combo resets to 0). I don't know how unique something like this is to Shootemups (I haven't played a lot of the genre) but it's a concept that I think has a lot of potential.

As an aside Hangedman, this new release of Space Dreams is way buggy. The cutscenes have screechy audio and now the player pacifier can only move in the middle 2/4ths of the screen, enemies also only respawn in this area. At least that's how it is on my computer.
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« Reply #1829 on: August 29, 2012, 01:05:36 PM »

I choose Hambo Adventures  Cheesy this is my sprite of Hambo:
« Last Edit: August 29, 2012, 01:12:46 PM by AkitoKrueger » Logged
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