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TIGSource ForumsCommunityJams & EventsCompetitionsA Game by Its Cover[AGBIC] Dagion [FINISHED!]
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chris_b
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« on: June 29, 2010, 11:16:36 AM »

Dagion



Year 199X, evil human beings suddenly appeared "N · ZIA" devastating hit by the crisis of extinction. Absolute genius archaeologist crisis, the ancient super weapon from tombs excavated by Professor Rice Ball "Dagion" puppet to bet the fate to fight! Ready ... DAGION!

Update

Failed to make the deadline, but I'm going to complete this at some point in the (hopefully) near future.

Update 2

It's done! (finally Beer!)



Video:



Download: http://www.contralogic.com/games/dagion/
« Last Edit: March 28, 2012, 03:11:46 AM by chris_b » Logged
N. Crayon
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« Reply #1 on: June 29, 2010, 11:35:14 AM »

I was so hoping somebody'd do this one.

Of course, when I first saw it, I thought it said "DAGON" and was much more excited, but the cart itself is pretty cool, too.
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Melly
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« Reply #2 on: June 29, 2010, 11:56:46 AM »

This could be some raddly cheesy Kamen Rider style shit.
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chris_b
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« Reply #3 on: June 29, 2010, 09:12:08 PM »

I made an enemy sprite:

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chris_b
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« Reply #4 on: June 30, 2010, 08:47:07 AM »

A title screen:

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Melly
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« Reply #5 on: June 30, 2010, 10:45:52 AM »

Looking nice.
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chris_b
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« Reply #6 on: July 01, 2010, 08:01:28 PM »



Running, jumping and shooting.

So far this is basically just a reskin of my unfinished Assemblee entry - hopefully I'll progress a bit further this time...
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chris_b
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« Reply #7 on: July 07, 2010, 05:47:05 PM »

Spikes and checkpoints:



Here's a little playable build if anyone feels like checking it out and letting me know if it works OK (in particular I'm curious to know if it runs on Windows 7 or Wine:

Dagion_0-01a.zip

Arrow keys to move, Z and X to jump and shoot - or use a game controller. There's no sound yet, so changing the sound options won't do anything.


You can edit map.png if you want to make a different level to jump around in: White pixels for walls, red pixels for spikes (needs to be directly above or below a wall), cyan for checkpoints and green for the start location.
« Last Edit: July 07, 2010, 06:14:47 PM by chris_b » Logged
Melly
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« Reply #8 on: July 10, 2010, 01:44:28 PM »

Game runs really smooth for me on Windows XP 32x (though the windowed mode looks a bit filtered and blurry).

Movement is really fast and it's hard to gauge jumps sometimes, but it just seems to take some getting used to.

I like that the player character maintains his shooting direction while you hold the key.
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« Reply #9 on: July 10, 2010, 02:11:51 PM »

its running fine on windows 7.
if its supposed to be really fast.
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chris_b
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« Reply #10 on: July 10, 2010, 07:21:54 PM »

Thanks for trying it out, guys!

the windowed mode looks a bit filtered and blurry)

in the engine.ini file you can change BilinearFiltering = 0 (and change Windowwidth = 768 or some other multiple of 256).

its running fine on windows 7.
if its supposed to be really fast.

It's supposed to be pretty fast - but it should hopefully limit to 60 FPS... maybe there's a bug?  If you set Vsync = 0 in engine.ini you can compare the correct speed.


Still not much gameplay yet, but I've been working on powerups:

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Naufr4g0
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« Reply #11 on: July 11, 2010, 04:55:42 AM »

The game works fine for me on a Windows 7 64-bit system. Smiley
What language/graphic library are you using? DirectX?
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chris_b
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« Reply #12 on: July 11, 2010, 08:28:27 AM »

It's PureBasic using DirectX7 (for the oldschool DirectDraw functions).
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Melly
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« Reply #13 on: July 11, 2010, 11:20:06 AM »

You should probably set the bilinear filtering thing to false by default.
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chris_b
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« Reply #14 on: July 11, 2010, 01:48:30 PM »

You should probably set the bilinear filtering thing to false by default.

I quite like how it looks in fullscreen mode - the graphics are all drawn 2x before scaling, so it's not quite as soft as "regular" bilinear filtering:



But I will put a switch on the options screen rather than having to edit the settings file directly.
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chris_b
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« Reply #15 on: July 25, 2010, 01:53:24 PM »

Still no audio and not much in the way of gameplay (plus it's still quite ugly!), but you can now powerup by collecting rubies.

When you powerup you get a boost gauge which let's you hover if you hold the jump button after double-jumping. The gauge refills when you're on the ground. Banging your head on a roof empties it immediately.

I've been playing around with a mechanic that's similar to the showtime mode in Burnout Paradise: hold the jump button after dying to reduce gravity and steer your head a little bit by holding left or right when you bounce. The plan is to have some kind of bonus multiplier which increases with each bounce.

Dagion_0-02.zip

Watch:
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Melly
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« Reply #16 on: July 25, 2010, 02:34:52 PM »

Dead head steering.

Hand Thumbs Up Left Hand Thumbs Up Right
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« Reply #17 on: July 25, 2010, 03:03:34 PM »

This was very smooth and felt as though it will be quite fast-paced.  I like the "boost" idea, too.  Nice work so far!

~ Theta
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chris_b
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« Reply #18 on: July 28, 2010, 06:31:56 AM »

I thought about displaying everything at half the size but at first ended up with just the walls half scale by accident - it makes some areas only your head can fit into which could be quite an interesting gameplay element.



Not sure if I'll get a game finished by the deadline, though Sad
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chris_b
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« Reply #19 on: July 31, 2010, 03:58:43 PM »

Been doing some work on tilesets:



I've implemented a variation of the system Salt decribed in this thread.

I'm using the following template for making the tiles:



but for a bit more variety there's four groups of tiles, each corresponding to a quadrant of the underlying 2x2 texture. The dark blocks are used for stuff like grass etc. which get randomly distributed on the ground:



So my tileset is made by picking the needed tiles from the following image:



I coded a little tool which automatically packs the required tiles into a 16x5 grid, so making additional sets of tiles is pretty straightforward:

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