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891251 Posts in 33531 Topics- by 24772 Members - Latest Member: Lumenox_Games

June 19, 2013, 09:57:54 AM
TIGSource ForumsDeveloperFeedbackFinishedAdhesion [iOS Platformer]
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Author Topic: Adhesion [iOS Platformer]  (Read 5304 times)
Scottapotamas
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« on: September 08, 2011, 06:16:12 AM »



Adhesion is now on the AppStore! Get it here: http://itunes.apple.com/us/app/adhesion/id501869784?mt=8&uo=4



Concept/Beginnings:
We (Roboprez, johnnoz and myself) have had a platformer of some kind on the drawing board for a while. Roboprez and myself have both had concept and prototype platformers coded up a few times, but nothing has really come of them. Around Aug/Sep 2011, we got a concept that we felt could be fun. So I started to make it. Just over a year since I started the base game engine, with work on the core game slowly progressing during 2011. The Christmas holidays gave me enough time to get close to finished, and I've been working on it slowly since then...

Its built for iOS, leveraging Cocos2d and Box2D for physics.

Stuff about the actual game:

Based around a central mechanic of being able to stick to walls/roof, the game also includes that fun stuff like 20 odd levels including 4 extra hard challenge levels, several themed 'stages', iOS designed touch controls, and that other stuff to find/avoid like secret treasure, sawblades, turrets, locked doors, traps and fireballs...



Website etc:
I made a little website base as a break from working on the game. http://www.26oclock.com/adhesion

I have been making little progress updates on my blog as well... http://26oclock.com/blog/?cat=5

Here are a few screenshots I grouped together from this thread:








« Last Edit: June 05, 2012, 03:58:36 PM by Scottapotamas » Logged
johnnoz
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« Reply #1 on: January 25, 2012, 02:28:22 AM »

A mockup done to test out the tileset for the first area of the game. Pretty darn happy with the style I've got going here.
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Scottapotamas
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« Reply #2 on: January 25, 2012, 04:29:36 PM »

Here are two little in-game screenshots... Still lots to do.



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cirolve
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« Reply #3 on: January 25, 2012, 04:55:16 PM »

cool stuff, looking forward to seeing more. sorta spiderman-esqe as I could tell from the swf, have you thought about also changing the gravity as well? might be cool.
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Scottapotamas
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« Reply #4 on: January 25, 2012, 05:01:04 PM »

Thanks, I've kinda got all these little extra gameplay things which I forgot to mention or are in the prototype.

And yeah, changing gravity was something that came to mind quite early on. We have added Gravity flip "coins", as well as actual coins and gems, and a 'secret' on each level for an achievement and massive score multiplier (they are like, impossible to find). Oh, and large spinning saws...

Im also playing around with ideas such as gravity zones, where gravity is distorted.
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laxwolf
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« Reply #5 on: January 25, 2012, 08:43:55 PM »

Lots of potential from the browser mock-up. I can imagine gravity activated traps where jumping against the wall causes a lethal object to fall from the opposite wall.

You could even add the possibility to split off a piece of your blobby self to hold a weight against a button while you switch gravity to the opposite wall. Splitting yourself up could also be used to block a laser beam or another trap while you wall jump up a vertical corridor. Maybe even split off a piece of yourself and plopping it on an enemy to make him fall into a trap or die from a crushing fall.

Names:
Terminal Velocity?
Momentum Shift?
Kinematic?
Blobber?
Shift?

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Armageddon
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« Reply #6 on: January 25, 2012, 10:11:28 PM »

Blobber and the bandit party
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Scottapotamas
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« Reply #7 on: January 30, 2012, 02:00:45 AM »

Thanks for the feedback guys!

Quote
Lots of potential from the browser mock-up. I can imagine gravity activated traps where jumping against the wall causes a lethal object to fall from the opposite wall.
I do like the sound of that... So much so that Im going to add it in tonight!

And although I really like the idea of splitting yourself into pieces, Its probably a little difficult for me to implement at this stage due to design decisions from ages ago...

Names are good... Blobber seems a little cliche?
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Scottapotamas
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« Reply #8 on: February 04, 2012, 08:12:28 AM »

So I added in triggered traps. Basically, there is a sensor tied to a set of 'wall' blocks. When the player enters the sensor, these block are deleted, dropping the terrible contents onto the vicim below. As a spinoff, I added 'key' sensors, which are actually visible atm, and they open a similar style of wall-door, where I can stash loot. Thanks for the suggestion laxwolf.

So far, the themes for each stage (stage has 4 levels) are as follows:
Forrest
Temple
Volcano
Huh?
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laxwolf
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« Reply #9 on: February 04, 2012, 09:58:58 AM »

Sounds great! Thanks for considering and putting in my suggestion. Smiley
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Scottapotamas
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« Reply #10 on: February 05, 2012, 07:58:02 PM »

Here's a little screenshot of the 'Temple' tiles, which will make up stage 2. The background isn't final though, just programmer art...

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Scottapotamas
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« Reply #11 on: February 09, 2012, 05:27:18 PM »

So its name as from now is Adhesion. That may have an on device name with lower case adhesion, it looks nicer!

Also, I've added turrets and a few other little things, as well as getting more graphics done and implemented, and polishing it a lot...
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Scottapotamas
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« Reply #12 on: February 23, 2012, 02:58:42 PM »

Haven't posted in a while, so... I had a little 'art marathon' with John a week or so ago, and here are some little mockups. In that time, I have completed 16 of teh 20 levels, made fireballs that jump out of lava in that cliche way, completely redesigned the particle system, and polished the game lots. The lava tiles are have animated bubbling, and there are particle effects also which are done in-game.





And here is the main menu that John designed by accident... Not sure about it. We may end up adding a little more detail to the grayer parts. Might also make the blob blink randomly.

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Scottapotamas
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« Reply #13 on: March 09, 2012, 08:11:49 PM »

Haven't updated in a while... Progress has been steady. All levels are done, tiled and most are playtested. Im just adding more and more polish while waiting on some menu art and the music.

Here's a screenshot of one of the winter themed levels. There is now a nice snow particle effect in the background now also...

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UncleDec
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« Reply #14 on: March 10, 2012, 12:05:42 AM »

Looks amazing! But i don't like character design.
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