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878900 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 11:17:49 PM
TIGSource ForumsDeveloperFeedbackDevLogsMegabyte Punch - The customizable electro fighting game
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Author Topic: Megabyte Punch - The customizable electro fighting game  (Read 4326 times)
Dion
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« on: October 02, 2011, 07:42:26 AM »

Megabyte Punch

Watch the new trailer!
Pre-order the game to support development!
Now also on Desura!

Me and Tim are making a game called Megabyte Punch. It's a customizable electro fighting game! Or in words that are slightly different, it's an adventure/fighting game hybrid with an electro style. You can smack guys, attach their parts and get their abilities!


Try the demo:



Latest screenshot:










How it started:



It goes a little something like this: Every creature in the game world is made up of separate parts. Parts have their own powers and bonuses (like a rocket legs for an extra jump) and you can attach them to yourself freely. You travel through different environments, search and dig for parts and battle other creatures for theirs. This is the adventure mode.

Then there is the fight mode. Here you can fight other players in an destructible arena in a way similar to the Super Smash Bros. series with the abilities your customized creature gives you.





That's the introduction. Now, I'll be keeping a devlog here if I may. It might still take some months to finish, but I can assure you that this project will be completed! Also, if you happen to be interested in technical stuff, solutions and inner workings as well, I'll be jamming over at dionbyte.wordpress.com.
« Last Edit: June 12, 2012, 04:20:54 AM by Dion » Logged

Creating Megabyte Punch, the customizable electro-adventure fighting game!

Devlog at THIS HYPERLINK

Follow @reptilegames for announcements
McMutton
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« Reply #1 on: October 02, 2011, 08:18:11 AM »

I whole-heartedly support this idea. Onward!
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Chris Pavia
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« Reply #2 on: October 02, 2011, 09:05:05 AM »

Very promising start! the levels feel a bit too claustrophobic to me, given the scale of the characters and how far the player can jump.
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Inanimate
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« Reply #3 on: October 02, 2011, 09:38:07 AM »

Jumping seems to have an odd delay on it, and I think it'd work better if it was assigned to W, as you don't seem to be using that for anything else.

I really like the idea, though, and I think you have a lot of potential here! Special moves and stuff would add to it a lot (right mouse button, perhaps? Scroll wheel goes through options?)
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Dion
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« Reply #4 on: October 02, 2011, 10:42:04 AM »

Thanks a lot for the encouragement people!

the levels feel a bit too claustrophobic to me, given the scale of the characters and how far the player can jump.
You have a point there. Luckily this can be fixed quite easily.

Special moves and stuff would add to it a lot (right mouse button, perhaps? Scroll wheel goes through options?)
Very much agreed, special moves will also be a big motivator to hunt for specific parts (like powerful cards in a deck). I was thinking that I could tie them to a 'special' button together with a directional button, because the scroll wheel might be too inaccurate to use competitively. It worked for Super Smash anyway!
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Creating Megabyte Punch, the customizable electro-adventure fighting game!

Devlog at THIS HYPERLINK

Follow @reptilegames for announcements
Dion
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« Reply #5 on: October 27, 2011, 11:23:49 AM »




+ Added a full tileset of blocks
+ Added tilted corner blocks
+ Added neutral air attack
+ Added back air attack
+ Added up air attack
+ Added down ground attack
+ Added dash ability on 'n' or right mouse button (this is going to be on a specific part later on)
+ Added shield piercing (stabs)
+ Added shield break stun when your shield is run out or pierced
~ Hitlag of the attacker when hitting a shield is now doubled to give an extra advantage to shielding
~ Button presses are remembered during hitlag now, meaning attack strings continue easier
~ Changed the walljump from the jump button to a tap in the other direction

Some things are itchy (like the tilted corners), I'm going to work on that as soon as I know how I can work on it.

Take a look at dionbyte.wordpress.com to see as to why it took a while for new updates to appear. Aaaaand dionkoster.com/megabytepunch/ to play the newest build. A good day to you sir!
« Last Edit: November 11, 2011, 03:25:30 AM by Dion » Logged

Creating Megabyte Punch, the customizable electro-adventure fighting game!

Devlog at THIS HYPERLINK

Follow @reptilegames for announcements
Chris Pavia
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« Reply #6 on: October 27, 2011, 12:02:43 PM »

I'm happy to see you're making progress on this, can't wait to get home from work and give it a whirl.
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Dion
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« Reply #7 on: November 11, 2011, 03:21:59 AM »

Lots of new stuff! Let me comment on some. First of all, the controls. Move with WASD, attack with 'b' and do a special move with 'n' (or your left and right mouse button). These special moves can be found on parts. You can have up to 4 of them and you can switch between them with 1 2 3 4.


Ability slots left, damage and lives right. A work in progress of course.

Shielding is now on 'e' and shield pierce (or stab) is on 'q'. Parts are picked up with 'r', hold it down to have the attachment interface pop up. Speaking of parts, there are now actually some parts to collect! Some sets you can only get from enemies, others from treasure chests.








Play at:
http://dionkoster.com/megabytepunch/

Ma blawg at:
https://dionbyte.wordpress.com/

List of Changes:
+ Added a new default set of parts
+ Added new legs, arms and head for the standard enemy
+ Added three full sets of parts to collect (slasher, blacksmith and boxer)
+ Added an ability switch to allow use of up to 4 different abilities
+ Added a new enemy (slasher) in adventure mode
+ Added the stab on 'q'
+ Added a slice ability
+ Added a teleport ability
+ Added stats to certain parts
+ Added some jump effects
+ Plants!
+ Added player indicators in the GUI and on the player at the start of a match
~ Moving is now only done with WASD
~ changed the shield to 'e' and picking parts up is now done with 'r'
~ Changed the ingame HUD
~ Hitboxes with more damage now have priority over weaker ones, equal hitboxes will cancel eachother out
* Numerous small fixes
« Last Edit: November 11, 2011, 03:27:14 AM by Dion » Logged

Creating Megabyte Punch, the customizable electro-adventure fighting game!

Devlog at THIS HYPERLINK

Follow @reptilegames for announcements
Franklins Ghost
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« Reply #8 on: November 11, 2011, 07:17:55 AM »

This is really coming along great, really enjoying playing a quick game of seeing what i can build and what abilities I'm able to discover. Great job.
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« Reply #9 on: November 11, 2011, 07:25:37 AM »





Oooooooo, Scyther!

This is looking so cool, Dion. Keep up the fantastic work!
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Dion
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« Reply #10 on: December 05, 2011, 08:19:59 AM »

Time for some new stuff!

Play here:
dionkoster.com/megabytepunch/

Just scroll down for the controls. Remember to play in fullscreen with F11. I also really recommend playing this with a XBox360 controller and a friend.

The game now saves your attached parts every time you pass through a door or choose the ‘save and quit’ option in the pause menu (escape button). There’s also a brand spankin’ new inventory and attachment interface. It’s inspired by the item selection system of the newer Legend of Zelda games, and it really makes things a lot easier and faster!



Open it up with ‘R’. You can drop a part with the right mouse button and attach with the left button. The inventory is emptied every new level, so be sure to attach stuff you want to keep. These parts will eventually be transferred to your collection, which you will be able to access in a workshop.

There’s also a new arena level. Check it.




List of changes:
+ Added the saving of player builds
+ Added an inventory
+ Added new attachment interface
+ Added auto-picking up parts
+ Added new fighting arena
~ Changed/added various level graphics


...Dutch TIGers in the house?
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Creating Megabyte Punch, the customizable electro-adventure fighting game!

Devlog at THIS HYPERLINK

Follow @reptilegames for announcements
Superb Joe
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« Reply #11 on: December 05, 2011, 09:28:15 AM »

please make some racist robopiets
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jazeker
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« Reply #12 on: December 05, 2011, 10:25:35 AM »

haha Sinterklaas Grin
en het ziet er sowieso goed uit! / and it looks good either!
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SolarLune
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« Reply #13 on: December 05, 2011, 11:02:52 AM »

I hadn't heard of this until looking at it now, and I would REALLY like to see it made. It looks pretty sharp, and customizing your character sounds fun as all get out.
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« Reply #14 on: December 05, 2011, 09:45:40 PM »

this is awesome, super responsive punchiness!  Then I was fighting and saw the level being destroyed too!  Epileptic  I like the little details in the jump shockwave, also sending enemies flying when they die (occasionally?)
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