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June 20, 2013, 12:15:06 AM
TIGSource ForumsDeveloperFeedbackDevLogsWonderBros [now with videos!]
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Author Topic: WonderBros [now with videos!]  (Read 5368 times)
Moczan
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« on: February 21, 2012, 06:31:44 AM »

WONDERBROS

Remember it from Mockups thread? This game actually being made!
(except the Confetti-Penis mechanics, those are not in design doc yet)

Basic info, straight from design doc:

OVERVIEW
Wonderbros will be a 2D Beat-em-up with heavy emphasis on platforming and performing complex and over the top combos. The game stars two characters with largely different gameplay styles and movesets.

STORY
The story of Wonderbros centers itself on two as-of-yet unnamed adventurers. The two eventually find themselves running from a detective who seems certain that they are wanted criminals, and trying to discover anything else about their pasts that might help answer why this detective is so determined to hunt them down.



So yeah, I'm programmer working on a WonderBros project. As I'm nearing completion of my last contract work and don't intend to take more in a while, I want to focus on developing this, hopefully doing daily posts about the progress. My posts will focus on programming stuff, as my main goal is to motivate myself to work!

Things done so far, I've been mainly developing technical side of the project. I have a pretty powerful rendering engine, proper resource management, everything is (or soon will be) configurable with XMLs.
Recently, I've been implementing first character's animations (Captain, the agile-one) and core fighting engine.

Anybody reading Art section of TIG probably has already seen a lot of WondeBros-related artwork. Hunter (Swarms) has already finished rough animation for both main characters and enemies from first section of the game (as far as I remember, that 1/3 of planned content).

more later...

Videos
« Last Edit: March 05, 2012, 05:13:31 PM by Moczan » Logged
Franklins Ghost
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« Reply #1 on: February 21, 2012, 06:44:27 AM »

Remember seeing this in the mockups. Like the look and sound of it and looking forward to seeing your programming posts  Smiley
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Moczan
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« Reply #2 on: February 21, 2012, 01:43:11 PM »

Devlog Day 0
I my original post, I forgot to tell that the game is being made using haXe NME library. It compiles the haXe code into native C++ and uses SDL to provide rendering for desktop platforms. I've done any direct work on game today, but I've been preparing for tomorrow.
  • Updated NME to version 3.2 The update introduce few interesting features, mainly native joystick/gamepad support, which was very important, a the game, being a fighting game, is very gamepad-friendly. I have some minor issue with drawing convex polygons on GPU, but I hope to get it sorted out asap.
  • Installed Mercurial and TortoiseHg Previously I've been using SVN, but I've read a lot that Mercurial is simply and better suited for solo programmers. I've decided to install it today, and almost instantly fell in love with it! The Hg Workbench is a great, branching and merging is easy and I can backup repo instantly, just by having everything in my Dropbox.
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Moczan
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« Reply #3 on: February 22, 2012, 05:05:04 AM »


Captain also has no ‘stance’ based gameplay. To make up for this, he has been given a secondary moveset that involves calling his pet (Which is being referred to as “Pirate Sloth”) out to perform special attacks that cause damage to enemies that would otherwise be out of Captain’s reach.

Devlog Day 1
The icon of today's post is Sloth, mainly because I haven't done as much work as I intended to do. You also get a 'sneak peak' of his role in game. I still struggle with rendering bugs within new NME, but I've discovered 2 additional parameters declaring properties that let you create a rather sophisticated getter/setter system and finally grasped and used Reflect class. I've used both in the class I have created today.


Controller class I've created a rather robust, unified interface to control all Entities. The base class is intended to be abstract and extended by more specific classes (PlayerController, AIController etc.). Thanks to it, just by writing:
Code:
if(controller.left) moveLeft();
somewhere in entity's update function I can:
  • Control character using keyboard or gamepad input
  • Control enemy/npc with AI script
  • Record and re-play replays
  • Control characters during cutscenes
and many more. Of course most of those modules are not ready yet, but I've managed to complete PlayerController class, which checks input from keyboard and gamepads, with proper settings loading via XML files. The gamepad portions is not yet tested, but I will get back to it as soon as I get my PS3 controller to work Wink


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Squid Party
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Oh hi mark.


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« Reply #4 on: February 22, 2012, 01:06:33 PM »

would be really interested in playing a mix between a beat em up and a platforming game  Beer!
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Franklins Ghost
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« Reply #5 on: February 22, 2012, 01:28:36 PM »

Really interesting posts so far. Have wanted to move on from just using Flash for awhile now and you've made me download HaXe and NME and try and give them a go. Also downloaded awe6 which just heard about as a game framework. Don't really know what I'm doing with any of it but will see how I go.

Like the sound of your little Pirate Sloth guy  Smiley
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Moczan
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« Reply #6 on: February 22, 2012, 02:38:10 PM »

@Franklins Ghost:

I'm a Flash guy myself too, I have some pretty solid C/C++ knowledge from school, but I haven't yet used it in game-making. I started the game in SFML with C++, but I just missed the ease of use in Flash, then found about HaXe NME and now I'm here. The project is already over 2000 lines of code and I just practically started displaying stuff on screen. I write everything as a little framework, so if there is a need to use NME again after this project, I will have all the boilerplate code ready.
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Franklins Ghost
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« Reply #7 on: February 22, 2012, 02:52:39 PM »

Sounds like a great way to approach it and think it's what I'll be trying with it. Had a really simple game that I was about to start in Flash as a test but think I'll now try to use FlashDevelop and HaXe, NME and see how it goes.
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Moczan
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« Reply #8 on: February 23, 2012, 02:08:43 PM »

Devlog Day 2
Damn, getting daily motivation is harder than I thought. RescueTime tracked a bit more than yesterday, but it's still far from my productivity goal. When I was working on contract jobs, I was constantly thinking "working on WonderBros right now would be so much fun", but now working on WonderBros I get the "working on some quick prototypes now would be so much fun". I guess the grass is always greener on the other side  Wink

My today's work was focused mainly on fighting engine, specifically attacks. Attacks in WonderBros have their own hitboxes (and velocity for projectiles), limited (or not) lifespan, can inflict damage, apply force and has flags for special properties like groundbouncing, applying dizziness etc. (and everything configurable in XMLs!). My work today was to make a proper collision checking (that considers entity's state and those special flags) and resolving. While most of it is still rather rough, I might release a simple tech demo soon. And thanks to NME, even though the game is developed for desktop, it will be playable in browser's Flash Player  Cool
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Moczan
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« Reply #9 on: February 24, 2012, 03:32:23 PM »


Captain reaches up with his legs to grab the enemy and slam them down
Devlog Day 3
Today, my work was mostly focused on implementing Captain's animations. He could properly run, crouch, jump and perform basic attack before. Now he can perform most of his special skills, like the one used as today's icon. I'm quite happy with the timing and feel of most attack, but there will probably be some more tweaking in the future. There are still a lot of misc animations like defeat, standing up after being knocked down etc. I will try to deal with them by the end of weekend. Then, I can finally focus on getting a working dummy enemy.
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i wanna be the guy
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« Reply #10 on: February 24, 2012, 06:20:02 PM »

homosexual zombie children


I DID TILES TODAY YALL
NOT MANY THOUGH

also I will probably update with some progress on the art here occasionally
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rdein
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« Reply #11 on: February 24, 2012, 06:25:01 PM »

i want to support the development of this dragonball fangame
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i wanna be the guy
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« Reply #12 on: February 24, 2012, 06:35:05 PM »

yes we named that enemy goku zombie and i refuse to change his hairstyle no matter what
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Moczan
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« Reply #13 on: February 25, 2012, 05:07:01 AM »

i want to support the development of this dragonball fangame

The first level is actually a hospital for Saiyans hurt in battle, where suddenly all patients turn zombie. Not really, but the game is definitely animu-inspired
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Franklins Ghost
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« Reply #14 on: February 26, 2012, 03:59:00 AM »

Liking the enemy slam down animation. Looking nice so far.

Forgot to ask before but are you using Flash Builder for the HaXe, NME library? I'm still kind of new at all this so sorry if it's a stupid question  Smiley
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