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878764 Posts in 32935 Topics- by 24346 Members - Latest Member: Vuoripeikko

May 22, 2013, 03:38:27 PM
TIGSource ForumsDeveloperFeedbackDevLogs[WIP] MicroShooter
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keoni29
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« on: March 11, 2012, 06:30:08 AM »

MicroShooter [instert logo here]
Screenshot

Concept art:


Description:
MicroShooter is a 2d sidescrolling shooter with a very low resolution inspired by the limits of TI 84+ calculators, but with the smooth gameplay of a modern indie game.

Download V0.0.3http://updo.nl/file/acdef8ed.zip

Controls:
Arrow keys
X
Z
F1(debug feature)
Drag the mouse to move yout character around (debug feature)

Graphics, music and code all creative commons.
« Last Edit: May 19, 2013, 10:42:13 AM by keoni29 » Logged

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Udderdude
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« Reply #1 on: March 11, 2012, 07:21:49 AM »

Controls made me feel like I was playing on a slip-and slide and all the walls were made of rubber .. >_>

Also you may want to make the enemies actually try and kill you before you bother to upload a playtest version.
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keoni29
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« Reply #2 on: March 11, 2012, 07:53:32 AM »

Controls made me feel like I was playing on a slip-and slide and all the walls were made of rubber .. >_>

Also you may want to make the enemies actually try and kill you before you bother to upload a playtest version.
This is just a demo for those interested in testing the controlls. I started this project last friday. I'll upload a new version tonight with some tweaks on the movement and the enemies.
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ezuk
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« Reply #3 on: March 11, 2012, 10:01:12 AM »

I gave this a try since I'm a sucker for low res graphics.  Bouncing off the platforms and walls (especially in mid-jump) made this hard to control.  The slow deceleration also made it hard to control and avoid enemies.  If you're going to keep either of these features, maybe you could give more space to run or jump around in, especially at first, to give the player more of a chance.
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keoni29
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« Reply #4 on: March 11, 2012, 10:10:14 AM »

I gave this a try since I'm a sucker for low res graphics.  Bouncing off the platforms and walls (especially in mid-jump) made this hard to control.  The slow deceleration also made it hard to control and avoid enemies.  If you're going to keep either of these features, maybe you could give more space to run or jump around in, especially at first, to give the player more of a chance.
Indeed. I decided to add more friction and more control over your movements so that you can move easily in a small area. I'm working on it right now so if you have more suggestions: leave a post here Smiley

In the next version:
-More control over your character's movements
-Enemies not only chasing you, but also doing damage to you.
-Explosions! (who doesn't like them Smiley)
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thatshelby
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« Reply #5 on: March 11, 2012, 10:27:02 AM »

TI-84+ can't display color... can it?
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« Reply #6 on: March 11, 2012, 10:59:02 AM »

TI-84+ can't display color... can it?

TI-84+ displays some fantastic shades of green!

I guess I generally don't really care, but I guess I'll return the favour: from your description it seems to be a very very traditional low-res platformer. I don't mind that, but what does it do to stand out?
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keoni29
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« Reply #7 on: March 11, 2012, 11:13:53 AM »

TI-84+ can't display color... can it?
It ACTUALLY can! Blue is the only color it can display, but that's of course not what you mean. (by increasing the contrast and turning pixels on and off rapidly you can produce what's called "bluescale")

I decided not to restrict myself to monochrome graphics although I have seen some very interesting games using monochrome graphics (herocore<3)

I'm now working on the health bar and the explosives.
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keoni29
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« Reply #8 on: March 12, 2012, 10:25:13 AM »

TI-84+ can't display color... can it?

TI-84+ displays some fantastic shades of green!

I guess I generally don't really care, but I guess I'll return the favour: from your description it seems to be a very very traditional low-res platformer. I don't mind that, but what does it do to stand out?
You'll see Smiley I'm now focussing on a working engine for the platform element of this game.
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kamac
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« Reply #9 on: March 12, 2012, 11:39:46 AM »

Quote
inspired by the limits of TI 84+ calculators

Hand Shake LeftWTFHand Shake Right

Quite.. original  Droop. Though, it look nice  Smiley
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keoni29
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« Reply #10 on: March 12, 2012, 02:55:10 PM »

The character gets stuck in walls by rare occasion. I have a flawless platform engine lying around somewhere, but it's more metroid-ish and less bouncy rubber miniland-ish.


I have programmed a lot for TI84+ calcs. One of my projects is a chiptune tracker and the other one is a HeroCore port. Calculator fanatics like me often hang out on sites like omnimaga or tiplanet. There are a lot of awesome game designgers and coders over there. This game will be a tribute to all of the great games ever released on this calculator and therefore consists of elements from various calculator games.
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keoni29
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« Reply #11 on: March 22, 2012, 11:03:01 AM »

New tiles:
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keoni29
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« Reply #12 on: April 06, 2012, 03:21:54 AM »

Version 0.0.3 http://updo.nl/file/acdef8ed.zip
What's new?
-Multiple rooms and some sort of "doorway" system
-Extended level for testing
-Cave environment with enhanced sfx and gfx (reverb effect and cave tiles)
-Cave music
-Fixed some bugs in the movement engine (for the player. Not for the enemie AI yet)
-Cool explosion when you die Smiley (temporary until I animate the death)
-Signposts (floating "!")
-Some more stuff I cannot remember
New debug feature:
Drag your mouse to move the player around
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keoni29
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« Reply #13 on: May 21, 2012, 01:07:36 AM »

Version pre-0.0.4 http://updo.nl/file/e6ec3bba.zip
What's new?
-Darker color palette in caves
-New enemy type
-Swimming (still a bit clunky)
-Extended test area
-Small ajustments to view movement.

What's coming up?
In version 0.0.4 there will be:
Animations for swimming and more realistic swimming engine. Also you will float in water instead of falling trough it.
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keoni29
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« Reply #14 on: May 22, 2012, 03:23:17 AM »

Titlescreen art. Not sure if I stick to this concept.

It's animated Smiley
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