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1067313 Posts in 43581 Topics- by 35619 Members - Latest Member: teamsheepy

November 28, 2014, 10:02:56 AM
TIGSource ForumsFeedbackDevLogsBinary Maze - retro puzzle arcade
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Author Topic: Binary Maze - retro puzzle arcade  (Read 3808 times)
Max_Marozaw
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« on: March 01, 2013, 12:09:57 AM »

Good day,

Binary Maze is already released:
Desura
Indie City

-----------------------------------------------
From today I will start to post developing progress of my game here.
So...

Binary Maze is a top down 2D puzzle arcade where you have to play for loving couple: pixel boy and pixel girl.

Binary Maze is inspired by the great NES classic arcade Binary Land. Some Sokoban elements mixed in it. New items and enemies have been added. And strong bosses came.

By controlling both characters make your way through the maze full of different enemies and puzzles, collect all diamonds and avoid falling into traps, open locked doors and blast preventing walls, meet with your second half and defeat the evil boss together.

Binary Maze features:
- Control two characters at the same time
- 45 unique levels in three different locations: the garden, the house and the dungeon
- Dark levels with only small spots of light visible
- 4 types of enemies and 3 bosses
- Cobweb-traps and pits
- Ability to move boxes and blast walls
- Puzzles with doors and buttons
- Two game modes: Normal and Arcade (with limited lives and levels going one by one)

Binary Maze is developing for Windows and Mac.
Framework: Toruqe 2D.


You can also track developing progress here:
http://binarymazegame.blogspot.com/
http://www.indiedb.com/games/binary-maze
And twitter: @Binary_Maze

Keep tracking,
Kind regards!
« Last Edit: June 17, 2013, 10:31:26 PM by Max_Marozaw » Logged

Max_Marozaw
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« Reply #1 on: March 02, 2013, 05:42:52 AM »

New sprites for enemies are ready.


And now they have names: Bo, Ro and Zo.
Agree, they look both cute and evil.

Here is also short video that demonstrates new sprites implemented in game:
http://youtu.be/H0qLDqtXmf8
Please note, that new spiked-sphere sprite is also presented in this video.

I will be glad to see any comments.
Stay tuned!
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JctWood
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« Reply #2 on: March 02, 2013, 05:57:29 AM »

Looks great! Love the way you handled the topdown view
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@jctwood  |  programmer/jammer  |  jctwood.uk
Max_Marozaw
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« Reply #3 on: March 04, 2013, 01:11:31 AM »

Desiderata , thanks for comment!

And more good news,

Build for windows is available for download.Try it now!

Changes:
   - New enemies sprites
   - +1 extra level (complete level 1-10 to open it)
   - Wall sprites have been updated
   - Some bugs fixed

Download Binary Maze from dropbox
5.18mb  archive. Just unzip to any folder.

I would appreciate to any feedback from you!
Kind regards,
Max Marozaw
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Max_Marozaw
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« Reply #4 on: March 05, 2013, 01:07:22 AM »

I've started indieGoGo campaign to get founds for developing Binary Maze.

View Binary Maze on indieGoGo


$1500: Game will be released in June 2013 for Windows and Mac.
$2000: Achievements will be added into game
$3000: New ‘snowy’ world (15 more levels and one more boss) will be added with some new game elements.
$6000: Game will be ported for iPhones and iPads.

Any support means a lot to us.
Many thanks to anyone who shares the campaign.
And I will be realy glad to any feedback and will be happy to answer all of your questions.
With your support we can make the game better!
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Max_Marozaw
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« Reply #5 on: March 05, 2013, 07:19:52 AM »

New trailer is launched:
Watch it on Youtube!

How do you feel it?
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Max_Marozaw
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« Reply #6 on: March 06, 2013, 12:00:31 AM »

As one of rewards for indieGoGo campaign we (me and my wife) decided to make cross-stitched characters from Binary Maze.
I am not a master of cross-stitching but my wife is.

Here you can see the production process
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Max_Marozaw
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« Reply #7 on: March 11, 2013, 04:16:48 AM »

New beta for windows is available!

Changes:
  • Now two worlds are available for playing
  • Tiles for World2 added
  • Music for World2 added
  • Minor changes in  game mechanics
  • Some bugs fixed

Download it now!
Windows.7.1mb archive. Just unzip to any forlder.

Will be glad to any feedback!
Stay tunder
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Max_Marozaw
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« Reply #8 on: March 24, 2013, 04:47:02 AM »

Progress report:
  • 32 levels completed
  • Ability to skip levels in Simple mode added
  • Timer is now presented just in Arcade mode. No more time limit in Simple mode
  • Bullets now fly farther

New soundtrack:
http://youtu.be/Q-qQTJL2B9o

Photos of cross-stitched characters:


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Udderdude
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« Reply #9 on: March 24, 2013, 05:37:53 AM »

Interesting take on this type of maze game.  Right now from the trailer it seems very action oriented with a lot of enemies running around.  Hope to see some more game elements added at some point.
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sirleto
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« Reply #10 on: March 24, 2013, 10:22:09 AM »

the stitches are sooo cute ^^
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Max_Marozaw
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« Reply #11 on: March 25, 2013, 08:08:14 AM »

Interesting take on this type of maze game.  Right now from the trailer it seems very action oriented with a lot of enemies running around.  Hope to see some more game elements added at some point.
Thanks for the comment! I'm working now to make game more puzzled. And higher levels should make you think significantly.

the stitches are sooo cute ^^
Thank you!
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Eigen
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« Reply #12 on: March 25, 2013, 08:17:34 AM »

Looks really sweet and the stiching is excellent! I think I used to know how to make these at some point ... anway. Something about the walls surrounding the level bothers me. I think it's the lack of perspective on the bricks. Other than that Hand Thumbs Up Right
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sirleto
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« Reply #13 on: March 25, 2013, 12:28:11 PM »

nah, i find the walls fine!

yes, they are totally wrong - if you really look at them. but with the current coloring its good that they are not that perspectively correct ... they just look decorative (instead of realistic).

i guess for me the game would even work well without the outer walls
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Max_Marozaw
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« Reply #14 on: March 31, 2013, 10:01:11 AM »

Many thanks to everybody for comments!
Something about the walls surrounding the level bothers me. I think it's the lack of perspective on the bricks.
Yes. Such broken perspective is implemented intentionally. I just didn't want to make direct topdown view but at the same time I wanted to keep level map were easy read.


Some progress report:

- 34 levels completed
- High Scores table for arcade mode is implemented
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Max_Marozaw
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« Reply #15 on: April 28, 2013, 05:32:19 AM »

Hi all,

Pre-release beta version of Binary Maze is available now for download.

Windows version:
Download from Dropbox
Download from indieDB

Mac version (not tested):
Download from Dropbox
Download from indieDB

Changes:
  • Three worlds are available now
  • Tiles for World3 added
  • Music for World3 levels added
  • No more timer in Normal mode. If you need a real retro-hardcore try Arcade mode!
  • New animations
  • Possibility to skip levels
  • Scores table for Arcade mode added


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Max_Marozaw
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« Reply #16 on: April 30, 2013, 07:38:45 AM »

Coming May 6, 2013
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Udderdude
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« Reply #17 on: April 30, 2013, 08:08:32 AM »

I tried out the beta.  I really wish the characters felt more responsive .. they accelerate really slowly for no apparent reason, and they seem to get stuck on the edges of walls easily.

Do the enemies have any sort of pattern?  The blue ones just seemed to move around randomly.  If they are random, I highly suggest changing it and giving them a fixed movement pattern, so the player doesn't get frustrated by not being able to predict enemy movements.

Is there an option to turn on smoothing?  It would really help with the pixel scaling issues the game has ..

The music is pretty simple and kind of cheezy to be honest, I'd try and get something a bit more interesting.
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Max_Marozaw
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« Reply #18 on: April 30, 2013, 09:09:00 AM »

I tried out the beta.  I really wish the characters felt more responsive .. they accelerate really slowly for no apparent reason, and they seem to get stuck on the edges of walls easily.

Do the enemies have any sort of pattern?  The blue ones just seemed to move around randomly.  If they are random, I highly suggest changing it and giving them a fixed movement pattern, so the player doesn't get frustrated by not being able to predict enemy movements.

Is there an option to turn on smoothing?  It would really help with the pixel scaling issues the game has ..

The music is pretty simple and kind of cheezy to be honest, I'd try and get something a bit more interesting.
Thanks for the comment!

Pixel scales issue appears mostly due to mistmach of screen resolution supported by your monitor and resolution in game.
Please, can you say me resolution of your screen and OS?
If you have troubles with pixel scaling the workaround is to play in window mode.

All three enemies have different behaviors:
Red change direction only if face a wall
Blue randomly change it direction
Spider fastly move to player if he/her is near
You need to pay just a little more attention to enemies if you do not want to be catched.

I'm realy did not catch how you stucking on the wall edges. I will be realy appreteate if you can describe this more detailed or if it is possible record a video (e.g. with fraps).

Music is mine Smiley My first steps in chiptune and I'm really satisfied with it. And have no any funds to buy other on the side.

« Last Edit: April 30, 2013, 09:45:46 AM by Max_Marozaw » Logged

Udderdude
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« Reply #19 on: April 30, 2013, 10:15:55 AM »

Pixel scales issue appears mostly due to mistmach of screen resolution supported by your monitor and resolution in game.
Please, can you say me resolution of your screen and OS?
If you have troubles with pixel scaling the workaround is to play in window mode.

I'm running at 1280x800.  I tried playing in Windowed mode, but I found it was more difficult to see ..

Blue randomly change it direction

Yeah, I'd suggest changing that.

I'm realy did not catch how you stucking on the wall edges. I will be realy appreteate if you can describe this more detailed or if it is possible record a video (e.g. with fraps).

It's not so much getting stuck but a combination of the slow acceleration rate and the large character hitbox for colliding with the walls.
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