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TIGSource ForumsCommunityDevLogsI Am The Bomb (devlog)
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Netsu
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« on: May 04, 2013, 08:05:20 AM »

EDIT

The game now also has a feedback topic with a playable version inside:
http://forums.tigsource.com/index.php?topic=33421.0

/EDIT

So I've been working on this game for a while now, mostly for fun. I'm not entirely sure what will come out of it but for now it's an arcade platformer/shooter. Grab coins to extend your life timer, when the timer runs out or you touch an enemy - you die.



« Last Edit: March 14, 2014, 06:30:48 AM by Netsu » Logged

Udderdude
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« Reply #1 on: May 04, 2013, 08:58:43 AM »

With a name like that, I expected you to explode when you die, killing enemies for more points .. and you only have so many lives to clear the level.  So if you die prematurely (before the timer expires) too many times, game over.
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poe
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« Reply #2 on: May 04, 2013, 09:05:48 AM »

With a name like that, I expected you to explode when you die, killing enemies for more points .. and you only have so many lives to clear the level.  So if you die prematurely (before the timer expires) too many times, game over.

Exactly what came to mind for me as well.
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siskavard
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« Reply #3 on: May 04, 2013, 09:20:03 AM »

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Netsu
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« Reply #4 on: May 04, 2013, 09:35:55 AM »

Yep, you'll blow up when you die. I want this to have some kind of endless gameplay though. Initially I thought that the amount of time you survive would be your final score. But then then fact that you explode has no impact - you are dead anyway.

Scoring points by killing enemies might indeed be a better idea, then you'd want to stay alive as long as possible (by gathering coins/energy cores/whatever) while shooting enemies at the same time and then, when you know you can't hold off the explosion any longer, you can try to take as many with you as possible.
How does that sound?
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Udderdude
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« Reply #5 on: May 04, 2013, 09:53:39 AM »

Yep, you'll blow up when you die. I want this to have some kind of endless gameplay though. Initially I thought that the amount of time you survive would be your final score. But then then fact that you explode has no impact - you are dead anyway.

Scoring points by killing enemies might indeed be a better idea, then you'd want to stay alive as long as possible (by gathering coins/energy cores/whatever) while shooting enemies at the same time and then, when you know you can't hold off the explosion any longer, you can try to take as many with you as possible.
How does that sound?

Sounds good.
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Netsu
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« Reply #6 on: May 05, 2013, 04:45:33 AM »

Worked on the explosion animation today.

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Udderdude
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« Reply #7 on: May 05, 2013, 04:58:50 AM »

Boom .. WTF
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« Reply #8 on: May 05, 2013, 12:15:03 PM »

You could add a second kind of coin that only increases the size of your final explosion. That way players have to try to find a balance between increasing the number of enemies they destroy at the end and replenishing their life timer.
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Netsu
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« Reply #9 on: May 05, 2013, 12:23:50 PM »

Hm, thanks, not a bad idea. I think it could work better as a temporary powerup though - you become supercharged for a short period of time and if you detonate while supercharged the explosion is bigger.
I will probably be adding more weapons, powerups, enemies and levels over time, but for now I want to make this into a complete minimal game.
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Polyphonic Entity
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« Reply #10 on: May 06, 2013, 10:02:38 AM »

I like the working title, maybe you should keep it  Grin
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Netsu
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« Reply #11 on: May 06, 2013, 01:16:51 PM »

Thanks, I probably will because I have nothing better in mind Smiley
Here's some progress on shooting effects, particles and recoil:

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Udderdude
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« Reply #12 on: May 06, 2013, 01:32:14 PM »

It's dark q-bert shooting from his snout with his legs chopped off .. :3
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Whiteclaws
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« Reply #13 on: May 06, 2013, 03:35:21 PM »

Caution : this post contains puns that may (Will) be harmful or fatal . Keep out of reach of hobos , children and fat clows !

The art looks WICKED Sick

I would love to have you onboard for my next game ...

I guess i'll need to ...


Cheers !

P.S. This post took 5;48;01;095 mins to make ...
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Netsu
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« Reply #14 on: May 07, 2013, 12:51:57 PM »

It's dark q-bert shooting from his snout with his legs chopped off .. :3

Good thing I haven't played that, would probably be unable to unsee. Maybe after I finish the basic gameplay I'll try to model a proper animated character.

The art looks WICKED Sick

I would love to have you onboard for my next game ...

I doubt you're serious, but thanks anyway Wink It's just programmer art made out of basic shapes and some particle effects.


Here is today's progress, animations for picking up a thingie and for dying from touching an enemy:
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Whiteclaws
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« Reply #15 on: May 07, 2013, 01:06:09 PM »

Quote
Quote from: NoName?Dealwithit!
The art looks WICKED Sick

I would love to have you onboard for my next game ...

It's just programmer art made out of basic shapes and some particle effects.


I suck  Cry
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Netsu
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« Reply #16 on: May 07, 2013, 01:39:56 PM »



Here's a cool tutorial on particle effects Smiley
http://howto.wired.com/wiki/Make_a_Particle_Explosion_Effect
Once you get a hang of how particles work you can do a lot by experimenting with them.
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Whiteclaws
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« Reply #17 on: May 07, 2013, 03:47:58 PM »

oh , you are using unity or somthin' ?

I thought that's why I had an artist Smiley
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Netsu
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« Reply #18 on: May 07, 2013, 10:06:39 PM »

Yep, it's Unity. But the same principles apply to other technologies. I put a lot of similar effects in my previous game which was OpenGL and 2D.
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Netsu
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« Reply #19 on: May 11, 2013, 12:25:40 PM »

Finally got the HUD and menus functional.
Also added subtle effects for walljumping and landing and tweaked the explosion animation:

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