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1075886 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:56:57 PM
TIGSource ForumsFeedbackDevLogsG581G
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Author Topic: G581G  (Read 1562 times)
Jeviny
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« on: September 17, 2013, 11:24:00 PM »

Hello.
This has been the project my team has been working on recently.

It's called G581G, it's a Sci-Fi themed platformer.

I'm the guy doing the programming, art, and half of the central design.
I have my friend doing the writing/storyline.
I also have Daan Dobber doing the music, you can find his SoundCloud page here.

There are 3 gamemodes:
  • Story Mode: This is where the true gameplay and plotline is at. Should be self-explanatory.
  • Adventure Mode: In here you can play levels made by others!
  • Level Editor Mode: Build levels!

Anyways, here's the title screen:


Here's what the game itself looks like. No mobs or entities in the level yet:


Here's what the level editor looks like as of now (Note, the textures of the inventory bar have been replaced):


Your main weapon is a potato gun, I should also add.

Feedback would be wonderful!
- Jev.
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0x0961h
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Quantum Demon


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« Reply #1 on: September 17, 2013, 11:42:18 PM »

What will the story be about?
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Jeviny
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« Reply #2 on: September 17, 2013, 11:50:40 PM »

Oh darn, I forgot to paste in the storyline.

Here it is:
"You are Crewman #392 on the
Starstation Chiron, orbiting the soon-to-be Interstellar Federation's
colony on G581g. You awake one morning to find the Station in ruins,
with almost no signs of life. It is your duty as a Crewman of the
Interstellar Federation to find any survivors, scavenge for supplies and
learn the fate of the station and ultimately restore order so that
the colonization may continue."

Hopefully people get the reference on what the name is from. It's actually a recently discovered earth-like planet.
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0x0961h
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Quantum Demon


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« Reply #3 on: September 18, 2013, 12:20:45 AM »

Sounds solid.

Speaking of feedback: do you plan to make title screen background dynamic? 'cause it'll be perfect if it's moving, changing colors or something like this. Maybe even making some sort of visual feedback for mouse position (e.g. light is following).
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« Reply #4 on: September 18, 2013, 12:30:42 AM »

It is your duty as a Crewman of the
Interstellar Federation to find any survivors, scavenge for supplies and
learn the fate of the station and ultimately restore order so that
the colonization may continue.

I thought of Kryten from Red Dwarf but I'm probably wrong, does sound like him though Screamy

Looks nice, you have enemies planned? I'd like to see what you come up with Smiley Following! Gomez
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Jeviny
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« Reply #5 on: September 18, 2013, 01:05:46 AM »

Actually, this is my second time re-writing the engine.

In the last version of the game, the background did move!

Note, back then the game was called Pixel-Space.
Looked something like this:


Surprisingly, the writer for the game is a big Red Dwarf fan, so that was probably a reference!

Right now I have a few hazards planned, but for enemies, I only have concept art for a slime-y cube thingy. If I can ever translate the design files to English I'll scan the papers and upload them.

I think I might go for a more hazard-based system, it depends. One issue is dealing with how I'll make the sprites. Most of the sprites (NOT the textures) will depend on the NES color palette.

- Jev.

Also, I got the game on IndieDB!

« Last Edit: November 18, 2013, 11:31:22 PM by Jeviny » Logged

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karlozalb
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« Reply #6 on: September 18, 2013, 01:42:19 AM »

Hey! I've seen this in javagaming too Beer!
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Jeviny
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« Reply #7 on: September 18, 2013, 01:57:38 AM »

Ah, hello Gongalf!
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0x0961h
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Quantum Demon


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« Reply #8 on: September 18, 2013, 02:02:19 AM »

So many Java developers in one thread. Gentleman

By the way, what library do you use for your engine?
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Jeviny
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« Reply #9 on: September 18, 2013, 02:20:19 AM »

I'm trying to get TinySound working for the sound, and well, well,

I'm using Graphics2D for the rendering. (Yep, kill me now)

The collision, physics, and everything else is all from me.
« Last Edit: September 18, 2013, 02:35:39 AM by Jeviny » Logged

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karlozalb
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« Reply #10 on: September 18, 2013, 03:41:22 AM »

Ah, hello Gongalf!

Hey! I'm not gongalf, i'm his partner (the other coder of the team Tongue) but hello anyway and keep up the good work!
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Jeviny
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« Reply #11 on: September 18, 2013, 08:00:24 AM »

Ah, I see. Thanks!

Also, I made some new textures today!

They look a bit Fez-like!



- Jev.
« Last Edit: September 18, 2013, 05:14:52 PM by Jeviny » Logged

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Jeviny
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« Reply #12 on: September 18, 2013, 05:44:24 PM »

So I just added a new trampoline-jumping mechanic!

Here's a gameplay video demonstrating it!
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Jeviny
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« Reply #13 on: September 22, 2013, 04:29:46 AM »

The Potato Gun has arrived!

Here's a photo of what the sprite for it looks like:


Here's a video of it in action: http://www.youtube.com/watch?v=u5nsPQ3k5sY

- Jev.
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« Reply #14 on: September 23, 2013, 01:14:24 AM »

The Potato Gun has arrived!

Here's a video of it in action: http://www.youtube.com/watch?v=u5nsPQ3k5sY

It felt like the projectile needed to be a little faster, but then I remembered it was space.
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Jeviny
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« Reply #15 on: September 23, 2013, 02:59:57 AM »

The main mechanic of the game is the "6 timelines",

In certain timelines that bullet won't even show because of how fast it is, and in other timelines it will be as slow as a turtle.

- Jev.
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« Reply #16 on: October 03, 2013, 05:04:17 AM »

The main mechanic of the game is the "6 timelines",

In certain timelines that bullet won't even show because of how fast it is, and in other timelines it will be as slow as a turtle.

- Jev.
Aaaaaaaaaaaaaaaaaaaaaaahhh Giggle
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Jeviny
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« Reply #17 on: November 18, 2013, 11:29:55 PM »

Hello everyone, I'd like to just say this project is not dead.

I have this system of doing everything 3 times, and this is the 3rd time of rewriting the game (reminds you of something? Gomez). I have a new "engine" for the game in development, and I'm trying to port all of the code to that.

On the other side of things, there's a lot of meta stuff going on behind the game, like web things and asset creation. There's also the game design to worry about, which Tom (the co-developer/storyline writer) is helping out with.

The engine is called Fijin, and it's more based for platformers and our personal use, so don't expect any releases. It's still based off of Java2D, and we've decided it's too late to port the game to LWJGL or Slick2D (which is still based off of LWJGL).

Updates of the game will be posted to our website as well, which is undergoing many changes.

- Jev
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0x0961h
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« Reply #18 on: November 19, 2013, 01:27:41 AM »

I have a new "engine" for the game in development, and I'm trying to port all of the code to that.
The engine is called Fijin, and it's more based for platformers and our personal use, so don't expect any releases. It's still based off of Java2D, and we've decided it's too late to port the game to LWJGL or Slick2D (which is still based off of LWJGL).
So, you've fallen into "develop engine, not game" pit... If you're porting code to the new engine, why not try port it to LibGDX (or something similar)? It incapsulates all OpenGL stuff, so all you need to do is to rewrite your render-code (if your code is not a big pile of spaghetti, of course) and... well, that's all. You'll have plenty of time after porting you game to stable engine (that, anyway, gives you freedom to control flow) to actually make game.
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Jeviny
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« Reply #19 on: November 19, 2013, 06:22:21 AM »

The base around the engine is already done and I'm just rewriting physics code and getting the base code for entities finished. I learned quite a bit in the time that I stopped working on the game, and instead of spending an entire week refactoring I just started over again.

I've for sure learned to not fall into the "develop engine/library, not game" cycle. Making libraries or engines for your personal use can turn into a form of procrastination, saying "It saves time in the long run" as an excuse.

I say "It's too late" more as a figure of speech. So far we've not had any problems with Java2D, and we just want to work on the game without thinking about how perfect the rendering code will be. If it works, has good physics, runs at 60FPS when capped, then there's no reason to fix it if it's not broken.

It's the last time I'm rewriting it, and a lot of the code will stay the same. I'm just trying to make things more efficient. The only possible thing getting in the way of development is school, which always comes first Smiley

- Jev
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