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TIGSource ForumsCommunityDevLogsverigan's revenge (u2d time based beat em up) (inspired by Double dragon + MS)
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Author Topic: verigan's revenge (u2d time based beat em up) (inspired by Double dragon + MS)  (Read 11907 times)
Connor
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« on: January 22, 2015, 10:21:54 PM »

hey there! this is probably not the first time you guys have seen me on here but for the people who haven't here's a bit about

me and Firearrow Games.

My name is connor. I am a frequenter of these forums and the founder and game design lead for Firearrow Games, a small indie

team I have created. On my team is me, a pair of c+ coders (not really working on this project.), a voice actor (also not

participating in this one), a pair of artists, 3 idea guys, as I like to call them, and (sometimes) a composer. We do not often

make payed games, and 90% of the projects you end up seeing by us are 100% free. This one will be 6$, probably, but you get the idea.

So, yeah. Verigan's revenge is a game that has been in development for a while now. Its going to be a 2D side scrolling beat

em up
along the veins of Double Dragon and Metal Slug 2, two of my favorite games from my childhood. I originally started on

this project completely solo, with minimal help from a composer who happens to be a fan of my stuff (hi Denzel.). As time went

by, I picked up a pair of artists (kitt and pudd as they are commonly known by the team) and they have started redoing

LITERALLY EVERYTHING. We have started overhauling the game, and it seems to be taking a completely different path than what i

had originally expected, in a very good way. I cant ask you guys to stick around, but to all of you who do, welcome to the

world of Verigan's Revenge!
(too much bold? maybe?)  
Just redoing this now with new info, here's some sorta old stuff.
Quote
verigans revenge is a sidescrolling beat em up inspired by classic beat em ups i used to play in arcades like the original street fighter games and streets of rage, with less awesome art, sadly. the game itself has little to no story line, and it drops you straight into the action.

the game currently has one player:

and 3 different enemy types, with a fourth MAYBE coming in the future:





the game itself currently has 4 stages in working condition and a fifth on the way. the stages are all timed, with 3 or 4 minutes each stage.
the stages that are currently completed are:

outdoors/city:


indoors:


industrial:


and the beach area:



this particular project will probably be a paid project on the humble store and maybe gog.com at 2.99$. it will probably be the second project i have ever sold and im not entirely sure if it will do well, but i hope it does.

awright, now that you all have read that huge list, enjoy the devlog!

peace!

Download the current testing build here!:
https://www.dropbox.com/s/vm93ol735ir8ho4/verigans%20revenge%20build%208%20fighter%20controls.exe?dl=0

« Last Edit: March 30, 2016, 05:18:52 PM by Connor » Logged

Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #1 on: January 23, 2015, 04:32:35 PM »

Day 2:

worked on fencing that can be seen in game. here's a picture of how it looks right now.


probably going to mess with it a bit more, but id like some input on how to make it look better :L

also made a small clip of how the character and all the sprites currently in the game look in action, so here's that: https://www.youtube.com/watch?v=I8oyEdidxNc&feature=youtu.be
« Last Edit: January 23, 2015, 04:39:08 PM by Connor » Logged

Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #2 on: January 24, 2015, 10:34:56 PM »

day 3:
worked on getting punching done and getting enemies into the game. here's the gif of the punching animation.


i also worked on making barrels and experimented with the depth of objects. heres a picture of aforementioned barrel Tongue


oh yeah, we also have the composer making music again for the game, so we will be getting suitably beat-em-up-y music! ill probably share that once it comes around.

alright, that's about it from me! ill see you all tomorrow! :L
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #3 on: January 25, 2015, 05:42:04 PM »

Day 4: took it easy today, so i didnt get much done, ill be working on verigans recenge once i get to moms.
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #4 on: January 26, 2015, 05:31:23 PM »

day 5:
ok, so something going on with my enemy movement speed. i set it to something stupidly low like 3, but it goes way too fast without obeying its speed. help?
heres a glitchy video i made for the enemy flood in it, but it pictures the speed perfectly. halp?

https://www.youtube.com/watch?v=TSXvyNzR-1Q&feature=youtu.be

in other news, i made a set of stall objects that have different coloured products, which im sorta proud of. here's a picture of that!





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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
barley
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« Reply #5 on: January 27, 2015, 01:06:31 AM »

You might be applying the full speed every frame, instead of doing it over time.
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marcgfx
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« Reply #6 on: January 27, 2015, 01:30:26 AM »

hi connor,
barley is most likely right. you must use physics to get things right Wink or you need a fixed framerate. the travelling distance is time*speed. so if your last frame lasted 0.05 seconds and your speed is 3px per second, you would have travelled 0.15px.

as you mentioned you are trying to improve your art skills: I think you need to try and go for the full body punch (not just moving one arm). It's more challenging but also way more rewarding.
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Connor
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« Reply #7 on: January 27, 2015, 01:56:42 PM »

Thanks guys, ill definitely try working at a full body punch, i wasnt very happy with the current one anyways, and ill try what barley suggested. Thanks ^^
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #8 on: January 28, 2015, 07:56:10 AM »

how about something more like... this?
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BananasGoMoo
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« Reply #9 on: January 28, 2015, 09:25:13 AM »

I think it would look better if you rotated the body as he punched (see this , this sprite sheet for an example)

also his legs look strange not moving while he punches.
« Last Edit: January 28, 2015, 09:31:41 AM by BananasGoMoo » Logged
Connor
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« Reply #10 on: January 28, 2015, 11:08:05 AM »

yah, ill admit the legs do look a bit odd. ill keep working at it. Tongue i dont typically spend too much time on animation, so you guys have to bear with me, as im not all that good at it. Tongue

also: im at school as i write this and i dont have access to the sprites at the moment, so ill get to work around 3pm.
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #11 on: January 28, 2015, 04:27:37 PM »

Day 6:

alright, so by now im pretty sure i cant sprite a character that turns while punching for the life of me. its a little over my head Tongue

edit: got the leg movement added into the animation, how about something like this?


also, you guys did it! the enemy movement speed has been fixed :D!

https://www.youtube.com/watch?v=aGjrV8fh3Cs&feature=youtu.be
« Last Edit: January 29, 2015, 01:27:26 PM by Connor » Logged

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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
BananasGoMoo
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« Reply #12 on: January 28, 2015, 05:02:48 PM »

its looking better Smiley

i thing one strange thing with it is the fact that the guy seems to have no elbows lol. Maybe finding a tutorial would help? I can't exactly help too much since I can't do sprites either.
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Connor
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« Reply #13 on: January 28, 2015, 05:05:14 PM »

haha, thanks ^^ the elbows thing i might be able to remedy ^^

also, the character turning thing is also a bit lazy on my part as i have no idea what he would look like from the back and i would need to completely change the characters model itself in order to have him to one side, and then backwards, so its a massive hassle Tongue if you guys want, i can still do it, i just dont know how well it would be done.

Edit: it looks like the elbows thing might be a hassle too haha,


also: blockades... maybe.
« Last Edit: January 28, 2015, 05:30:38 PM by Connor » Logged

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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #14 on: January 29, 2015, 10:13:29 AM »

day 7:


just a crate for you guys while i sit in my coding class bored out of my mind.

another issue  Waaagh! , whenever i kill an enemy, it seems the entire group disappears. i didnt set anything to make it do this and in fact i specifically watched so it didnt do that to begin with. halp, again
« Last Edit: January 29, 2015, 01:28:22 PM by Connor » Logged

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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #15 on: January 30, 2015, 08:20:58 PM »

Day 8: didnt get much done today, covered in homework, amongst other things. Sorry :< ill be sure to get back to work around 4 tomorrow as im actually going skiing from like 11am to 3pm. Cant skip lessons ^_^
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #16 on: February 03, 2015, 12:43:57 PM »

day 12: experimented with lights flickering and stuff, and came up with this set of lights.

quite pretty isnt it?

Also made an updated blockade, a bit more stylish if i do say so myself.


« Last Edit: February 03, 2015, 08:27:10 PM by Connor » Logged

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blitzkampfer:
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Connor
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« Reply #17 on: February 04, 2015, 05:42:36 PM »

day 13:
hey guys! we have a sample now for some of the music in verigans revenge!
heres that:
https://www.youtube.com/watch?v=40On5Wgszr4&feature=youtu.be
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oahda
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« Reply #18 on: February 05, 2015, 04:09:44 AM »

I'd say the green light conveys flickering especially well. The orange one might be a bit too systematic to feel like flickering and more like an intentionally programmed Christmas light. It's hard to see the flickering in the yellow one at all – maybe you should flicker it with darker pixels rather than brighter ones.

Did you fix the enemy group disappearance thing? I haven't used GM in many years but I seem to be vaguely remembering there being some sort of options to destroy all objects of the same type rather than a specific one, so maybe you're accidentally doing that.

I keep reading this thread as "Vegan's revenge" but then there's killing apparently so that's not it. Sad
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Connor
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« Reply #19 on: February 05, 2015, 08:54:14 AM »

yah, i see what you mean about the yellow and orange lights, ill try to make them a bit more random.

the group disappearance thing is still there. its weird, as i set the kill script to kill self and not object, so it shouldn't do the killing of groups. the only thing i can think of that would be the cause is the fact im trying to use life bars on the enemies so they take more hits. maybe that's something?

i laughed at the vegans revenge thing, that would've been pretty awesome, ill admit Tongue
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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