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Author Topic: Yamato  (Read 10374 times)
Hangedman
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« on: May 25, 2012, 09:37:59 PM »


PERSONAL GAME MAKE CHALLENGE, COMPLETE!
I made the majority of this game in 3 days. After that time, it was all over bar the shouting, and a ton of polish and bugfixes. I've spent some more time putting the rest of it together. I'm releasing it soon. I hope you like it.

Yamato is a 4-player versus frantic-em-up inspired by Super Crate Box, 0space and Game Game Videogame. It's about ninjas because I think ninjas are pretty cool. It's chaotic and arcadey and 4 players in a giant fun mess.

« Last Edit: November 25, 2012, 06:54:55 PM by Hangedman » Logged

AUST
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BlueSweatshirt
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« Reply #1 on: May 25, 2012, 09:45:50 PM »

Do you care to go mythical?
Kappa, kodama, shishi, tanuki... Ningyo? hehe

Cool idea anyway, I'm anxious to see what you come up with.
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Hangedman
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« Reply #2 on: May 26, 2012, 02:36:07 PM »

I may go tanuki because it's easy. Or just a raccoon! In any case, if I can get the Rooster Ninja right it will be hilarious.

First day report:
I'm on my way with the art. The mechanics are mostly done so I can shelve them momentarily while I make the game look better! I am right now just reworking my old sprites. But I'm probably going to clean them up even more.

Orange - Fox:


Blue - Koi:
« Last Edit: May 26, 2012, 04:38:07 PM by Hangedman » Logged

AUST
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Hangedman
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« Reply #3 on: May 26, 2012, 04:38:50 PM »

Powerups/abilities! Guess what they are if you can.


Green - Raccoon


OP updated! Still need suggestions about control schemes!
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AUST
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Inanimate
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« Reply #4 on: May 26, 2012, 04:49:25 PM »

Firebreath, Windmill shuriken, decoy, teleportation, speed?
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Hangedman
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« Reply #5 on: May 26, 2012, 06:36:44 PM »

Give that man a cigar!

Making a tiny rooster is proving incredibly difficult. Also I'm going to try to deviate from my old sprites by making them taller and more defined.

Anyway, a bit more about the game: single-screen deathmatch with quick respawns in random locations around the map. Kunai flying in all directions. The basic concept is this: Scrolls are score. Fight for scrolls. A couple appear at once in different locations. Can't collect scrolls if you're dead. Each scroll collected gives you a random ability, and you can only use an ability once. Collect another scroll to gain another ability to use. Collect a ton, win. Right now the number is 44. But that may be too many. We'll see how I tweak it as I go on!
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« Reply #6 on: May 26, 2012, 06:38:56 PM »

At this point it would probably be easier to just make the sprites bigger...
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Hangedman
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« Reply #7 on: May 26, 2012, 07:10:54 PM »

Perhaps, but that would double my game resolution and due to a fun quirk of Construct I wouldn't be able to test it properly on my laptop of lower resolution.

Plus, I can just double it later.

Rooster! Sort of.

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AUST
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« Reply #8 on: May 26, 2012, 07:30:19 PM »

Twinstick (LS Move, RS 8dir shoot)

Nifty little sprites, btw. Hand Thumbs Up Right

edit:
Interesting concept too... How will it turn out, I wonder?
« Last Edit: May 26, 2012, 07:35:23 PM by Nonsuch Games » Logged
Hangedman
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« Reply #9 on: May 26, 2012, 07:55:53 PM »

Thanks for the input!

I'm currently wrestling with Construct's inability to do easy fullscreen.
We'll see how this bears out, because it's going to be important...
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AUST
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Hangedman
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« Reply #10 on: May 26, 2012, 08:26:20 PM »

Ok um I've tried every single possible solution from the Construct forums (4 so far) for making smooth fullscreen upscaling and absolutely none of them work and there's no easy letterboxing method.

So that's a thing I'll have to address since it directly affects the resolution of my game art.

So tomorrow: More art (hopefully) and the last of the mechanics: scrolls and powers.
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« Reply #11 on: May 26, 2012, 08:51:39 PM »

Wahey!

Um.

Twinsticks.
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Hangedman
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« Reply #12 on: May 27, 2012, 05:36:38 AM »

Solved my resolution problem with Construct!
Make the game widescreen and just shrink the window size to 4:3 when needed and center it about an object.

My game is now 1024x768/1366x768! You can tell what is happening! Sprites are 32x!

Twinsticks is running away with it... I'm trying to think of a way to make it so you can't just spam by rolling the stick about, because you have limited shots per time and being able to spam would probably just get people killed.
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« Reply #13 on: May 27, 2012, 05:43:58 AM »

LS to move and RS to shoot, slingshot style? Pull the stick in any direction to aim, then release to shoot. Move it back to the center to cancel the shot.
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Hangedman
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« Reply #14 on: May 27, 2012, 05:57:57 AM »

Actually, that's a neat idea! I'll try throwing it in and see how it goes.

Platforming has been tweaked and retweaked and feels good. Still floaty, but that's not such a bad thing. Now I'm going to tackle art so I'll have something to show.

It's GUI time!
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« Reply #15 on: May 27, 2012, 06:54:38 AM »

Labchirp and Freesound?   Cry
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Hangedman
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« Reply #16 on: May 27, 2012, 07:16:05 AM »

I'm in a huuuuuuge hurry! The hugest.

If you can help I'd absolutely love it, but I didn't want to try to nail you down for a short short deadline. If you're up for it anyway, hit me on Skype and we'll talk Grin
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Hangedman
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« Reply #17 on: May 27, 2012, 07:26:06 AM »

Working fast!

Got the new twinstick method in, the slingshot, and it's a hell of a lot of fun, so it should do nicely!

Shined up my font and made it nice colours for the 4 player UIs.

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« Reply #18 on: May 27, 2012, 07:28:59 AM »

Got the new twinstick method in, the slingshot, and it's a hell of a lot of fun, so it should do nicely!

Got the idea from Ape Escape. The designers really took advantage of the new(at the time) PS1 Dualshock analog controlers. Wink
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Hangedman
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« Reply #19 on: May 27, 2012, 08:52:07 AM »

Now have the option to switch between twinstick and abxy shoots.
Now have sound and music thanks to the lovely and talented Jack Menhorn.
Now have attacks that look like kunai instead of lasers.

Time to break for lunch!



Doesn't look like much yet, but stay with me. We do good work!
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AUST
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There but for the grace of unfathomably complex math go I
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