keoni29
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« on: March 11, 2012, 06:30:08 AM » |
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MicroShooter [instert logo here] ScreenshotConcept art: Description:MicroShooter is a 2d sidescrolling shooter with a very low resolution inspired by the limits of TI 84+ calculators, but with the smooth gameplay of a modern indie game. Download V0.0.3 http://updo.nl/file/acdef8ed.zipControls:Arrow keys X Z F1(debug feature) Drag the mouse to move yout character around (debug feature) Graphics, music and code all creative commons.
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« Last Edit: May 19, 2013, 10:42:13 AM by keoni29 »
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Udderdude
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« Reply #1 on: March 11, 2012, 07:21:49 AM » |
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Controls made me feel like I was playing on a slip-and slide and all the walls were made of rubber .. >_>
Also you may want to make the enemies actually try and kill you before you bother to upload a playtest version.
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keoni29
Level 1
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« Reply #2 on: March 11, 2012, 07:53:32 AM » |
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Controls made me feel like I was playing on a slip-and slide and all the walls were made of rubber .. >_>
Also you may want to make the enemies actually try and kill you before you bother to upload a playtest version.
This is just a demo for those interested in testing the controlls. I started this project last friday. I'll upload a new version tonight with some tweaks on the movement and the enemies.
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ezuk
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« Reply #3 on: March 11, 2012, 10:01:12 AM » |
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I gave this a try since I'm a sucker for low res graphics. Bouncing off the platforms and walls (especially in mid-jump) made this hard to control. The slow deceleration also made it hard to control and avoid enemies. If you're going to keep either of these features, maybe you could give more space to run or jump around in, especially at first, to give the player more of a chance.
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"All styles are good except for the tiresome kind." - Voltaire
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keoni29
Level 1
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« Reply #4 on: March 11, 2012, 10:10:14 AM » |
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I gave this a try since I'm a sucker for low res graphics. Bouncing off the platforms and walls (especially in mid-jump) made this hard to control. The slow deceleration also made it hard to control and avoid enemies. If you're going to keep either of these features, maybe you could give more space to run or jump around in, especially at first, to give the player more of a chance.
Indeed. I decided to add more friction and more control over your movements so that you can move easily in a small area. I'm working on it right now so if you have more suggestions: leave a post here In the next version: -More control over your character's movements -Enemies not only chasing you, but also doing damage to you. -Explosions! (who doesn't like them )
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Theophilus
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« Reply #5 on: March 11, 2012, 10:27:02 AM » |
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TI-84+ can't display color... can it?
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Hempuliā½
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« Reply #6 on: March 11, 2012, 10:59:02 AM » |
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TI-84+ can't display color... can it?
TI-84+ displays some fantastic shades of green! I guess I generally don't really care, but I guess I'll return the favour: from your description it seems to be a very very traditional low-res platformer. I don't mind that, but what does it do to stand out?
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keoni29
Level 1
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« Reply #7 on: March 11, 2012, 11:13:53 AM » |
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TI-84+ can't display color... can it?
It ACTUALLY can! Blue is the only color it can display, but that's of course not what you mean. (by increasing the contrast and turning pixels on and off rapidly you can produce what's called "bluescale") I decided not to restrict myself to monochrome graphics although I have seen some very interesting games using monochrome graphics (herocore<3) I'm now working on the health bar and the explosives.
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keoni29
Level 1
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« Reply #8 on: March 12, 2012, 10:25:13 AM » |
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TI-84+ can't display color... can it?
TI-84+ displays some fantastic shades of green! I guess I generally don't really care, but I guess I'll return the favour: from your description it seems to be a very very traditional low-res platformer. I don't mind that, but what does it do to stand out? You'll see I'm now focussing on a working engine for the platform element of this game.
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kamac
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« Reply #9 on: March 12, 2012, 11:39:46 AM » |
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keoni29
Level 1
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« Reply #10 on: March 12, 2012, 02:55:10 PM » |
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The character gets stuck in walls by rare occasion. I have a flawless platform engine lying around somewhere, but it's more metroid-ish and less bouncy rubber miniland-ish.
I have programmed a lot for TI84+ calcs. One of my projects is a chiptune tracker and the other one is a HeroCore port. Calculator fanatics like me often hang out on sites like omnimaga or tiplanet. There are a lot of awesome game designgers and coders over there. This game will be a tribute to all of the great games ever released on this calculator and therefore consists of elements from various calculator games.
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keoni29
Level 1
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« Reply #12 on: April 06, 2012, 03:21:54 AM » |
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Version 0.0.3 http://updo.nl/file/acdef8ed.zipWhat's new? -Multiple rooms and some sort of "doorway" system -Extended level for testing -Cave environment with enhanced sfx and gfx (reverb effect and cave tiles) -Cave music -Fixed some bugs in the movement engine (for the player. Not for the enemie AI yet) -Cool explosion when you die (temporary until I animate the death) -Signposts (floating "!") -Some more stuff I cannot remember New debug feature: Drag your mouse to move the player around
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keoni29
Level 1
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« Reply #13 on: May 21, 2012, 01:07:36 AM » |
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Version pre-0.0.4 http://updo.nl/file/e6ec3bba.zipWhat's new? -Darker color palette in caves -New enemy type -Swimming (still a bit clunky) -Extended test area -Small ajustments to view movement. What's coming up? In version 0.0.4 there will be: Animations for swimming and more realistic swimming engine. Also you will float in water instead of falling trough it.
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keoni29
Level 1
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« Reply #14 on: May 22, 2012, 03:23:17 AM » |
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Titlescreen art. Not sure if I stick to this concept. It's animated
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