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Author Topic: Replicus  (Read 8304 times)
retrohelix
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« on: May 31, 2012, 11:46:44 AM »



Engine: Stencyl
Date started: 31st May 2012
Release date: 31st July 2012 (Newgrounds Game Jam)

Videos:






Devlog #3 - adding an enemy & projectile
charge time

Devlog #4 - new tileset, new assets

Demos:
Minor bugs
Checkpoint/saving

Screenshots:

Judging by the quality of games in this section of the forum, I really wasn't sure if my little game was worth posting a devlog for. I'm going to go ahead anyway, I think it'll be interesting to log my progress.

I'm using Stencyl to develop a platformer for the Newgrounds/Stencyl game jam, I'm not a real progammer just yet (currently starting out in python) so it at least lets me prototype my ideas using only my logic. May be worth noting that I'm using only my own "behaviours" and code unlike many other Stencyl games.  

Replicus is a puzzle-platformer and I'd like to think it's different from most others developed for Flash, but I'll have to wait and see what people think. I've got some interesting gameplay elements I have pseudo coded already, they just await implementation. So far, I've got some pretty smooth movement and all the animation states working properly. The aiming of the weapon is metroid stylee, and I think it feels pretty good on the keyboard (A & D: move left and right, W & S aim up and down). Lastly, the first implentation of a "smooth camera" is working pretty well.






« Last Edit: July 31, 2012, 03:05:42 PM by retrohelix » Logged
Claw
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« Reply #1 on: May 31, 2012, 01:32:25 PM »

Looks cool, liking the environment tiles + colours so far  SmileyHand Thumbs Up Right

I'm interested to see the robot dude move around (+ shoot?)
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yuotta
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« Reply #2 on: May 31, 2012, 05:24:37 PM »

Looks very cool! can't wait to see gameplay
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Windybeard
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« Reply #3 on: May 31, 2012, 05:43:24 PM »

Looks awesomely Metroidy! The ingredient........  Screamy
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retrohelix
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« Reply #4 on: June 02, 2012, 08:38:12 AM »

No magic ingredient this time, but a short video of the game actually working.





That part where the camera switches up to that other character is purely for testing - now I know it works pretty smoothly I can get to work on the next part. The "RPG-d".

*edit, for some reason, YouTube has saturated the colour...
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retrohelix
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« Reply #5 on: June 02, 2012, 08:46:29 AM »

Looks cool, liking the environment tiles + colours so far  SmileyHand Thumbs Up Right

I'm interested to see the robot dude move around (+ shoot?)

Thanks! The animation isn't the best I could have done, but I'll actually get around to "spriting" it if I have enough time at the end.

Looks very cool! can't wait to see gameplay

Proper gameplay should be coming in the next video!

Looks awesomely Metroidy! The ingredient........  Screamy

I don't wanna build it up too much incase people finally see it and they ask "is that it?". Fingers crossed -_-

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Claw
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« Reply #6 on: June 02, 2012, 09:05:58 AM »

I think the animation is looking very nice, using bones/joints of some kind? All seems to be working together well - looking forward to seeing gameplay :D
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retrohelix
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« Reply #7 on: June 02, 2012, 09:17:56 AM »

Cheers Smiley The torso and legs are all one animation and the arm is updating its position to the x/y (+ an offset) of the body, so not really a "joint", but it seems to work without any problems. Looking at Intrusion 2's use of joints in Box2D is really inspiring though, I may give them a go.
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Superb Joe
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« Reply #8 on: June 02, 2012, 10:08:29 AM »

might i suggest you play the smash hit video game "earnest evans" to get some idea of how to harness the full potential of this kind of animation
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retrohelix
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« Reply #9 on: June 02, 2012, 03:11:18 PM »

might i suggest you play the smash hit video game "earnest evans" to get some idea of how to harness the full potential of this kind of animation

Hahaha, just youtube'd. Although not the gimmick I was initially going for, that actually looks superb - in it's own weird kind of way. Apart from the frantic whipping of mech lobsters, I think that's something along the lines of what I am going to end up with. Thanks for sharing!
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Son of Bryce
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« Reply #10 on: June 02, 2012, 05:10:01 PM »

Lookin good!
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retrohelix
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« Reply #11 on: June 03, 2012, 11:14:14 AM »

*cue disappointment*





Everything needs smoothing out, and the tileset & bg redone completely.
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retrohelix
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« Reply #12 on: June 03, 2012, 06:31:32 PM »

I can imagine some of you will find bugs, but here is the latest build in a playable state (there's just no "game" yet):

http://www.newgrounds.com/dump/item/07d0b05a3efa65d98c200c670a60bd46

A & D - left & right
W & S - aim up & down
J - jump
K - shoot
Q - change weapon
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Franklin's Ghost
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« Reply #13 on: June 04, 2012, 06:49:23 PM »

Interesting game mechanic and weapon choice with that rocket-propelled doppelgänger Smiley
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retrohelix
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« Reply #14 on: June 04, 2012, 08:10:55 PM »

Thanks Smiley What do you think about the controls? I'm comfortable with how they are but I'm open to ideas.

Recently completed:
- velocity of doppel-rocket is determined by how long "shoot" is held down (a meter will implemented into either a HUD or just above the player)
- rocket-trails

TODO (or not to do?):
New mammoth-portion tileset
New background and parallax elements
2 more weapons
Hologram-man needs a weapon (probably a pistol)
Enemies and AI (joy)
The first level
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DustyDrake
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« Reply #15 on: June 04, 2012, 08:40:25 PM »

How does a hologram attack?
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retrohelix
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« Reply #16 on: June 04, 2012, 09:06:34 PM »

haha, you're right. I've drawn up some of the levels and it's starting to look like he doesn't really need to shoot anything. but I guess he can already collide with the ground so that's enough of a fallacy to warrant shooting things.
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retrohelix
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« Reply #17 on: June 05, 2012, 02:06:17 PM »

Video #3 -

. AI needs a lot of work.

very close to being able to start work on the first level, but at the same time very close to giving up. need to create & replace current tileset, more enemies, script puzzles...
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DustyDrake
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« Reply #18 on: June 05, 2012, 02:15:53 PM »

I guess he can already collide with the ground so that's enough of a fallacy to warrant shooting things.
That's a simulation that can be controlled entirely by a hologram though.

Colliding with the buttons how ever is not and is making my head hurt just thinking about it.
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retrohelix
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« Reply #19 on: June 05, 2012, 02:23:49 PM »

alright -_-

he's no longer a hologram, but an exact physical replica.
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