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Title: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on April 30, 2010, 09:46:48 PM authors who've finished a game previously may now RE-ENTER THE FRAY and pick another game!
changed the controls from Z and X and escape to X and C and escape! added some rules regarding controls. please see them below "YEAH! WOO! YEAH! Make your selection now." - Action 52 (http://www.superfundungeonrun.com/a51owns.gif) signup here (http://www.superfundungeonrun.com/action52/index.php) first things first... Quote Action 52 is a multicart consisting of 52 individual and original video games, released in 1991 for the Nintendo Entertainment System and in 1993 for the Mega Drive consoles by Active Enterprises (there was also a Super Nintendo Entertainment System version advertised in some magazines, but was never released). It was initially sold for the comparatively high price of US$199 (or "less than $4 for each game"), and became notorious among gamers for the poor quality of its games. Many video game collectors value Action 52 for its notoriety and rarity. thanks wikipedia! paul eres wants me to show this to you. AV(irgi)GN plays this terrible game. (http://www.gametrailers.com/video/angry-video-screwattack/65116) SO WHAT IS ACTION 52 OWNS? ACTION 52 OWNS (tentative title) is going to be two week long jam, consisting of 52 different game developers creating GOOD remakes of each of the 52 games on this terrible cart. we are going to make a GOOD ACTION 52. WHERE CAN I GET THE ORIGINAL ACTION 52? at the risk of being sued and banned, i've provided a copy of the game here (http://www.superfundungeonrun.com/action52.rar). some NES emulators are unable to run the game. find one that does! (i've tested it on NNNester. it doesn't run on FCEU or FCEUX and apparently runs slowly on nestopia) BUT I WANT TO DO CHEETAHMEN cheetahmen has the distinction of being one of the most notorious of the games on this cartridge. as such, it's not simply 'up for grabs.' throughout the course of this thread, people may throw their hats in for the honor of doing this title justice. i will choose someone at my discretion. RULES AND GUIDELINES first and foremost DO NOT MAKE TERRIBLE DEMAKES. these games are terrible enough in their unfiltered, unrefined form, there's no way i want to see these games made even worse with some "HEH KLIK ANE PLAEYE!!!!!"-esque humor. the point of this game jam is to create a resultant game that maintains the integrity of the original game intact, while making some allowances for the sake of gameplay/fun. again, i will repeat: PUT EFFORT INTO THESE REMAKES AND MAKE THEM LEGITIMATELY FUN GAMES TO PLAY (and try your hardest to make them look good too). don't try to make your games funny through stupid means! keep it real! keep it pure. in trying to maintain the essence of the original game, a good rule of thumb is to play at least to the second level, before selecting a game and remaking it. a faq (http://cheetahmen.silius.net/action52n.txt) containing all of the games and their stories might also come in handy! please try to stick to the original stories as much as possible. they are great the game does not have to be a faithful recreation! just keep the spirit of the game alive, somehow! the ingame music should be as similar to the source material as possible. this may mean having to find a musician. there are many talented and fine musicians on these forums, and i'm sure you'll be able to find one that can do a remix of a 10 second ditty (as most of the music in these 52 games tend to be). in terms of graphics, choose your own style, but BE WARNED: i am limiting you to a resolution of 640x480. do whatever it takes to achieve this resolution (up/down-scaling, WHATEVER). if you are including a fullscreen option, please add an option to turn it off (the games are to run natively in windowed mode). if you are going to rip graphics from the game, please either make the effort to enhance them, or find an artist who can. all games should be runnable via an EXE file. that means no "install python then run this batch file" games, and no "drag this to your browser" or anything like that! the games should be runnable by simply executing an EXE file. please only use the following controls: arrows, X and C and escape. all games should feature a menu with a the game's official title (see wikipedia/signup page), a one/two player option (note: it's not required for you to add a two player option), and a "main menu" option that quits the game. the escape key should return the player to the main menu, and pressing escape on the main menu should quit the game. you enter the game by pressing X or C on the main menu. the reason i am making these strict demands is that i want the finish product to seem like a single, cohesive package. i understand that many people are using different programming packages, and that some of your packages will not be able to comply to these standards. if that is the case, i'm sorry but you'll have to sit this one out! anything else goes (this includes collaborations, whatever.) WHERE DO I SIGN UP! i've hacked together a really sloppy signup page here. it requires you to do some simple stuff to your TIGsource profile, but it's nothing too major (and it doesn't steal any information, so relax!) http://www.superfundungeonrun.com/action52/index.php (http://www.superfundungeonrun.com/action52/index.php) if you are having second doubts about doing a project, the only way to remove your reservation of a game is to PM me (http://forums.tigsource.com/index.php?action=pm;sa=send;u=765), or email me at [email protected] (http://mailto:[email protected]). MAKE YOUR SELECTION NOW (and unban superjoe) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ஒழுக்கின்மை (Paul Eres) on April 30, 2010, 10:02:24 PM i chose micro mike
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on April 30, 2010, 10:04:18 PM i'm doing underground. babbys first spelunky? sure.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on April 30, 2010, 10:08:00 PM Yeah, I want IN 8)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on April 30, 2010, 10:12:37 PM AND MY AXE
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Aquin on April 30, 2010, 10:47:41 PM My sig says it all. In a week though? I hope so! :o
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on April 30, 2010, 11:08:18 PM Prepare for a rockin' Sharks remake.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on April 30, 2010, 11:20:24 PM DICKS YES.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 01, 2010, 12:56:23 AM I'm in (I think).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: r.kachowski on May 01, 2010, 01:00:09 AM i want that one, whatever the hell one that is
edit : MADCHESTER INNIT Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 01, 2010, 01:34:22 AM I will try some remixes then.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: smn on May 01, 2010, 01:46:08 AM Reporting in for French Baker. Wohoo!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 01, 2010, 03:56:27 AM For my first game made for this site, I would like to have a go at Shooting Gallery!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 01, 2010, 04:08:46 AM yeah dudes chat me up for some music i want in but cant makes games for shit
music man music call me yeh Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 01, 2010, 04:24:10 AM JMickle, wanna be my music boy? :beg:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 01, 2010, 05:02:32 AM He is the music boy of every game. So am I. I will now proceed making a new version of the intro song.
By the way, I played through cheetahmen now. Fucking hilarious game. After a little bit of research (reading the wikipedia page) I found out theres even a sequel that was never sold anywhere but found in a warehouse. Though it is a single game, it's just as horrible as the original. They didn't even change the music or characters, haha. (http://img87.imageshack.us/img87/9064/aufzeichneng.png) HELLS YEAH! Oh, another thing for musicians, this video might be interesting. http://www.youtube.com/watch?v=PGQAhV8Ga1k Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 01, 2010, 05:26:45 AM I'm IN. Can I have Illuminator?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 01, 2010, 05:57:45 AM JMickle, wanna be my music boy? :beg: yes i do :) what game you gonna do?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 01, 2010, 06:44:05 AM This is going to rock so much! How about we create threads for our games as little devlogs? Something like [Re:Action52] Title of Game
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 01, 2010, 07:07:15 AM (http://l.j-factor.com/gamemaker/meong1.png)
"Board game of strategy and skill. Try to get places from starting line to goal. Watch out for hidden traps. Harder than it sounds." -- Commonplace Book, H.P. Lovecraft Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 01, 2010, 07:42:44 AM This is going to be so awesome, am in. TOWS DAM BUSTERS :panda:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 01, 2010, 07:56:39 AM Trying to get Space Dreamers but it won't work =/
Never mind. BRINGIN' THE SATAN BABY SHOOTAN MAGIC Wait wait wait. What about a flash file? Is that allowed? Or do I have to rejig it into a displayable exe projector type thing? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 01, 2010, 08:14:50 AM This sounds awesome, hopefully I'll have spare time in which to participate. I'd quite like to tackle Bits and Pieces (and I'd also appreciate any suggestions as to how the existing 'gameplay' could be improved).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 01, 2010, 09:43:25 AM Yes.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 01, 2010, 11:14:01 AM working on the visuals for my remake of..
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/ac525.jpg) Heres what they are like so far: (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_assetsPrev.gif) Not really sure how ill make sense of all of this yet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 01, 2010, 11:17:38 AM Hey, i was playing around with the intro song and thought it's quite boring to leave it in it's original state. How about making it background music for the game selector? (While also being intro music, of course)
By the way, Frankie, as always, awesome. Quick even! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 01, 2010, 11:20:24 AM Frankie, :o ... :tearsofjoy:
Here is version 0.1 of my Bubblegum Rossie remake: http://dl.dropbox.com/u/3698916/BBGR0.1.rar (no music and no sound yet) (http://i40.tinypic.com/fav1v7.png) Oh and here is the original game: (http://i39.tinypic.com/k0nfyx.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ஒழுக்கின்மை (Paul Eres) on May 01, 2010, 11:31:53 AM non human and bublegum rosy look great so far, keep at it
podunk are you sure 2 weeks is enough; we don't even have all 52 slots in yet Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 12:41:33 PM holy cow, bubble gum rosy is awesome, rdein. you could very easily turn this into a full blown game.
non human looks amazing as well. keep up the good work, fellas! as for the music C418, we'll see. i kinda thought the intro song was a little bit annoying and repetitive, but if you've worked some magic with it somehow, put it up here for us to listen to, and we'll see how it goes. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 12:45:43 PM keys changed to X C and escape. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 01, 2010, 12:53:55 PM (http://i68.photobucket.com/albums/i19/GoldMatenes/Dreams/hero.png)
(http://i68.photobucket.com/albums/i19/GoldMatenes/Dreams/enemybear.png) nightmare fuuuuuuuel Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 01, 2010, 01:00:07 PM I'm gonna try my hand at using Construct to remake Silver Sword. It'd be nice if I could find a pixel artist willing to work with me. I can handle the rest myself.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 01:49:57 PM i'm switching my game from underground to streemerz. underground is now free for people to choose.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 02:20:12 PM after a thorough chewing out from konjak, the keys have been changed from Z and X to X and C and escape
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 01, 2010, 02:46:23 PM First music progress. I started with the intro. I didn't do much on it. I have no other idea.
http://c418.org/intro.mp3 After that I thought we have maybe more than just one "make your selection now" soundfile playing randomly. Meaning from more people than only one! Okay, and here's some game selector music I made. This file has two different, well short versions of maybe looping songs. The first one may be too fast, but I dunno. I like the second one more. This could also be randomly selected though. If you like both. http://c418.org/gameselect.mp3 I am continuing work deep into the night. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Eraser on May 01, 2010, 03:02:11 PM I don't want to say I'll take one yet, because if I do it'll turn out worse than the original. So. Anyone want to draw me some sexy pixels (it includes dragons!) for game #1? I'll probably need some music too, as I'm pretty much a programmer only.
PS: I'm going to assume we're allowed to have external files, so long as the exe will simply "run". Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 01, 2010, 03:05:44 PM Fun idea, although 2 weeks is short, expect a lot of unfinished games.
Also here to help people choose: http://www.arkfullofsorrow.com/a52text.htm Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 03:08:20 PM PS: I'm going to assume we're allowed to have external files, so long as the exe will simply "run". external files are a-okay. i just didn't want people to have games where you had to go through a thousand hoops to run the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 01, 2010, 04:20:40 PM Okay, here we go. Two looping songs that could be for a game select screen.
http://c418.org/gameselect1.mp3 http://c418.org/gameselect2.mp3 Now I will proceed remixing songs from the nsf randomly. It counts 118 songs, although they probably cheated a lot. Though, if you want to make me remix a song for you, it would be nice if you shuffle through the nsf and find the number of the song. You can find the nsf here (http://blog.kevtris.org/blogfiles/Action%2052.nsf). And you will find some working nsf player and plugins here (http://www.zophar.net/utilities/nsf.html) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 01, 2010, 04:26:44 PM From what I can tell from playing Shooting Gallery:
The character is either... - releasing animals into a pen to shoot for his amusement. - out on a very fudged-up hunting trip. Ideas to improve mechanics involve having a delayed hitscan weapon, similar to games like Cabal (ARC) or Wild Guns (SNES) rather than having projectiles. (This could take some calculation) A reloading mechanic (Your gun can only hold so many shots. Should be easy to do). The animals fly in (Ducks, Green Pheasants), run across the screen (Horses) appear from a nearby pond (Crocodiles). Similarly, they should also be able to run away. This should mitigate the lack of challenge. I am yet to make any mock ups, since I want to make sure I can make the mechanics work solidly first. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 01, 2010, 04:48:33 PM IN FOR BILLY BOB.
And fyi, VirtuaNES (http://www.emulator-zone.com/doc.php/nes/virtuanes.html) runs Action 52 great...if such a thing is possible. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 01, 2010, 05:10:50 PM I'm going to attempt to make Ooze.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 01, 2010, 05:29:04 PM Underground is so innately terrible, that I've decided to build it from the ground up. (hurr, it's a pun)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 01, 2010, 06:10:26 PM JMickle, wanna be my music boy? :beg: yes i do :) what game you gonna do?Illuminator (sorry pgil). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Wareya on May 01, 2010, 07:28:48 PM :tearsofjoy:
Storm Over the Desert Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 01, 2010, 07:36:46 PM Started roughing some sprites. I'm not entirely satisfied with the character's design:
(http://temp.natewm.com/pics/ooze_rough_sprites.png) Game Screen: (http://hg101.kontek.net/action52/ooze3-nes.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 01, 2010, 07:42:04 PM https://dl.dropbox.com/u/2773617/my%20games/gforce.html
(http://imgur.com/GQEyU.png) (http://imgur.com/crXNr.jpg) ahhh not quite. also, way too penisy. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 01, 2010, 08:53:37 PM i'm switching my game from underground to streemerz. underground is now free for people to choose. Noooooo, I hesitated for a day and Streemerz got taken. Ah well. I'll take Dedant, honestly kinda like that idea better now. Hooray for fate! I can do my own art and graphics, but would anybody be willing to help me out with the music? You can see some of my other games at my website since I'm mostly an unknown here (link on the left), although you might recognize me from indiegames back in the day. podunk are you sure 2 weeks is enough; we don't even have all 52 slots in yet I'd like to second this. I finally signed up for a TigSource account just for this compo (absolutely amazing idea guys), but two weeks is rough, since I'm out of town this weekend and in crunch at work for the next month. An extra week would be ACE. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 01, 2010, 09:10:12 PM I've managed to mock up some sprites for Player 1 and Player 2. Say hello, sprites!
(http://img248.imageshack.us/img248/1980/playercharacter.png) I'll be presenting this game in 640 by 480, but it'll be 320 by 240 double-sized, since my sprite skills aren't exactly all that good when I upsize. :( Next up I'll be mocking up some animals and targets to go shoot at. However, I don't think I'll be able to capture the original "Feel" of the original game. I hope I get it right in practice. I'll play through the game start to end to see if anything interesting crops up. (Apparently Bubblegum Rosy has a driving level!) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 01, 2010, 09:11:10 PM I'd like to second this. I finally signed up for a TigSource account just for this compo (absolutely amazing idea guys), but two weeks is rough, since I'm out of town this weekend and in crunch at work for the next month. An extra week would be ACE. the two week deadline is kind of loose, as i've said, but the idea here is to remake these fairly simple games in a fairly simple way. i'm trying to avoid a scenario where someone reserves a game, and hogs it for 2 weeks, doing nothing, as is wont to happen in these types of situations. so if you're gonna try to do a game, do your best, and keep us posted in the thread. otherwise, at the end of the two weeks, i'll probably prune out the guys who didn't really do anything and start the process anew. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 01, 2010, 09:47:12 PM I'm going to try and make something fun out of the most boring game of the 52, Jupiter Scope.
Gentlemen. :gentleman: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jolli on May 01, 2010, 11:12:52 PM i tak babby
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 02, 2010, 01:29:19 AM Signed up. Man, I'd love to see cactus or biggt tackle Time Warp Tickers so much. :-*
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: konjak on May 02, 2010, 02:26:36 AM Aquin, you bastard.
I wanted Chill Out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 02, 2010, 02:57:01 AM Shame nobody took Mash Man. I blindly made a song for it.
http://c418.org/bigfoot.mp3 Oh, and here is my take on lazer leagues extremely complex tune. http://c418.org/33.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 02, 2010, 04:46:10 AM Shame nobody took Mash Man. I blindly made a song for it. Someone will take it eventually! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 02, 2010, 04:53:47 AM (http://img210.imageshack.us/img210/4351/abillybobaction52.png)
This is what I have done! :durr: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 02, 2010, 06:35:42 AM (http://l.j-factor.com/gamemaker/meong2.png)
The timer at the top shows the passage of time. The hand swings through 90 degrees per second. The Spring trap tiles reveal themselves when it passes 3 o'clock, then they flip back and the Summer tiles flip over at 6 o'clock, then Autumn at 9 o'clock, and Winter at 12 o'clock. The player's clock (yet unseen) counts down when you step on a safe tile, and you have about 3 seconds to choose the next tile. To step on any trap tile, be it revealed or hidden, will cost you a token. This, I think, reflects the original Meong's gameplay to a fairly reasonable extent. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 02, 2010, 07:09:03 AM Aquin, you bastard. I wanted Chill Out. Do Cheetah Men. I said: do Cheetah Men. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 02, 2010, 07:13:37 AM New character sprite design for Ooze. I think he looks more interesting than what I had before.
(http://temp.natewm.com/pics/ooze_concept_sprite.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 02, 2010, 07:18:14 AM Aquin, you bastard. I wanted Chill Out. Do Cheetah Men. I said: do Cheetah Men. This. Fuck yeah THIS. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 02, 2010, 07:19:05 AM I am trying to remake Boss. Been doing a little spriting. Note that despite their fairly amateurish nature they still look better than Boss. Scaled up 4x for your viewing pleasure!
The player (needs some work, might redo him) (http://img100.imageshack.us/img100/3149/playert.gif) Most of the enemies (http://img685.imageshack.us/img685/8898/helisnake.gif)(http://img530.imageshack.us/img530/6756/gecko.gif)(http://img413.imageshack.us/img413/7550/gunbot.gif)(http://img97.imageshack.us/img97/4065/snakej.gif) The titular Boss (needs one or two more animations, i.e. hopping) (http://img534.imageshack.us/img534/7096/toadh.gif) Will probably need to get some music as well. If you'd like to do some, note that the original has none so you get free rein. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: andy wolff on May 02, 2010, 07:28:36 AM in for starevil
:U Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 02, 2010, 07:46:15 AM original
http://c418.org/haunted.original.mp3 my version http://c418.org/haunted.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 02, 2010, 08:09:35 AM Aquin, you bastard. I wanted Chill Out. Do Cheetah Men. I said: do Cheetah Men. seriously. Konjak is the chosen one. It is your destiny. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 02, 2010, 08:12:57 AM Now listen to this.
http://www.youtube.com/watch?v=1r8uU2E4ekk Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 02, 2010, 08:24:37 AM Cheetahmen remixes are no prize, but damn, that is smooth. :noir:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 02, 2010, 08:50:32 AM I'm gonna do Ninja Assault. Making a decent beat-em-up is no small task so it will probably take me more than two weeks, but I should at least have a prototype going by then :ninja:
Edit: Actually I might not be able to do this. It all hinges on whether I can make Flash respect the Escape key and integrate into the menu. I'll have to look at AIR and see what it can do now... Edit 2: Looks like it's all possible, I just need to learn another API. Whee. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 02, 2010, 09:17:17 AM (http://img.photobucket.com/albums/v89/smind/screenshot103-1.png)
Rocket Jockey lives. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 02, 2010, 10:52:19 AM an ICONIC SCENE for fans of Bubblegum Rossie:
(http://i41.tinypic.com/2vt7iau.png) (also, don't mind that wrong part not tiling right hahah) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 02, 2010, 11:12:34 AM Okay, lets sum the stuff up I did so far...
Two tracks for the game selectorr and the ominous intro http://c418.org/gameselect1.mp3 http://c418.org/gameselect2.mp3 http://c418.org/intro.mp3 A song for Mash Man if anyone ever does that http://c418.org/bigfoot.mp3 A song for Lazer League http://c418.org/33.mp3 A song for Haunted Hills/Halls (I will probably do different versions of that) http://c418.org/haunted.mp3 Aaaand a recently finished one for Space dreams http://c418.org/spacedream.mp3 ...phew. Oh, almost every song loops. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 02, 2010, 11:24:04 AM You have just earned a notch of my respect.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 02, 2010, 11:24:29 AM http://imgur.com/BvH9s.png
why does everything i model always look like cocks or balls Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 02, 2010, 11:30:13 AM Uploaded version 0.2 of my remake
http://dl.dropbox.com/u/3698916/BBGR02.rar No sound effects yet! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 02, 2010, 11:32:32 AM SO I was looking at the guidelines for controls, and there doesn't seem to be a standard key for pausing a game. I think we should have it so pressing escape once pauses the game, and twice goes to the game's title screen (with x or c returning to the current game). Anyone agree?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 02, 2010, 11:34:39 AM Aaaand a recently finished one for Space dreams http://c418.org/spacedream.mp3 :o awesome Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Falmil on May 02, 2010, 11:52:59 AM SO I was looking at the guidelines for controls, and there doesn't seem to be a standard key for pausing a game. I think we should have it so pressing escape once pauses the game, and twice goes to the game's title screen (with x or c returning to the current game). Anyone agree? Yes, I was playing one of the games, and accidentally restarted when I was trying to pause. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 02, 2010, 12:20:52 PM Uploaded version 0.2 of my remake http://dl.dropbox.com/u/3698916/BBGR02.rar No sound effects yet! this is awesome. i noticed two things though; A) the player's sprite is still broken -- if you jump while facing left, you appear to jump higher than if you're jumping right. consequently, you "skip" around if you change directions in midair. B) there's an enemy that's kinda cheap. he's the one that's throwing blocks atop a little pillar in front of a spike ledge. it's kinda unfair because 9 times out of 10, he'll hit you once before you even realize what's going on, since his blocks get so close to the frame's seam. i'd correct this either by moving him back a few tiles, or removing the frame-by-frame scrolling that you've got going on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on May 02, 2010, 12:27:16 PM yeah rdein, its looking really great. I hope you add in an animation for the girl blowing the bubbles!
Also I put in another vote for Konjak to do Cheetah Men. He was the first person I thought of. I really want to see Konjak do a Cheetahman sprite and animation! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 02, 2010, 12:57:54 PM Uploaded version 0.2 of my remake http://dl.dropbox.com/u/3698916/BBGR02.rar No sound effects yet! this is awesome. i noticed two things though; A) the player's sprite is still broken -- if you jump while facing left, you appear to jump higher than if you're jumping right. consequently, you "skip" around if you change directions in midair. B) there's an enemy that's kinda cheap. he's the one that's throwing blocks atop a little pillar in front of a spike ledge. it's kinda unfair because 9 times out of 10, he'll hit you once before you even realize what's going on, since his blocks get so close to the frame's seam. i'd correct this either by moving him back a few tiles, or removing the frame-by-frame scrolling that you've got going on. A) i was being dumb, haha fixed B) i changed the design a bit so it's hopefully better now! also i added a title screen art, fixed the "going to classic mode" bug and added hints at the start of the game (normal mode only!) Here be link: http://dl.dropbox.com/u/3698916/BBGR02.rar Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 02, 2010, 12:59:30 PM http://fontstruct.fontshop.com/fontstructions/show/action_fifty_two
LEGITIMATE FONT (UNSHADED) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 02, 2010, 01:24:44 PM http://fontstruct.fontshop.com/fontstructions/show/action_fifty_two LEGITIMATE FONT (UNSHADED) Nice! I will use it on my game, good job. :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 02, 2010, 01:44:13 PM The spaceship shmups were not a popular pick. I picked Megalonia just because I liked the wonky spaceship and there wasn't much else left.
Game idea, feature creeped: Megalonia + Megaman. Various characters from Action 52 are the bosses (i.e. boss ship pilots). You defeat them and get a weapon, and various weapons are good against various things. Rough concept art (http://androidarts.com/megalonia/Action_52_roughs.jpg) Reference graphics (http://androidarts.com/megalonia/Action_52_ref.jpg) of the characters that I picked. The music has some potential to be... catchy, but I'm not much of a musician. First I'll try to finish a complete graphics set. That way, if I fail in the programming phase, someone else can pick it up and maybe finish something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: NAL on May 02, 2010, 02:10:16 PM Finished the Atmos Quake remake. :)
New (http://dl.dropbox.com/u/4801027/atmosquake1.PNG) Original (http://i45.tinypic.com/35dckdk.jpg) (I only remade the first level from the original because I liked the design of it - replaced it with a progressively more difficult level.) Also, have reuploaded it, hopefully fixing the music for everybody @rdein. Direct link: http://dl.dropbox.com/u/4801027/AtmosQuake.exe Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Shawny on May 02, 2010, 02:37:15 PM ffff i wish i saw this sooner. i wanna remake shitty games ;_;
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 02, 2010, 02:38:30 PM Hey Nal, music wasn't working for me. Nice remake, though!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 02, 2010, 02:40:36 PM NO ONE HAS TAKEN ALFREDO? :crazy:
Someone get on this Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Shawny on May 02, 2010, 02:45:16 PM nin nin
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 02, 2010, 03:05:17 PM Also I put in another vote for Konjak to do Cheetah Men. He was the first person I thought of. I totally thought that too. He handles a cast of characters in a way these arseholes could only dream of doing.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LaserBeing on May 02, 2010, 03:05:59 PM Whoever is in charge of making the menu screen - I move that it be somehow patterned after this monstrosity: http://cheetahmen.silius.net/agm.html
Also Arne I was secretly wishing for you to take that one. Nobody else can do justice to the Empress Machine "Megalonia". (http://forums.tigsource.com/Themes/tigsource/images/starpanty.gif) :eyebrows: (http://forums.tigsource.com/Themes/tigsource/images/starpanty.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 02, 2010, 03:10:55 PM Finished the Atmos Quake remake. :) New (http://dl.dropbox.com/u/4801027/atmosquake1.PNG) Original (http://i45.tinypic.com/35dckdk.jpg) (I only remade the first level from the original because I liked the design of it - replaced it with a progressively more difficult level.) Also, have reuploaded it, hopefully fixing the music for everybody @rdein. Direct link: http://dl.dropbox.com/u/4801027/AtmosQuake.exe hahahaha, this owns very heartily. i was fooled by the screenshot -- i thought you'd lazily just upscaled the sprites, but it looks a lot better in action. superjoe suggested maybe giving it more of a geometry-wars esque aesthetic, but i think it looks alright as is. my only other issue (and this is sort of a nitpick) is that i want you to add an action52-esque menu screen as well if possible. besides that it's awesome as hell. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on May 02, 2010, 03:18:23 PM superjoe suggested maybe giving it more of a geometry-wars esque aesthetic, Super joe is banned and is therefore disqualified from giving any kind of feedback. Nal, you must ignore this suggestion that you illegally heard from beyond the banhammer. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 02, 2010, 03:47:19 PM 0 games free, oh baby.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: NAL on May 02, 2010, 04:12:06 PM my only other issue (and this is sort of a nitpick) is that i want you to add an action52-esque menu screen as well if possible. Are you just looking for the part that lets you pick number of players and shows the highscore, or something more like the game selection screen? Will add one if it'll help it suit more. And thanks for the compliments :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 02, 2010, 07:09:26 PM just a peek at my reinvention of streemerz
(http://imgur.com/3ufnV.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 02, 2010, 07:20:06 PM Finished the Atmos Quake remake. :) The first level could do with more orange ships that shoot sideways, or maybe even green enemies that fire aimed bullets.And maybe something special near the end of a stage, like a sudden huge rush of enemies? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Kapser on May 02, 2010, 07:27:25 PM This is the best theme a contest ever had. Can't believe theres no game left already!!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ஒழுக்கின்மை (Paul Eres) on May 02, 2010, 07:39:16 PM i'm sure a few will be freed up after a few weeks as people realize they don't know how to make games afterall
anyway, micro mike is going ok -- i have the basic mechanics workin, will do enemies next Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 02, 2010, 08:09:04 PM https://dl.dropbox.com/u/2773617/my%20games/gforce.html
it's what I have so far. maybe need some feedback on the gameplay..what's missing and whatnot Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 02, 2010, 09:36:54 PM (http://img199.imageshack.us/img199/3577/whatyi.png)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 02, 2010, 10:09:40 PM Screen cap of the ant model for Dedant. With any luck I'll have the spider and flying ant models done before I return home, and then the coding commences!
(http://www.awesomenessinabox.com/files/dedantsample.jpg) It's a bit more complicated than it needs to be, with about 760 faces and 382 verts. I'm shooting for a GMA950 as minimum spec so that it doesn't leave the netbook crowd and people with older machines in the dark, so I may need to simplify it a bit. At only 640x480 and top down, it's wasting a lot of cycles doing detail nobody will ever see. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 02, 2010, 10:46:16 PM CHECK OUT THESE SWEET NUDIE PICS
original: (http://www.superfundungeonrun.com/streemerz_screen_original.png) new: (http://www.superfundungeonrun.com/streemerz_screen.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 02, 2010, 10:47:20 PM https://dl.dropbox.com/u/2773617/my%20games/gforce.html it's what I have so far. maybe need some feedback on the gameplay..what's missing and whatnot Most of the difficulty currently comes from fast-moving objects, which is obnoxious. Instead you should move away from "random noise" enemies and create recognizable patterns for the player to exploit. Galaga is a prime example of this - pretty much the same enemy formation at all times, but the break-and-attack thing makes the situation more dynamic and adds strategy. Other shmups go for more of a level-design approach where everything follows a beautiful arc and the player memorizes it all. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 02, 2010, 10:52:01 PM https://dl.dropbox.com/u/2773617/my%20games/gforce.html G-Force's "thing" seems to be that the enemies release shots when they reach the left side. Maybe accentuate this aspect - every enemy that reaches the left side sheds one or more slow-moving bullets that drift to the right and serve as obstacles.it's what I have so far. maybe need some feedback on the gameplay..what's missing and whatnot Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 02, 2010, 11:54:26 PM what already no more game spots
i should've taken the one about ninjas when i could... if it ever frees up gimme a sign (or really i'd take any game hhhheh) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Gainsworthy on May 03, 2010, 12:22:11 AM A crack team of 52 TIGers seriously taking on Action 52. This is an amazing idea. Kind of surprised no one thought of it before.
I can't wait to see who is Worthy of Cheetahmen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 03, 2010, 12:27:23 AM Most of the enemies are one hit kill so you really don't need a strategy to exploit. Also, the enemies just move in a straight line in the original, no fancy circles or maneuvers like in other shmups.
But I just updated the build, same link. I slowed the enemies down quite a bit, and gave them a chance to shoot back like in the original. And they still spawn randomly, no formations yet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 03, 2010, 03:23:53 AM (http://i937.photobucket.com/albums/ad216/overboyagain/screenshot100-8.png)
Kind of messing up by using transparentness with GB palette, so I'll have to fix that. :concerned: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 03, 2010, 04:14:00 AM A crack team of 52 TIGers seriously taking on Action 52. This is an amazing idea. Kind of surprised no one thought of it before. I can't wait to see who is Worthy of Cheetahmen. it only took the world's anti-tig/pro-pig to set the wheels into motion. as for he who is worthy of cheetahmen, it may have already been decided, but i won't be making any announcements until its set in stone. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: smn on May 03, 2010, 05:02:06 AM Yay for programmer art!
(http://www.imagebanana.com/img/6quzahiq/progArt.png) Looks a hell of a lot like French Baker, doesn'tit. Well. Not quite. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 03, 2010, 08:26:12 AM This compo OWNS. Seriously. Amazing stuff everywhere.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jolli on May 03, 2010, 11:18:42 AM (http://goldenfish.robosquid.com/misc/crysisbaby.jpg)
cry(sis)baby Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 03, 2010, 11:37:46 AM It's actually pretty easy to see cry baby re-imagined as a fps. Awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CK on May 03, 2010, 11:55:31 AM i'd like to do cheetahmen
:cavestory: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 03, 2010, 01:08:52 PM I'd like konjak to do cheetahmen
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 03, 2010, 01:11:36 PM I'd like konjak to do cheetahmen Stop cockteasing us, Arthur, just give it to 'im. At this rate there won't be enough time to actually develop the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 03, 2010, 02:52:24 PM Rozy 0.3!
pretty much all content is done, I guess? http://dl.dropbox.com/u/3698916/BBGR03.rar (end's after boss intro) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 03, 2010, 03:14:53 PM I think its pretty clear that cheetahmen will be allowed more time than our comparatively mediocre models.
What if cheetahmen was started only when all of the 52 other games are made, and produced by a group rather than an individual? I mean this is cheetahmen, damn it!! This...this is bigger than any one of us... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 03, 2010, 03:26:29 PM Last I recall, konjak likes to work alone.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 03, 2010, 04:00:58 PM I think Podunkian might have been waiting for Derek to arrive on his white horse and take the cheetahmen for himself,but then Derek never called.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 03, 2010, 04:03:00 PM Last I recall, konjak likes to work alone. too cool for teams... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 03, 2010, 04:19:17 PM Stop cockteasing us, Arthur, just give it to 'im. At this rate there won't be enough time to actually develop the game. believe me, the hold up is not on my end -- the very fact that he's even entertaining the idea is because i offered it to him from the very get go. he's the champ of platformer-beat-em-up style games, and i only thought it fitting to offer it to him first. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 03, 2010, 05:17:02 PM (http://img687.imageshack.us/img687/6126/rung.gif)
Haters gotta hate. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 03, 2010, 05:26:49 PM I'm almost done with the pinups for my project. See my previous post (http://forums.tigsource.com/index.php?topic=12439.msg375576#msg375576) in this thread for brief info.
Large image (WIP) (http://androidarts.com/megalonia/Action_52_characters_c.jpg) Gfx To Do: - GUI stuff, Title screen, Win screen, Lose screen, Level select. - Pickups, Bullets, Explosions, Spaceships, Backgrounds/Terrain. - Empress Machine. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 03, 2010, 07:24:32 PM some new stuff
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_assetsPrev2.gif) (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Dude.gif) Yeah its not much new stuff, I'm busy with commissions right now... I should get crackin' on the actual game soon enough. Also I think ill have a go at making the games music myself, something I dont do often... Using 15 colors in all... still room for one more... maybe something for explosions? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 03, 2010, 07:41:17 PM Cor Blimey, that's some top notch concept arts.
In other news, haven't had time to work on my game today, but I'll get to doing more tonight or tomorrow, though I'm currently mocking up target sprites and such at the moment, then I'll get to coding out the targets. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 03, 2010, 08:34:39 PM (http://img3.imageshack.us/img3/4583/mockupzn.png)
Quick little mockup of the game in progress and at full resolution to show some of the background art. The majority of the gameplay is not properly added yet (those enemies are just static, alas) but I am getting there. Most of the art is complete at this point. Proper level design will have to wait until all the gameplay mechanics are implemented, but the game should be finished by the deadline. Hopefully. Probably won't be that long of a game but I hope it will at least be enjoyable. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 03, 2010, 08:59:46 PM Level 1 of Ninja Assault will look something like this:
(http://dl.dropbox.com/u/254701/blog/action52/level1.png) I went for sort of a Karateka-inspired layout. Imagine it with a rain effect over it. Got lazy as I went left to right though, and my limited skills are hurting it too. I'll probably go back for another pass. Original: (http://dl.dropbox.com/u/254701/blog/action52/56755.jpeg) I am looking for a collaborator to help with sprites. There are too many characters and I don't want it to look as cheap as the original. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 03, 2010, 09:40:34 PM Spider model is done. Black widows are boring, all the color is on the bottom of the critter so you can't see anything except black from the top. Cold, dark, dead black. BOR-ing.
(http://www.awesomenessinabox.com/files/dedant/spiderpreview.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 04, 2010, 02:50:51 PM I wrote a script to extract the graphics from the Action 52 rom and save them to an image. Unfortunately these 8x8 pixel tiles need to be stitched together into sprites and tiles before becoming useful in any way. There is a lot of space between the graphics sets for each game, so figuring out what's what shouldn't be too hard.
Here it is in all it's glory. (http://temp.natewm.com/pics/action52.png) [edit]I cannot guarantee this is complete and without errors. I wrote the script pretty quickly.[/edit] Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 04, 2010, 03:10:55 PM Here is some progress on Fuzz Power
(http://dl.dropbox.com/u/3149882/Fuzzscreen1.png) (http://dl.dropbox.com/u/3149882/oldfuzz.PNG) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mr. Yes on May 04, 2010, 05:40:21 PM There is so much beauty going on here. Almost feel like I should have joined in when I had the chance, but I'm excited just to see all of these when they're done.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on May 04, 2010, 07:09:46 PM Here is some progress on Fuzz Power (http://dl.dropbox.com/u/3149882/Fuzzscreen1.png) (http://dl.dropbox.com/u/3149882/oldfuzz.PNG) i love how yours is all amazing. versus popcorn. 8) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Raku on May 04, 2010, 08:31:50 PM Wow, I know it's a little late for this and I'm not very well known around here, but I'd like to offer my musical services to anyone who needs them.
Some examples: made this one a long time ago http://www.youtube.com/watch?v=MmOEnyA-zH0 And more recent (uploaded by a friend) http://www.youtube.com/watch?v=Ku2TtVgnfLg Not my best work, but they're the only two things I have on hand at the moment. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 04, 2010, 08:37:34 PM Wow, I know it's a little late for this and I'm not very well known around here, but I'd like to offer my musical services to anyone who needs them. Some examples: made this one a long time ago http://www.youtube.com/watch?v=MmOEnyA-zH0 And more recent (uploaded by a friend) http://www.youtube.com/watch?v=Ku2TtVgnfLg Not my best work, but they're the only two things I have on hand at the moment. Gotta love Barkley: Shut Up and Jam Gaiden in that second song. :handthumbsupL: ;D :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 04, 2010, 11:42:09 PM One thing I thought might be cool is to float this past the guys over at http://www.ocremix.org (http://www.ocremix.org). They do remix albums of various game soundtracks periodically, it would be pretty slick if they collaborated with the musicians here on an Action52 album to coincide with the remake. Sort of a crossover project.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 05, 2010, 12:07:53 AM That would take way to long to set up, wouldn't it?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Lemming on May 05, 2010, 12:50:25 AM Don't have to turn it into a full-blown thing, maybe just post on their forums to let them know what's up?
I went for sort of a Karateka-inspired layout. Imagine it with a rain effect over it. Got lazy as I went left to right though, and my limited skills are hurting it too. I'll probably go back for another pass. Karateka! (:Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: konjak on May 05, 2010, 01:01:12 AM While I have found songs I liked on ocremix.org, I don't think I've ever liked any song on their full album remixes...
Just adding some negativity up in here. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 05, 2010, 04:29:44 AM Houston, we have basic gameplay and feedback!
(http://img13.imageshack.us/img13/5676/wehavefeedback.png) I'm really taking a shine to Object Oriented Programming - this is turning out to be near-seamless! You can find this demo (Number 3), and previous ones here: http://sites.google.com/site/lucamakesthings/games Demo Countdown 1 - Basic Movement + Shooting 2 - 2 Player Movement + Shooting 3 - Stationary Targets + Feedback + Score Tally for Player 1 and 2 Player 1 Controls: C = Left, V = Right, X = Shoot Player 2 Controls: Number Pad: 2 = Left, 3 = Right, 1 = Shoot Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 05, 2010, 07:39:12 AM The albums are good yes and some songs are pretty good, but maybe most of them wont fit in-game...
Plus, it would take a bunch of time to make the songs.. since there are like more than 100 songs in A52. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Rolf_Soldaat on May 05, 2010, 09:33:30 AM @Luca Pavone:
When you press the fire button repeatedly you occasionally get stuck in the shooting animation. I have only been able to reproduce this error with player 1. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 05, 2010, 12:14:26 PM Quick demo for my game.
I got the movement and rolling done. now I just need to finish the levels and enemies. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.2.exe Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 05, 2010, 12:26:18 PM JaJitsu - The movement is great, and I like your take on the graphics. Keep it up :beer:
(http://img.photobucket.com/albums/v89/smind/screenshot102.png) Here's a Rocket Jockey WIP (http://dl.dropbox.com/u/3125554/26_rocket%20jockey.exe). The lasso works, and I've got some random cows and bad guys flying around, but nothing can hurt you yet. I have some sounds and music too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 05, 2010, 01:00:09 PM Fantastic job on Rocket Jockey. Lassoing space cows has never been so fun.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 05, 2010, 01:21:32 PM Quick demo for my game. I got the movement and rolling done. now I just need to finish the levels and enemies. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.2.exe Wow, great work! I love how the roll feels especially from the air; a bit like Sonic! My only point is that he seems to move a bit too fast for his own good - shouldn't he gain momentum first (especially since rolls to attack?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 05, 2010, 01:24:55 PM pgil, would be nice if you could choose between fullscreen and windowed, but nice work overall!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 01:26:06 PM nessxx has dropped out of the competition, so time warp is now free for anyone who wants to give it a shot.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 01:55:21 PM I got it. ;D
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 05, 2010, 01:57:00 PM Quick demo for my game. I got the movement and rolling done. now I just need to finish the levels and enemies. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.2.exe Wow, great work! I love how the roll feels especially from the air; a bit like Sonic! My only point is that he seems to move a bit too fast for his own good - shouldn't he gain momentum first (especially since rolls to attack?) Do you mean he should go faster after he rolls or only while he is rolling? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on May 05, 2010, 02:07:20 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 05, 2010, 02:23:19 PM Quick demo for my game. I got the movement and rolling done. now I just need to finish the levels and enemies. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.2.exe Wow, great work! I love how the roll feels especially from the air; a bit like Sonic! My only point is that he seems to move a bit too fast for his own good - shouldn't he gain momentum first (especially since rolls to attack?) Ah, I guess I was a bit vague; it's nothing that drastic. I just think his normal walking speed is a bit too fast, considering the frequency of pitfalls. Do you mean he should go faster after he rolls or only while he is rolling? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 05, 2010, 02:26:26 PM Ooze Man and blob. Currently untextured.
(http://temp.natewm.com/pics/ooze_man_01.jpg) This main character is probably going to be the most time consuming part of making this game, but I'm getting close to finishing him. After he's done things should start moving more quickly. I plan on making Ooze into a sort of Megaman style 2.5D game. I'm going to try to pull some elements in from the Genesis Action 52 if I have the time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 05, 2010, 02:27:58 PM Quick demo for my game. I got the movement and rolling done. now I just need to finish the levels and enemies. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.2.exe Wow, great work! I love how the roll feels especially from the air; a bit like Sonic! My only point is that he seems to move a bit too fast for his own good - shouldn't he gain momentum first (especially since rolls to attack?) Ah, I guess I was a bit vague; it's nothing that drastic. I just think his normal walking speed is a bit too fast, considering the frequency of pitfalls. Do you mean he should go faster after he rolls or only while he is rolling? Ah okay. well i made the normal speed a bit slower and while he rolls he goes faster. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 02:37:26 PM Keep checking the thread and the signup page, especially as the deadline nears. You just KNOW we'll have some dropouts. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 05, 2010, 03:10:31 PM Keep checking the thread and the signup page, especially as the deadline nears. You just KNOW we'll have some dropouts. yeah apparently i was seconds/minutes/hours/bananas from getting it too melly you have what is possibly the weirdest game in the bunch, use it well Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 05, 2010, 03:17:06 PM Ooze Man and blob. Currently untextured. Dang, I think they look pretty slick just shaded, awesome work. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: NAL on May 05, 2010, 03:36:47 PM http://dl.dropbox.com/u/4801027/AtmosQuake.exe
I've updated Atmos Quake to include a mocked version of the "1 Player/2 Player/Main Menu" screen. It doesn't do much, it's just a splash which responds to any key being pressed. Also altered it so instead of Esc being a quit key, it's "quit to menu" if you're in-game and "quit game" if you're on the menu. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 03:38:52 PM hey guys, just sent out/am sending out a semi-passive-aggressive sounding PM to all the members of this project. it's not supposed to be as scary as it sounds, and i'm not expecting anyone to have tons of work done on their projects, but i just wanted to get a status update from everyone involved, so that we can all see how everyone else is doing (which is fun and awesome) and also so that i can begin pruning non-active members. SO LET'S GET IT OWN.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on May 05, 2010, 03:40:49 PM Saw the warning message today, and figured it's time for a status update! I am working on my game, I just have been pretty quiet because, well, it's not that graphically amazing yet.
Title screen (title letters bounce and waves move): (https://dl.dropbox.com/u/72165/sharktitle4.png) Veeeeeeeeeerrrry WIP, preview of bubble effects: (https://dl.dropbox.com/u/72165/sharkwip.png) Anyways, I'm soon to work on the simple shooting mechanics and some sharks to blast. Shark and jellyfish sprites should be fun. Still deciding how much I want to deviate from the original game, since it was really really boring. Was thinking about making it a more frantic one-screen shooter, where you're constantly blasting sharks, collecting treasures and dodging sea creatures. Considering adding bosses at ends of levels. Really depends on how much time there is, but there will at bare minimum be something more playable than the original. Anyways, don't remove me from the list! Oh! And does anyone want to do the music for this? The original theme is pretty awful, so I don't know how well it can be remixed, but I'm sure with a lot of creative expansion it can be a completely different theme doesn't suck. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 03:46:09 PM Podunkian, if all games are required to be executable through an .EXE, does that mean flash games played on the browser are out unless I manage to find a way to make one of those executable projector things like VVVVVV did?
Also I just managed to get in on this so this is basically my progress report. I do have plenty of amazing ideas forming in my head, a story of danger, love, time travelling shennanigans and the decaying of an entire universe. I will begin working on it as soon as I'm home. Would someone have a guide to build those .EXE Flash apps? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 03:47:11 PM I've updated Atmos Quake to include a mocked version of the "1 Player/2 Player/Main Menu" screen. It doesn't do much, it's just a splash which responds to any key being pressed. still a great game, you don't need to add a "two player" option to the menu if your game won't support it (^: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 03:48:44 PM Podunkian, if all games are required to be executable through an .EXE, does that mean flash games played on the browser are out unless I manage to find a way to make one of those executable projector things like VVVVVV did? Also I just managed to get in on this so this is basically my progress report. I do have plenty of amazing ideas forming in my head, a story of danger, love, time travelling shennanigans and the decaying of an entire universe. I will begin working on it as soon as I'm home. Would someone have a guide to build those .EXE Flash apps? yeah, i'm afraid so. but if you're developing within flash, it's very easy to create an EXE projector file, and i'm sure the flash gurus around here will be able to help you out if i'm wrong. plus you could prob. find a solution very easily on google. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on May 05, 2010, 03:54:56 PM So when you say that programs need to be runnable from an exe file, is it okay if their resources aren't embedded into the exe, but rather in a folder with the executable? (Otherwise, I guess I can spend some time adding the ability to load exe-embedded zips to Plum. But I'd prefer not to ;_;)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 03:57:43 PM So when you say that programs need to be runnable from an exe file, is it okay if their resources aren't embedded into the exe, but rather in a folder with the executable? (Otherwise, I guess I can spend some time adding the ability to load exe-embedded zips to Plum. But I'd prefer not to ;_;) yeah, basically the game just runs when you click an EXE. external files are A-OK. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Plasticware on May 05, 2010, 03:58:48 PM Lazer League, reporting in! (starring the Power Rangers as the Lazer League!)
(http://i265.photobucket.com/albums/ii237/wp001/wip1.png) ...Scissor guy was probably the only enemy that looked like anything. Now I have to draw some weird, abstract stuff. :wtf: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 05, 2010, 04:01:54 PM Here is what I have!
(http://img219.imageshack.us/img219/8692/undergroun52.png) Seriously though, I have a basic engine going, and a few sprites. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 05, 2010, 04:22:59 PM hey guys, just sent out/am sending out a semi-passive-aggressive sounding PM to all the members of this project. it's not supposed to be as scary as it sounds, and i'm not expecting anyone to have tons of work done on their projects, but i just wanted to get a status update from everyone involved, so that we can all see how everyone else is doing (which is fun and awesome) and also so that i can begin pruning non-active members. SO LET'S GET IT OWN. Podunkian, I don't seem to have received such a message; would you like a progress report anyways? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Rob Lach on May 05, 2010, 04:32:17 PM Podunkian, if all games are required to be executable through an .EXE, does that mean flash games played on the browser are out unless I manage to find a way to make one of those executable projector things like VVVVVV did? [...] Would someone have a guide to build those .EXE Flash apps? A few ways:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Wareya on May 05, 2010, 04:59:01 PM I made a lot of progress, but it's not going to be very good and I'm only very sure that I'll finish in time. Free up my slot for Storm Over the Desert.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 05:00:01 PM Podunkian, I don't seem to have received such a message; would you like a progress report anyways? yeah -- it just took awhile for me to send as the TIGsource forums have a 20 message per hour limit, so i had to break up the message into two parts. you're an IRC regular, so it's not necessary for you to post in here unless you want to show off your work, which is always cool. as for all the other entrants, a good place to get quick feedback is the TIGirc channel, which is on irc.esper.net #tigirc. a lot of people are usually working on and talking about their A52O games on there, some by if you want. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 05:10:10 PM I made a lot of progress, but it's not going to be very good and I'm only very sure that I'll finish in time. Free up my slot for Storm Over the Desert. okay. thanks for being a pal. that game is now free. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 05:13:18 PM Fifth, get on here, go go go!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 05, 2010, 05:15:37 PM Well, just to prove that Bood_war's hardships weren't for naught, here's some of the animations I've got so far for The Adventure of William Roberts (a.k.a. Billy Bob):
(http://i194.photobucket.com/albums/z286/godsavant/Walk-1.gif) (http://i194.photobucket.com/albums/z286/godsavant/Jump-2.gif) (http://i194.photobucket.com/albums/z286/godsavant/Climb-3.gif) EDIT: We've got a build ready, but there's some bizarre movement bugs we're still sorting out; tell me if you'd like to see it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LaserBeing on May 05, 2010, 05:21:39 PM I've been busy lately so I haven't got much further than the concept/planning stage at this point.
(http://anotherdimension.pyoko.org/jojaw.png) If haven't got anything more concrete to show off by the end of the week I will gladly abdicate. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 05:23:53 PM .
Well, just to prove that Bood_war's hardships weren't for niaught, here's some of the animations I've got so far for The Adventure of William Roberts (a.k.a. Billy Bob): *pic *pic *pic We've got a build ready, but there's some bizarre movement bugs we're still sorting out; tell me if you'd like to see it. That game was pretty promissing. It could be an awesome Pitfall-style game I've been busy lately so I haven't got much further than the concept/planning stage at this point. *delicious If haven't got anything more concrete to show off by the end of the week I will gladly abdicate. If you can't make it for the love of the Great Indie Gamer In The Sky someone use this glorious concept art. :-* Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 05, 2010, 05:31:41 PM fifth i am terribly sorry, i will be making alfredo
however there is still storm over the desert available haha i feel kinda bad fifth you might be one of my favorite dudes around here, remember i think i sent you an e-mail telling you to finish Nothing (which you should) ages ago Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 05, 2010, 05:32:34 PM Yeah, but I was thinking more Prince of Persia; the original game was a blatant rip-off, after all.
And wow, that Lollipop guy's an awesome Michael Jackson fashion sense. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 05, 2010, 05:45:00 PM overboy, i've made your switch (i can't PM for another couple of minutes, haha)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 05, 2010, 05:46:54 PM Thanks man, someone more worthy can now take Illuminator. :giggle:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 05, 2010, 06:03:27 PM (http://anotherdimension.pyoko.org/jojaw.png) (http://dl.dropbox.com/u/254701/blog/action52/hokutonoken.jpeg)? I should be starting on the Ninja Assault code this evening(had some stuff to clean up before getting on it). My estimate is that by the end of the week I'll have the backgrounds going and maybe a placeholder character, and the 15th I'll have the first two levels, with most of the functionality in place. It's mostly dependent on getting the spritework in. I might start visiting IRC too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on May 05, 2010, 06:13:20 PM Status update on "Hambo's Adventure":
I don't got no fancy "concept art" or "mockups" or "screenshots of a functional game" to show off to everyone, having been bogged down the past few days. I just finished up a major CS assignment though, so hopefully that'll free up a good chunk of time to work. Currently, I've gotten work done on level design, some rough non-textured modeling, and a few prototype levels just to make sure I've got the engine working the way I want it to. Hopefully by this weekend I can post some in-game screenshots or at least model renders for everyone. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 05, 2010, 06:52:15 PM If you use flash and want to create a nice EXE projector replacement for the default adobe flash player, try Versiown:
http://www.goldshell.com/versiown/main.htm It lets you change the icon, change the title of the application, right click menu, file menu, etc. and its free. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 05, 2010, 07:09:35 PM Got some basic code down, waltzin around and shooting smoothly.
bonus, new gif, walking mouth guy is animated! Its still missing a death animation, a jump and fall frame. (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/MoutherWalk.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: andy wolff on May 05, 2010, 07:22:58 PM I haven't started on mine yet but I plan to get a good start tomorrow and over the weekend.
You guys who have started all seem to be doing well. Your stuff looks great! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 05, 2010, 08:05:47 PM I have the game mechanism working now, but all my graphics are ugly placeholders, I might have something to show tomorrow.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 05, 2010, 09:31:30 PM Currently working on some concept art. Will post something later if it turns out good.
I'll also try and start working on the code. Hopefully I can set up my main mechanic quickly enough. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 05, 2010, 10:16:39 PM I need music for CRAZY SHUFFLE
here is the original http://www.youtube.com/watch?v=YUfRt6oQr0g here is the current look for the remake http://www.swfcabin.com/open/1273122641 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 05, 2010, 11:03:37 PM Started working on the terrain tonight, it renders but it's unlit and very boring right now, so I'll post screenies tomorrow.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Aquin on May 05, 2010, 11:09:31 PM http://www.aquinhasa.com/scratch/chilloutoriginal.mp3 (http://www.aquinhasa.com/scratch/chilloutoriginal.mp3)
http://www.aquinhasa.com/scratch/chillout.ogg (http://www.aquinhasa.com/scratch/chillout.ogg) I did the music for the start menu, basing it on the original music. It's still very much a work-in-progress. I got some concept art lying here, but I'll save it for another day. Tilemaps will be done tomorrow. Actors will be done by the end of Sunday. Gameplay is already prototyped a bit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 05, 2010, 11:45:09 PM http://dl.dropbox.com/u/254701/blog/action52/ninja_assault_mystery_1.mp3
Started in on music tonight. Just a first pass - the percussion is an unfinished sketch and I'll probably make the arrangement radically "bigger" with more variations and additional themes by the time it's done. I like working my music over with a two-by-four. http://www.youtube.com/watch?v=PGQAhV8Ga1k&feature=related An interesting comparison of much of the Action 52 music and its lifted source material(stuff made in the Atari ST "The Music Studio" program by Ed Bogas (http://en.wikipedia.org/wiki/Ed_Bogas)). I'm basing the Ninja Assault track partially on the NES version and partially on the "Mystery" original, which is a groovier, slower arrangement. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 01:04:17 AM (http://dl.dropbox.com/u/511152/TWTconcept1.png)
A bit of quick concept art. There's more, but maybe I'll leave to show them later. I wanna get something playable done. maybe I'll get the elements of Timewarp and give them a more Tim Burton-ish feel, or just up the insanity tenfold. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 06, 2010, 01:16:41 AM Melly, that looks awesome :)
Started in on art tonight, got the perspective and camera working the way I want so now I can focus on assets. Here's a quick screen with a bunch of temp elements (red/yellow boxes are meteors). Will look a lot better with lighting. (http://26k.org/dev/img/jupiter_v005_3.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 06, 2010, 01:58:03 AM video of my STREEMERZ remake: http://www.youtube.com/watch?v=T76mfTdPyy4&feature=player_embedded (http://www.youtube.com/watch?v=T76mfTdPyy4&feature=player_embedded)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 06, 2010, 02:08:51 AM I love you guys so much :tearsofjoy:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 06, 2010, 04:11:48 AM More mechanics added to the great game called MEONG.
(http://l.j-factor.com/gamemaker/meong3.png) The tiles sandwiched horizontally, vertically or diagonally between SUN tiles and MOON tiles are trapped. The player must try and spy these lines and alignments and avoid them. The tiles horizontally west of WEST WIND tiles are trapped, as are all of the tiles horizontally east of EAST WIND tiles. What these rules mean is that, in addition to all of the labeled tiles, the following unmarked tiles are trapped: (http://l.j-factor.com/gamemaker/meong4.png) This may seem impassable, but to make things a bit more entertaining, the player can move diagonally. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hideous on May 06, 2010, 06:58:42 AM The wind curly things look like they're headed in the wrong direction on the tiles.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 06, 2010, 07:31:40 AM video of my STREEMERZ remake: http://www.youtube.com/watch?v=T76mfTdPyy4&feature=player_embedded (http://www.youtube.com/watch?v=T76mfTdPyy4&feature=player_embedded) Played it last night, loved it (although i don't seem to remember those opening or closing cutscenes); out of curiosity, what does grabbing the bag of money do? I spent nearly ten minutes getting it... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 06, 2010, 09:07:37 AM graphics are almost done, game mechanics are on their way. Space Dreams curtain shooter anyone?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 11:11:47 AM I see Battlerager joined the fray. ;D
You better not skimp on mah music! >:( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 06, 2010, 12:43:51 PM I see Battlerager joined the fray. ;D I wont! I signed up for Moth cause Evil Empire happened to be the very game he wanted to do, but the registration wasnt working for him. So yeah, I'll make evil empire with moth and send you some trax for the time game :wizard:You better not skimp on mah music! >:( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 12:45:16 PM I was just teasing ya, really. I know you're not the type to do that. :-*
Lets make some love and birth something awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 06, 2010, 12:50:14 PM I was just teasing ya, really. I know you're not the type to do that. :-* :-* It will have vampire teeth, look like a pig with long ears and be able to deliver electric shocks.Lets make some love and birth something awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 02:57:53 PM Since Time Warp Tickers is such a bizarre game, and while I already have ideas of my own, I'm wondering what the game inspires in other people in this thread. I think having different views of the game could give me more interesting ideas to use with its concept.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 06, 2010, 04:29:53 PM Here's a rough for my title screen. I'm thinking the logo needs to be more Megaman'y.
(http://androidarts.com/megalonia/title_screen.jpg) Question: Does the black screen with the "1 player / 2 player / main menu" need to be first after boot? In Ooze it comes after a title splash screen. Is someone planning to write a loader? Some perhaps late ideas: The first case has a bunch of options which may not be valid. There might not be 2 players and main menu doesn't go to a main menu. The second case could be a still image. It has a little more character. It could be a 2x pixel thing with very little info to change for each entry. It could show a bunch of relevant info. Another idea is to have the blue borders be closed, and slide up to reveal the game's title screen. The last idea is that everyone makes their own paraphrase of the intro splashes (perhaps not featuring the cheetahman), but that's quite a bit of work for some. (http://androidarts.com/megalonia/splash_ideas.jpg) Melly> Maybe go Towlr on it? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 06, 2010, 04:34:56 PM my idea is to get the game creators to fill out a small file filled with some basic information that can easily be read into the menu system. most likely the information displayed will be controls, the game's story, and a simple description of play. or something like that.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: KareemK on May 06, 2010, 04:45:32 PM http://siiseli.kapsi.fi/audioupload/upload/ee.mp3
My "music" for Evil Empire. which i was asked to do by Stargoat before he dropped. It's basically the original nsf re-arranged a bit with guitar wankery on top. i still have project file. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 05:15:37 PM Since all the games will be accessible via one executable file, wouldn't it be an interesting idea to make a main Action 52 OWNS executable with a menu for easy access of all 52 games (selecting a game would run the target executable), which would be bundled with it in neat separate folders, to give it a more authentic feel? Kinda like what Arne said about a loader.
Here's a rough for my title screen. I'm thinking the logo needs to be more Megaman'y. I love the logo the way it is. Gives me a feeling of old space fantasy/science fiction works. Melly> Maybe go Towlr on it? I honestly have no idea what you mean. Googling now. EDIT: http://www.towlr.com/ I believe you mean this? That's quite interesting, but I'm not sure I could make something like that and make it enjoyable. Still, something to think about. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 06, 2010, 06:30:22 PM Trying out some music (http://dl.dropbox.com/u/3125554/rocketjock_blue.mp3). It' kind of a bluegrass version of the original Rocket Jockey tune (http://www.youtube.com/watch?v=9rYvG6tLGDc).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: raiten on May 06, 2010, 07:31:43 PM MEONG I like the look of this game, but I think the tiles could feel a bit more "mysteriously Asian", so I just went ahead and made a slightly different tileset encorporating Chinese characters. (http://i391.photobucket.com/albums/oo355/sailormarcus/meong_tiles-1.png) (east, west, sun, moon) Feel free to use, modify or dismiss them in any way you please :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 08:13:44 PM I like those. :handthumbsupR:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 06, 2010, 09:11:10 PM MEONG I like the look of this game, but I think the tiles could feel a bit more "mysteriously Asian", so I just went ahead and made a slightly different tileset encorporating Chinese characters. (http://i391.photobucket.com/albums/oo355/sailormarcus/meong_tiles-1.png) (east, west, sun, moon) Feel free to use, modify or dismiss them in any way you please :) The wind curly things look like they're headed in the wrong direction on the tiles. Wikipedia states that the East Wind is one which gathers in the east and blows westward.EDIT: http://www.towlr.com/ I believe you mean this? That's quite interesting, but I'm not sure I could make something like that and make it enjoyable. Still, something to think about. Towlrs are really only supposed to be games in which none of the game elements have semantic meaning, leaving it up to the player to attempt to comprehend the relationship between the elements. I think Time Warp Tickers should be more than that, though. It's got a dreamlike vibe to it, and the thing about dreams is that its elements are not void of meaning, but instead have counterintuitive or contradictory meaning. Have a look at: videos of the games Yume Nikki and Weird Dreams. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: raiten on May 06, 2010, 09:18:54 PM Haha, missed the mark completely there then :beer:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 06, 2010, 09:20:12 PM Maybe I'll go partway by making some of the characters be Greek letters in a brush font.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 06, 2010, 09:20:22 PM Well to tell the truth my intention is to subvert the "mysteriously Asian" flavour of some computer games by making all of the characters on my tiles just be Latin letters in a brush font, to show that the 'otherness' and 'mysteriousness' of Chinese letters is mostly illusory. You shut your whore mouth. :mockangry: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 06, 2010, 09:21:41 PM http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.3.exe
Basically everything but enemies... and an actual title screen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 06, 2010, 09:38:49 PM Nice! The walking feels much easier to control, now. I did have trouble having to hold down the Roll button instead of just pressing it, though.
Also, when you walk up against a wall, instead of stopping, Fuzz starts spazzing out and clipping. And how do you jump past that accursed wall?!? >:( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 06, 2010, 09:39:27 PM Thinking about Fuzz Power, here's what would be neat to implement: * A few more stages, ending with the "Land of Guru" advertised in the manual. I'm picturing a fuzzy-cloud-filled Shangri-La filled with hippies and levitating Indian gentlemen. * Rolling into enemies resets the 'roll counter' so you keep going through a long trail of foes (Donkey Kong Country) * Losing hair makes your attack weaker until, when bald, you can't do any damage at all, and just bounce off. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 06, 2010, 09:49:11 PM * Rolling into enemies resets the 'roll counter' so you keep going through a long trail of foes (Donkey Kong Country) This. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 06, 2010, 11:14:54 PM Screenshot of some dirt in engine. I think it need some plants to border it and some small rocks for barriers. I was planning on using the terrain slopes for barriers (since spiders can crawl over them in the original), but now that I've got the dirt realized, I don't think that will work. I may just have spiders be blocked by rocks and use the flying ants as the "go anywhere" baddies.
(http://www.awesomenessinabox.com/files/dedant/terrainpreview.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 06, 2010, 11:36:24 PM I'll need the help of an artist, especially someone skilled in pixel animation, because If I have to animate all my stuff I'm not sure I'll be able to make this as good as it can be.
Anyone interested? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: konjak on May 06, 2010, 11:55:36 PM I was gonna make Cheetah Men for a while, but time, stress and now illness is gonna keep me from doing work on anything. Truth is I wasn't that keen to begin with, though. All I got for a whole week were the main characters and two animations:
(http://www.konjak.org/abandoned/idle.gif) (http://www.konjak.org/abandoned/run.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 07, 2010, 12:17:59 AM Well those are still awesome. :-*
What's the third cheetahman wielding anyway? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: konjak on May 07, 2010, 12:31:12 AM A reall small crossbow. I think I saw a picture of that.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 07, 2010, 12:32:45 AM Nice! The walking feels much easier to control, now. I did have trouble having to hold down the Roll button instead of just pressing it, though. Also, when you walk up against a wall, instead of stopping, Fuzz starts spazzing out and clipping. And how do you jump past that accursed wall?!? >:( hahah decided to put the impassable wall like in the original. I will add an ending though. so unlike the original my version can actually be completed. i'll work on the donkeykong roll. Have no clue how to not have the spazz at walls. Does anybody with MMF know how to fix it? By anyone I mean Podunkian of course. And sorry for the lack of Guru Land, my version is taking the story in a new direction. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 07, 2010, 12:39:24 AM Regardless of who it is that ends up donning the mantle of Cheetahmen, they must include this (http://www.gamespite.net/toastywiki/index.php/Games/Cheetahmen). (Note: features Cheetahmen II canon (http://cheetahmen.silius.net/cheetahmen2n.txt))
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 07, 2010, 12:53:43 AM made some new buildings tonight (intact and destroyed) and lit them. Brightened up the sky and changed the camera angle a bit.
(http://26k.org/dev/img/jupiter_v006_2.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 07, 2010, 12:59:35 AM lowpoly that is looking beautiful.
Progress report: Start working on the code for the player mechanics, made a few tiles, and I also decided to flesh out the enemies of Time Warp Tickers and make concept art of them: (http://dl.dropbox.com/u/511152/fridge1.png) The Fridge: At first I thought this enemy was some form of cilinder on wheels, but reading the faq it seems to be a refrigerator. I'm not satisfied with how the fridge version looks, but the idea is that he's the least directly harmful enemy, with no proper damaging attacks. Instead he has the ability to shoot TIME?-enhanced ice cubes that when hitting you freeze you in time and make you vulnerable to attacks of other enemies. (http://dl.dropbox.com/u/511152/handyoyo.png) The Yoyo Combining the background hands and the yoyo enemy, you have this enemy that keeps lowering and raising a bladed yoyo that damages you on contact. He's meant to be primarily an environmental hazard, but can attack you with the yoyo directly on occasion. (http://dl.dropbox.com/u/511152/snake.png) The Snake Snakes were the most common and easily dispatched enemy of the original game. My version is an enemy that slithers through the air, constantly increasing its length. Touching any point of the snake causes it to shock the player (so it's an eel-snake or something). You cannot hit the snake's body, you must aim for the head, to dispatch the whole snake. (http://dl.dropbox.com/u/511152/eye.png) The Eye These are some creepy motherfuckers. One thing I noticed about the original enemy was that it was the same color of the background, giving it some mild camouflage that actually made it more difficult to be noticed quickly. I decided to incorporate that and make this be an invisible enemy, that always waits until your back is turned to attack you. If the attack fails it'll be visible for a while before disappearing. It's only vulnerable when visible. (http://dl.dropbox.com/u/511152/microphone.png) The Microphone I had no idea what this was until I reread the faq. Bottom sketch is hthe first version, top sketch is the microphone version. Its the main melee enemy, moving very fast towards you and trying to attack you with its bladed feet. It's also able to release a sound shockwave. If it hits you, it makes you lose your ability to perceive your surroundings for a moment. (http://dl.dropbox.com/u/511152/clock.png) The Clock The clock is a normal clock possessed by an alien abomination taht slipped through the cracks of reality. It's slow and weak, but has great mastery over TIME? powers. It can shoot energy spheres at you, as well as time slowing attacks that if hit you make you move and act much slower than usual. It also has a few more defensive tricks up its sleeve. As usual I'm open to criticism and feedback. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 07, 2010, 01:39:53 AM Melly, those designs are great. Can't wait to see some in game screenshots.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 07, 2010, 01:55:43 AM Melly, those are :-* :-* :-* :-*
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on May 07, 2010, 06:56:06 AM awesome stuff!
(if possible every buyer of the original cartridge should be informed when action 52 owns is out... not an easy task but well maybe if the AVGN gets informed about this project he will announce it at some point. its worth a try i think.) imagine the parents that bought this cartrdige and thought it would be great that their kid has now 52(!) games... what a great deal. "this will keep the kids entertained for a while" they probably thought. and then think about the kid at the receiving end: sitting in front of the tv screen when the "lights! camera! action!" stuff flies in... awesome... but well... then it discovered game after game... that the whole "action" isnt all that great. ...and then... well what should the poor kid say (i mean the parents just spent 199 bucks on that one...) sad. sad story. if those people (who were kids back then) will now almost 20 years later discover that there is now a good version of the 52 games available... could be a healing process for them :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 07, 2010, 07:52:10 AM I made a simple LUA script for FCEUX 2.1.2 (which is the only version which runs Action 52). It's very sloppy and could be cleaned up a bit.
Code: -- For use with FCEUX 2.1.2 and Action 52 (NES) -- Works with Bubblegum Rosie, Bits and Pieces -- and many other Action 52 games. local Health = 0 -- Health also mirrored at 0x0b34 0x1334 0x1b34 -- Kills at 06a5 0ea5 16a5 1ea5 -- 038d screen/level progress in Bits and pieces function box(x1,y1,x2,y2,color) if (x1 > 0 and x1 < 255 and x2 > 0 and x2 < 255 and y1 > 0 and y1 < 224 and y2 > 0 and y2 < 224) then gui.drawbox(x1,y1,x2,y2,color); end; end; for x = 0, 6 do end function pointbar(hp) for i = 1, hp do box(6,10+i*10,16,18+i*10,"green"); end; end; while true do Health = memory.readbyte(0x0334) gui.text(6,10, "HP: "..Health) -- Health gui.text(6,1, "LIVES: "..memory.readbyte(0x0330)) -- Lives pointbar(Health) gui.text(70,10, "SCORE: "..memory.readbyte(0x031b)) gui.text(120,10, memory.readbyte(0x031c)) gui.text(130,10, memory.readbyte(0x031d)) -- Thousand gui.text(140,10, memory.readbyte(0x031e)) -- Hundred gui.text(150,10, memory.readbyte(0x031f)) -- Tens gui.text(160,10, memory.readbyte(0x0320)) gui.text(200,10, "LEVEL: "..memory.readbyte(0x0338)+1) -- Level gui.text(200,1, "KILLS: "..memory.readbyte(0x06a5)) -- Kills -- gui.text(10,30, memory.readbyte(0x0316)) -- Y pos -- gui.text(10,50, memory.readbyte(0x0315)) -- X pos -- Fall distance count? FCEU.frameadvance() end Does: (http://androidarts.com/megalonia/ref/action_52_lua_hud.png) Also, it appears that you score in Bits and pieces by jumping on the monsters' heads. Inspired: (http://androidarts.com/megalonia/graveyard_smash.jpg) Melly> And drawn like that I can imagine Timewarp tickers having music from some 70's - 80's eastern European kids program. Or IKA i rutan (http://www.youtube.com/watch?v=NdYQ6JjreOY) which is a bit melancholic and tic-toc'y Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 07, 2010, 08:23:55 AM Thanks for the support guys.
Arne your little sketches are always so entertaining. You should make comics. Melly> And drawn like that I can imagine Timewarp tickers having music from some 70's - 80's eastern European kids program. Or IKA i rutan (http://www.youtube.com/watch?v=NdYQ6JjreOY) which is a bit melancholic and tic-toc'y That is a bit creepy and a bit awesome all at once. I love it. That girl's got some great eyes. The general idea I have to for the game so far is to thrust a somewhat 'normal', cliche'd superhero (the kid controlling the finger bot) into this warped, crazy world of illusions, nightmares and random time-travel. And have him slowly cope with the idea that not everything is so easy to define as he was used to. And there's plenty of mind-fucking along the way. I honestly wish I could work on this all day, but work and college beckons. And Podunkian, if you let me do Cheetahmen, I'll unban Super Joe. EDIT: and I'm still looking for an animator. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 07, 2010, 12:10:20 PM Have no clue how to not have the spazz at walls. Does anybody with MMF know how to fix it? By anyone I mean Podunkian of course. You could have a detector on the side of the character that determines whether he's overlapping a wall right next to him, and if so disable walking in that direction.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 07, 2010, 12:52:25 PM Still looking for somebody to help me out with the music for Dedant. I'm afraid that my music mixing abilities are pretty much non-existant :'(.
This is the original: http://www.youtube.com/watch?v=jgYRnM1MggI (http://www.youtube.com/watch?v=jgYRnM1MggI) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 07, 2010, 12:53:58 PM Have no clue how to not have the spazz at walls. Does anybody with MMF know how to fix it? By anyone I mean Podunkian of course. You could have a detector on the side of the character that determines whether he's overlapping a wall right next to him, and if so disable walking in that direction.PM me the code and i'll school you. but do it today if you can, as i'll be leaving for the weekend! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 07, 2010, 12:56:04 PM new stuff:
(http://i39.tinypic.com/dzeejq.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 07, 2010, 01:25:01 PM A few people have posted some music earlier. Has anyone worked on a version of Ooze's music yet? It's a pretty catchy tune. I'm sure you will have a lot of fun making this music ... and, oh hey, it just might coincidentally also help me out a little! Wow! It's a win-win situation!
Original music: http://www.youtube.com/watch?v=PREP4ZQt6ZU (http://www.youtube.com/watch?v=PREP4ZQt6ZU) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 07, 2010, 02:50:00 PM This is the music i'm using in my game. It's slightly based on 32 (but 32 sucked so yeah).
http://dl.dropbox.com/u/421763/blipsnr.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 07, 2010, 03:20:41 PM Podunkian wants more experienced developers for this I think.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FlyingPigBoy on May 07, 2010, 03:25:38 PM Yeah, I'm not really good enough at programming or graphics to do this terrible game justice. However, I look forward to playing all these games when they're finished.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 07, 2010, 03:51:26 PM OHGODOHGODOHGOD
(http://tinyurl.com/2um224z) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 07, 2010, 03:52:56 PM What the fawks. Is that your game?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 07, 2010, 03:58:43 PM Halfsize placeholders and a misplaced spawn command, but yes
also: destroyed internet image quality Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 07, 2010, 04:43:51 PM Mesh is doing the spritework for my game, so I thought I'd show it off. I removed all the placeholder stuff, if you're wondering why nothing's there. Neon green squares are a little distracting.
http://www.mediafire.com/?de3jtw5mygd Yes, I know the animation breaks when you hold down two keys at once. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 07, 2010, 05:45:08 PM Hey guys, Critical Bypass is re-available. And Storm Over The Desert...
Request: I'd like eight or ten, 64x64 or larger, dialog box character portraits of various kinds of humans. Any facial expressions permitted, but at least one of whatever emotion 'willingness to fight for your friends' is. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 07, 2010, 06:58:59 PM I've updated my LUA script (http://androidarts.com/megalonia/lua/bubblegum.lua). It should make researching the levels/graphics/mechanics more tolerable. Yeah, that's Metroid style energy tanks. I went through over 200 health getting to the last boss in Haunted Halls.
(http://androidarts.com/megalonia/lua/lua.png) EDIT: I just noticed that having lots of Hit Points in games with life bars will cause graphical glitches (due to sprite limits etc). Just change the thresholds in my LUA script to fix that. e.g. if (Health < 2) then Health = 2 end; Some games give you multiple rapid hits though, so beware. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 07, 2010, 07:20:16 PM Another lil animation done, mouth guy dies!
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/MoutherDie.gif) Spent like 6 hours on it, I was always distracted... I have a terrible attention span today. Hoping I can get much more done tomorrow! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 07, 2010, 07:27:38 PM I'm making pretty decent progress, though I wish I had more time available earlier in the week. Currently I have about half of the core engine features completed. There is still a lot to go. There is no real gameplay code yet -- I just have an animated guy running left and right with a 3d tilemap.
I'm not entirely certain if the allotted 2 weeks is going to be enough, but if next week turns out to be very productive it might just be possible. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 07, 2010, 07:35:18 PM Thanks for the LUA script. definitely comes in handy :handthumbsupL:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 07, 2010, 07:52:21 PM I wonder, who will release the source code here?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 07, 2010, 08:02:52 PM I wonder, who will release the source code here? I think I might make my source code available ... but mostly to get help with porting it to Windows, as I'm using Linux. But, oh no! People will see my odd design decisions! :crazy:Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 07, 2010, 08:56:17 PM I wonder, who will release the source code here? http://bitbucket.org/triplefox/fireball/ I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project. I'm trying to get collision going tonight. I wrote some basic environment code this morning, a fake 2.5d system like a lot of classic brawlers where only a point of the actor is sampled against background tiles, and Z and Y are somewhat mixed. Haven't integrated or tested it yet, I fully expect it to clobber me and keep me up all night or something. Meanwhile, I have almost nothing new for art, cause I've had to build out so much new code for this. I got the tilemaps importing, drawing, and scrolling the other day...nice and smooth(except Flash doesn't understand the meaning of "vsync" in its default wmode - maybe I should look into a different default, but the alternatives are all slower to render). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 07, 2010, 09:18:17 PM I wonder, who will release the source code here? oh geez... I don't think anybody could understand what I did on some of these parts... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Falmil on May 07, 2010, 09:46:54 PM I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project. Hmmm, a haXe/Flash engine, I've been working on one myself a bit. Was that GSC project yours as well? I see you have the character sprite from the GSC demo as your avatar.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on May 07, 2010, 10:20:04 PM I wonder, who will release the source code here? My unfinished/unreleased game engine, Plum (which I've only developed under Windows -- since my Linux partition died a while ago and I don't have a Mac), is BSD licensed with source available here: http://github.com/Bananattack/Plum The game logic for my thing is in Lua. I might pack it in a renamed zip file, to bundle things in a tidy little package, but that's about it. I've never really bothered hiding coded for my games when I'm giving them out for free, since it's not like people are going to really "steal" anything by looking at the source. For games from jams or compos, who really cares either way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 07, 2010, 10:34:15 PM I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project. Hmmm, a haXe/Flash engine, I've been working on one myself a bit. Was that GSC project yours as well? I see you have the character sprite from the GSC demo as your avatar.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 07, 2010, 11:32:25 PM I have the player's ant in game and animated. Right now he just looks around, walks, and throws rocks (or at least does the motions for it, no rocks implemented yet). And climbs on mountains, apparently.
(http://www.awesomenessinabox.com/files/dedant/theantwentoverthemountain.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 07, 2010, 11:39:00 PM Another lil animation done, mouth guy dies! (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/MoutherDie.gif) Spent like 6 hours on it, I was always distracted... I have a terrible attention span today. Hoping I can get much more done tomorrow! Dang that looks good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 07, 2010, 11:39:48 PM (http://dl.dropbox.com/u/511152/progressshot1.png)
Just implementing different things. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 08, 2010, 12:04:23 AM Started my remix of Silver Sword's theme. It's slightly off, but it works okay.
http://www.mediafire.com/?1yjtzz5niw1 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 08, 2010, 12:09:35 AM (http://dl.dropbox.com/u/511152/progressshot1.png) Just implementing different things. Is that a flaming finger flick? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 08, 2010, 12:25:26 AM That's a Power Flick. I'm just trying out stuff at the moment, not sure what will be in the final game.
EDIT: C418, why did you stop making muzacs. Please make more muzacs. Question: If we finish our games and get through the deadline, but there are still games to be made, will those that finished their games be given a chance to remake another free game? Just asking cause if nobody does Lollipop I cannot let it go to waste. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 08, 2010, 01:35:10 AM hahhahahah (lolli)popcorn.mid :tearsofjoy:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 08, 2010, 01:59:24 AM I didn't stop. I'm just not fast enough to make some after work. I tried to take on zara's game. I don't like the outcome though.
http://dl.dropbox.com/u/1051220/zara.mp3 What am I going to do now... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 08, 2010, 03:50:52 AM Signed up for Storm over the Desert.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 08, 2010, 05:48:55 AM Here's the wip version of beeps and blips; 4 levels pretty much done I guess.
http://dl.dropbox.com/u/421763/blipshwa.exe Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 08, 2010, 09:04:19 AM Easyname that's awesome.
i died though. @_@ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 08, 2010, 10:10:41 AM Here's the wip version of beeps and blips; 4 levels pretty much done I guess. http://dl.dropbox.com/u/421763/blipshwa.exe Wow, it has good gameplay. It feels so un-Action-52-like now :P Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 08, 2010, 10:29:46 AM Easyname that's turning out great. You should tweak the difficulty once you have more levels though. It's a bit hard right now. :wtf:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 08, 2010, 12:17:11 PM Here's the wip version of beeps and blips; 4 levels pretty much done I guess. http://dl.dropbox.com/u/421763/blipshwa.exe That music is made of pure win. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 08, 2010, 02:05:17 PM Late reply
Plus, it would take a bunch of time to make the songs.. since there are like more than 100 songs in A52. No. There are 46 and a lot of them are 5 second loops or repeat in different ways. It's not a lot. If every individual game wants to have more though, then it is about 100, haha. The NSF holds 118 files, more than half of which are just sound effects. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 08, 2010, 02:20:57 PM I'll probably add some new levels in between the ones I've got right now to smooth out the difficulty curve. I don't think I'll have much time to work on it for a bit (like until wednesday/thursday) though since my art exam is coming up in a few days and I dont have enough development work ):
I can probably add some stuff anyway though. It's fun to work on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: andy wolff on May 08, 2010, 04:02:44 PM Damn, it turns out I'm not gonna have the time for this. Unexpected stuff going on all week
I fold, somebody else please take starevil shame Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 08, 2010, 04:38:18 PM (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/EyeArms_Move.gif)
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/EyeArms_Die.gif) Eye enemy, a miniboss ish thing. I really like how the death anim turned out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 08, 2010, 04:50:48 PM Does that creature pull its own eye out? Hardcore!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 08, 2010, 05:06:14 PM Another song. I ...think I got a request for this.
This time underground: http://dl.dropbox.com/u/1051220/underground.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 08, 2010, 05:46:35 PM Here's (http://dl.dropbox.com/u/3125554/pgil_rocket_title.mp3) music for the title screen of Rocket Jockey.
And an update (http://dl.dropbox.com/u/3125554/pgil_rocket_level1.mp3) on the level 1 tune. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 08, 2010, 06:18:59 PM speaking of music, if anyone wants to take a stab at the song for Jupiter Scope, I'd love you for it. Art is taking longer than expected... The original track actually isn't that bad, so maybe there's something to work with there?
Here's the wip version of beeps and blips; 4 levels pretty much done I guess. only got to play a few minutes of this, but really liked what I saw Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 08, 2010, 06:49:23 PM the song for Jupiter Scope I'd love to give it a try. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 08, 2010, 08:00:01 PM Heres some more!
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Orenger_Walk.gif) (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Orenger_Death.gif) (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/WormishMove.gif) (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/WormishAttack.gif) Yes, the worm is really enjoying this. The game is at triple resolution by the way, 3X pixels. Cant wait to get really crackin on levels, I just have a few more enemies to do and some more tiles. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 08, 2010, 09:53:39 PM (http://i42.tinypic.com/24ovlo4.jpg)
Been making some progress. All gameplay for the player is now done. One or two enemies to make still. Most art is done. Haven't started on programming the boss. Not all of his art is done either. May need to do some more background art also, and remake those lasers (they are the wrong size). If anyone would be willing to do music I would love them forever. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 08, 2010, 09:56:49 PM Here is a challenge for a musician:
Operation full moon has probably the worst "music" track in the whole Action52 cartridge. I would apperciate help on this matter. Making this sound good is a worthy challenge. :gentleman: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Cagey on May 09, 2010, 02:04:52 AM Oh man oh man I'm so glad some games freed up. I'm going to play through them now and pick one :)
Is it still ending on May 14th? If so, power-coding time! Edit: Woo Fire Breathers! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 09, 2010, 02:21:48 AM Question. Is java allowed if you let the java executable be started by an exe? I think I know someone who would be glad to try something.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 09, 2010, 03:56:56 AM Menu screens, especially non-diagetic ones are harder to make than it seems, whilst remaining in the same room, but I eventually got it figured out.
You can find it at http://sites.google.com/site/lucamakesthings/games Under "ShootingGalleryDemo4.zip" All I need to do now is add game modes within Single Player, Double Player and Keepy Uppy. So far so good, I think. I also got the 'keeps shooting' glitch fixed. :D Oh, and shoot the ducks that fly by on the title screen if you're quick enough. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 09, 2010, 04:00:59 AM Here is a challenge for a musician: I ACCEPT YOUR CHALLENGE :tiger:Operation full moon has probably the worst "music" track in the whole Action52 cartridge. I would apperciate help on this matter. Making this sound good is a worthy challenge. :gentleman: Operation Full Moon Original: http://www.box.net/shared/sebfh2cct1 Operation Full Moon Awesome: http://www.box.net/shared/id7qs8s2el Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 09, 2010, 05:26:51 AM Operation Full Moon Awesome: http://www.box.net/shared/id7qs8s2el Wow. You win! For now, at least... I wonder if you'll have any competitors? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 09, 2010, 05:29:38 AM (http://i937.photobucket.com/albums/ad216/overboyagain/screenshot100-9.png)
(http://hg101.kontek.net/action52/starevil-nes.png) Meh, still workin' on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sub12 on May 09, 2010, 06:48:07 AM Signed up so I could give this a go.. I'm late, but what the hell I'll try remaking lollypops
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MechanicalPen on May 09, 2010, 07:14:30 AM My summer break's this week, so this'll give me something to do. I guess I'll take Lolli- erm, Manchester Beat. A game about making music with your fists is my kind of game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 09, 2010, 07:26:01 AM My summer break's this week, so this'll give me something to do. I guess I'll take Lolli- erm, Manchester Beat. A game about making music with your fists is my kind of game. Rhythm game / beat em up hybrid please!Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 09, 2010, 09:09:00 AM Another demo. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.8.exe
this one has heath and enemies. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MechanicalPen on May 09, 2010, 09:11:06 AM Rhythm game / beat em up hybrid please! That's the plan.I've tried to make rhythm games before, but I could never get the music to sync up to the action. It is an interesting problem to try and solve. One possible solution is to build a music player into the engine and just feed it notes. Anyone know where I can find a MIDI of the level themes from Manchester Beat, or something similar that I can grab notes from? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 09, 2010, 09:13:42 AM Another demo. http://dl.dropbox.com/u/3149882/Fuzzy%20Power%20V0.8.exe this one has heath and enemies. Haha! Love the surprise at the beginning. Also, are there fuzz (health) power-ups? I thought that if I got hurt to the point of having no fuzz, I'd be light enough to make that jump over the impassable wall, but no...it'd be an interesting mechanic, giving a lack of fuzz its own advantages. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 09, 2010, 09:28:23 AM So. Is there a font that everyone is using for HUD/menu/title displays?
Someone posted a font somewhere earlier but I don't have a fontstruct account. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 09, 2010, 09:50:40 AM I'm still working on mine. I'm making progress with the Megalonia spaceship graphics. Here's a preview of the minibosses. The idea is that they break apart and a little Saucer pops out. Since Saucers have transparent domes, I can hint at a little character riding them. This is why all ships have a little dome part.
(http://androidarts.com/megalonia/megalonia_miniboss_ship_preview.jpg) Yeah, I'm using the player ships from the other games. The Megalonia ships will be the generic main forces, like Gombas and Koopa troopas. Oh, here's yesterday's warmup (internet was down all day), some Time warp tickers and Underground (http://androidarts.com/megalonia/timewarp_underground.jpg) doodles. Also, LUA script news: 0x0064 is the fall-to-death counter and 0x0315, 0x0316 x and y position. It would be neat to add an interface for controlling those. I hovered through the entire Non human level. If you hover without setting the fall-to-death counter you'll just die mid air. In Micro Mike, you need to set the x position to avoid getting squeezed to death. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 09, 2010, 10:04:02 AM Operation Full Moon Awesome: http://www.box.net/shared/id7qs8s2el You win indeed. :-* Oh, here's yesterday's warmup (internet was down all day), some Time warp tickers and Underground (http://androidarts.com/megalonia/timewarp_underground.jpg) doodles. :-* :-* :-* Haha, those are interesting ways to look at the enemies. I think I'mma steal some parts of your finger bot design. Battlerager is working on Timewarp's music, but hey, if any musician there is crazy enough to give it a stab I wouldn't be against it. The more music the better. Also, I'd like to request that the deadline be extended to the 16th. That would give everyone one extra weekend to crunch away at their games. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 09, 2010, 11:04:38 AM I think the deadline will be extended to two weeks after we find out which people actually do work on their stuff.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 09, 2010, 11:31:27 AM Here is a challenge for a musician: I ACCEPT YOUR CHALLENGE :tiger:Operation full moon has probably the worst "music" track in the whole Action52 cartridge. I would apperciate help on this matter. Making this sound good is a worthy challenge. :gentleman: Operation Full Moon Original: http://www.box.net/shared/sebfh2cct1 Operation Full Moon Awesome: http://www.box.net/shared/id7qs8s2el I'll upload a playable build of Operatio Full moon very soon (whatever that means) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on May 09, 2010, 04:31:55 PM Dang, wish I'd noticed this earlier.
If anyone gets cold feet, I'll take your game! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 09, 2010, 05:15:14 PM Made a pretty big tileset, its done for now! Putting together a couple levels now.
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Tileset.gif) Its a bit dark but in the games context it looks fine I took lots of inspiration from a bunch of NES games, especially Castlevania 3. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 09, 2010, 06:48:48 PM Progress on the set of smaller Megalonia native ships. The idea with the second frame is that they become floating wrecks briefly if the damage situation is right. It's easy to paint these kind of damage frames because I can just paint some random junk over the intact ship line art.
There'll be generic gib pieces that explode outward with speed depending on size. The larger ships on the previous image have some special gib pieces. Hopefully the gibs don't get in the way of reading the action/bullet situation. Enemy bullets should probably be rotating, flashing and color coded to attract the most attention. For some ships I want to to some animations, be it moving parts or Vic-Viper rolling. Rolling is a pain though since details have to be consistent in perspective. I varied their size a bit.. to create... variation. The right ones could come in swarms, maybe rolling/spinning because it's a small image and less work to animate. (http://androidarts.com/megalonia/megalonia_standard_ship_preview.jpg) Edit: Some test animations. (http://androidarts.com/megalonia/megalonia_testanim.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 09, 2010, 08:22:52 PM If anyone gets cold feet, I'll take your game! Any interest in collaboration? I'm really busy until quite close to the deadline, and I wouldn't mind switching to a graphics-only role or something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 09, 2010, 08:32:59 PM (http://dl.dropbox.com/u/254701/blog/action52/collision.png)
I'm gradually teasing out environment collision by building up a tremendous debugging suite, fixing the problems that surface as obvious, and then going back to add more debug info. Progress is good - and not stressful, which is so rare when I work on collision. I might actually have it working by tomorrow! After that I'll still have a collision editing tool to do(I opted to untie it from the art tiles), entity spawn placement, entity-entity collision, and then animation...and then I think I'll start to have a game! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 09, 2010, 08:48:34 PM (http://i41.tinypic.com/3445fcz.jpg)
Scene from lvl 2 (subject to change w/o notice) More progress; only got one enemy to make now and the boss, of course. Most of the tiles are done although some could use a remake. Working on finishing up the levels and so on! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 09, 2010, 08:58:31 PM Spent the better part of the day today trying to make the snake enemy works as I envisioned, with unsatisfactory results. I may have to redesign it, though that's for later. Right now I wanna do something that doesn't take ages to get right.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 10, 2010, 07:08:16 AM A first playable build. Stayed up working the last seven hours or so to get the environment collision going.
http://dl.dropbox.com/u/254701/blog/action52/5_10_7am.swf All you can do is jump around(X key) and try to break the collision by going into the solid area. I think it's (mostly) stable now. Code for this system is here for your reviewing pleasure: http://bitbucket.org/triplefox/fireball/src/tip/fireball/collision/BeatDown.hx Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 10, 2010, 08:11:55 AM triplefox i don't know if it's my machine but that doesn't link to something i'd qualify as playable, it looks like some collision debug thing where a courageous rectangle can flyyyy
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on May 10, 2010, 09:53:51 AM here's the Mashman sprite from me and HandCraftedRadio's entry.
(http://i121.photobucket.com/albums/o214/ndk5027/other%20work/mashman2a-1.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SeanEBlog on May 10, 2010, 01:34:43 PM Just being curios, but is anyone considering doing any of the Genesis A52 games? I would love to see a remake of Sketch.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 10, 2010, 02:14:47 PM There is nothing stopping anyone who would want to remake any of the Genesis games if they wanted to, but for this it is strictly the NES version.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 10, 2010, 03:42:18 PM I've decided that instead of using a game in 320x240 resolution upscaled 2x, I'm doing a fully 640x480 game with 2x upscalled sprites.
Cactus, eat your heart out. It's really just because rotated sprites look like piles of ass in such low res. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 10, 2010, 06:16:56 PM Melly> You can make the graphics at 1x (320*240) and then scale up and do something similar to Font hinting (http://www.ascendercorp.com/fonts/on-screen-legibility/) (in the case of pixel art, you smooth out curves and slopes but don't add detail). Basically, you provide better sample points and reduce flicker this way.
You then rotate, then scale down, then scale up again... :O Yeah, too much work perhaps. I did some tests years ago and it does make slopes and curves look a lot better since the source image has finer staircases. Anyways. I got some code done today. It went really smooth thanks to OOP. I haven't put any gfx in yet, but I have a simple little physics system with explosion shockwaves that pushes everything around. It's neat to see the debris (boxes) fly off the hulls (boxes). Now I need to make an editor where I can place the debris parts (panels etc) onto the hulls so it looks complete before it breaks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 10, 2010, 07:04:50 PM I think I'm going to quit.
Free Bubblegum Rossie! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 10, 2010, 07:05:58 PM :-X I forbid Ein to quit.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 10, 2010, 07:11:34 PM hahah sorry bro, maybe next time!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 10, 2010, 07:18:36 PM I think I'm going to quit. Free Bubblegum Rossie! What?!? After you tease us with all those screenshots of a game nearly finished you're going to quit? What the hell? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 10, 2010, 08:05:30 PM I'm making pretty good progress, but there's still a lot to do in these few short days. Fortunately, I believe I have already taken care of most of the more difficult tasks. This is still going to be a quite a challenge to complete this in time.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 10, 2010, 08:11:27 PM I think it's the time limit that is causing people to quit... :droop:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 10, 2010, 08:20:04 PM I think I'm going to quit. Free Bubblegum Rossie! Are you MAD? You have a game that's fun to play and practically done! Seriously, just slap some finishing touches on it and release it, it's pretty good so far already. Mind explaining the reasoning behind the decision, at least? In other news, like many other people are saying, I'm making steady progress but I'm not really sure I'll be able to finish this to the standards I wish for it to live up to by the deadline. Hopefully we'll have an extension. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 10, 2010, 09:42:53 PM http://www.awesomenessinabox.com/files/dedant/demo.zip (http://www.awesomenessinabox.com/files/dedant/Demo.zip)
"Playable" build tonight! Nothing fancy, you just throw rocks at each other indefinitely. I mostly just want to check for hardware incompatibilities, specifically on Intel chips. Anybody willing to give it a spin on an Atom based netbook? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 10, 2010, 10:06:34 PM I'm so close yet so far at being done..
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 10, 2010, 10:09:20 PM Pretty awesome, not a netbook but your game ran fine here (q6600).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 10, 2010, 11:10:28 PM ok, playable version is go: http://26k.org/dev/play/jupiter_v010.zip there's still a lot of missing/temp art in there and no sound yet, but this should give a good idea of how the game will look and play. Eventually, there will be other enemies besides meteors and hopefully a change or 2 in location (time willing). Really interested to see how this runs on people's computers, windowed 3D is shaky at best from what I've seen so far... Have at it :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 10, 2010, 11:44:46 PM Battlerager is working on Timewarp's music, but hey, if any musician there is crazy enough to give it a stab I wouldn't be against it. The more music the better. sorry battleragerTimewarp Tickers Original http://www.box.net/shared/f4sybtf476 (with sfx :/) Timewarp Tickers JMickle http://www.box.net/shared/gr9rv2nb4f Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 11, 2010, 12:00:46 AM Haha, that's pretty good. Battlerager will just have to make his BETTER. >:D
And lowpoly, runs like a dream here (though this is a beefy machine). I really like the look of it and the gameplay works fairly well. Pretty difficult to keep all building from being destroyed sometimes. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Andrew Brophy on May 11, 2010, 12:49:43 AM I am too busy this week. Ahh, I'll have to quit (aka free Star Evil).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 11, 2010, 01:05:16 AM Jupiter Scope suggestions:
* Exploit the difference in significance between meteors heading toward houses and those heading away from them. Make the RNG send out loads upon loads of unaimed meteors (meteors that won't hit any still-alive houses) that serve to disguise the few aimed meteors (meteors that will hit houses.) * Make the meteors a bit faster, but compensate by making the Star-Zap's shots a bit wider. * Since the Missile Command similarities are obvious, maybe add a "blast radius" that can neutralise a bunch of nearby rocks at once for large bonuses? (Possibly assign that chain explosion to a 'charge shot' that is unleashed by holding C...) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nicend on May 11, 2010, 01:54:33 AM http://www.awesomenessinabox.com/files/dedant/demo.zip (http://www.awesomenessinabox.com/files/dedant/Demo.zip) "Playable" build tonight! Nothing fancy, you just throw rocks at each other indefinitely. I mostly just want to check for hardware incompatibilities, specifically on Intel chips. Anybody willing to give it a spin on an Atom based netbook? Ran perfectly fine, and very smooth, on my netbook (Atom based, ASUS 1000HE). It averaged 75 FPS running on powersave mode with a web browser still open so it has good performance. It also was only using about 15% of my CPU when I wasn't hammering on the keys (It rose to 50% when I held the key for long enough) so it seems to be running perfectly well on my system. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 11, 2010, 02:00:00 AM I spent the night actually writing some code, and I made a very simple playable thing (http://androidarts.com/megalonia/builds/), without graphics though.
I've been writing it in BlitzMax, which has some OOP stuff which is neat. It was very easy to add 2P coop because of how I handled classes, instances and lists. The 2nd player is controlled with Numpad8456 and Numpad+. Esc to quit, R to reset game. >50% and >75% accuracy gives big score bonuses. This build is more of a thing to show the engine. The game I'm planning to make will have a Megaman weapon collection element to it. I don't think it will be very bullet spammy. Instead, firing bullets will have a cost, and x/c will fire different (captured) weapons. I think laying down careful combination fire will be more fun than just holding the button and strafing back and forth. The green background 'matrix' is bucket contents drawn so I can see if anything is wrong, but I haven't gotten a crash yet so no out of bounds stuff going on that I know of. Physics is under 1ms for me. The tiny gray stuff is debris - little panels which will fly off the ships. They're affected by explosion shock waves which gives a nice effect sometimes. Hopefully they won't clutter stuff up and cause crap deaths. The player has health anyways, and the enemies generally won't fire tons of bullets. This test version is quite random and unstructured though, because everything spawns... randomly. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 11, 2010, 02:38:36 AM hahah sorry bro, maybe next time! rdein you're probably the one with the least reason to quit seeing as you're more or less ALREADY DONE Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 11, 2010, 03:57:00 AM Gaah whats up with all the quits
you quitters.... after im done with mine ill finish all of your games for you and then SPANK YOU WITH EM Ill film it put it on the 'tubes and grab all the moolah from youtube ads ill be a rich man :handshakeL::apoplectic::handmoneyR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 11, 2010, 04:00:39 AM ok, playable version is go: http://26k.org/dev/play/jupiter_v010.zip there's still a lot of missing/temp art in there and no sound yet, but this should give a good idea of how the game will look and play. Eventually, there will be other enemies besides meteors and hopefully a change or 2 in location (time willing). Really interested to see how this runs on people's computers, windowed 3D is shaky at best from what I've seen so far... Have at it :) Works great on my computer. Btw, here's some music for you: http://dl.dropbox.com/u/3125554/jupiter%20scope.mp3 (http://dl.dropbox.com/u/3125554/jupiter%20scope.mp3). Is this the style you're looking for? Also Ein don't be a quitter. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 04:37:11 AM i more or less finished my game. now i've just got go back and polish the ending, make sure the levels aren't too hard (and by too hard i mean too too hard, as the whole game is kind of just hard in general), and then add in the extras. not too bad at all for less than 2 weeks worth of work.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 11, 2010, 07:09:31 AM Does this have to done by Wednesday or the end of the week or something, because if so I can't do it :( there's a big art exam right now which would slow things down anyway but now the power adaptor for the laptop I make games on has exploded and I won't have a new one for another week. (can't use the laptop at all)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on May 11, 2010, 07:44:26 AM Also what the fuck rdein. Seriously, you are finished and want to quit. CHICKEN.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 11, 2010, 09:24:07 AM I am too busy this week. Ahh, I'll have to quit (aka free Star Evil). This particular irked me quite a lot because I was looking forward to the Star Evil remake. In fact, I decided then and there to use the powers of high-speed game making to quickly assemble a replacement!! (http://l.j-factor.com/gamemaker/starevil1.png) http://l.j-factor.com/gamemaker/StarEvil001.exe Controls: X - fire, skip text C - skip text, lower the good/evil meter You have infinite lives, but you lose some progress at death. Nothing happens after you beat the boss. I'll put together 2 more levels in a little bit. ... Meanwhile, in Meong: (http://l.j-factor.com/gamemaker/meong5.png) These puzzling haikus appear at the start of several rounds, and introduce new game mechanics. Fortunately, your player-character will re-explain it in plain words after they appear. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 11, 2010, 09:47:50 AM Gaah whats up with all the quits you quitters.... after im done with mine ill finish all of your games for you and then SPANK YOU WITH EM Ill film it put it on the 'tubes and grab all the moolah from youtube ads ill be a rich man :handshakeL::apoplectic::handmoneyR: You can totally help me finish mine like you said you would. :-* And ein, are you going to give us at least some satisfaction as to why you quit? I sure as hell hope it's not because you don't think your game is good enough or some other similar bullshit. I know it's your choice in the end but at least say something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 11, 2010, 09:51:56 AM http://www.awesomenessinabox.com/files/dedant/demo.zip (http://www.awesomenessinabox.com/files/dedant/Demo.zip) "Playable" build tonight! Nothing fancy, you just throw rocks at each other indefinitely. I mostly just want to check for hardware incompatibilities, specifically on Intel chips. Anybody willing to give it a spin on an Atom based netbook? Ran perfectly fine, and very smooth, on my netbook (Atom based, ASUS 1000HE). It averaged 75 FPS running on powersave mode with a web browser still open so it has good performance. It also was only using about 15% of my CPU when I wasn't hammering on the keys (It rose to 50% when I held the key for long enough) so it seems to be running perfectly well on my system. Awesome, thanks! Way better than I was hoping for! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 10:44:43 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending...
Anybody want to be my barbershop quartet? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on May 11, 2010, 10:55:47 AM (http://img232.imageshack.us/img232/6385/illum1.gif)
Hm, I think I got the "Lights!" down, but it's probably gonna be a while before I get to the "Action!" http://www.l-ames.com/logan/illum-1.zip X is flashlight, C opens doors. Click with the mouse to add what would be a burning enemy. I'm kinda worried that the lighting is way too inefficient, though. Could I get somebody to put a couple burning enemies in the big open area and tell me if it slows down too much? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 11, 2010, 10:56:54 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending... Anybody want to be my barbershop quartet? Haha, that idea was awesome. Hey, if you're gonna be done soon, I woudln't mind some graphical help. :-* I know I'm sounding like a leech asking for help from everyone, but there's SO LITTLE TIME. :crazy: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 11:01:53 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending... Anybody want to be my barbershop quartet? Haha, that idea was awesome. Hey, if you're gonna be done soon, I woudln't mind some graphical help. :-* I know I'm sounding like a leech asking for help from everyone, but there's SO LITTLE TIME. :crazy: Find me a barbershop quartet and i'll help you. :lol: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 11:04:19 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending... Anybody want to be my barbershop quartet? if all else fails i can give it a try so long as you aren't expecting anything mindblowing Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 11, 2010, 11:04:48 AM I'll BE your barbershop quartet.
Oh wait, I can't sing. :( Send me a script and I'll try though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 11, 2010, 11:26:51 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending... Anybody want to be my barbershop quartet? I'll give it a shot. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 11:32:43 AM Shit. there are so many people quitting. I am almost done. Can probably finish today, but I'm waiting on somebody to sing my ending... Anybody want to be my barbershop quartet? if all else fails i can give it a try so long as you aren't expecting anything mindblowing That is exactly what I expect. Just kidding. I will like anything you give me, haha. If you really are up for it I can PM the 2 bits to sing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 11:33:53 AM woah! everyone wants to be them!
lemme send out some scripts. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 11, 2010, 11:38:56 AM Storm over the Desert:
(http://i40.tinypic.com/2q8ocp4.jpg) I'm looking for an artist to work with. Bonus if you also know something about designing fun shmups, cos I don't. I signed up for this last Friday after someone dropped out, and unless I hear otherwise I'm assuming the two weeks run from then. What I have so far - it might seem to be doing nothing for a long time while it's loading: http://www.swfcabin.com/open/1273603282 I want the American tanks to feel powerful, hi-tech, and well-supported. The stuff on the left hand side of the screen is eventually supposed to have things like air strikes or infantry assaults that you can pay for with oil; but I'm thinking now that this is both too much work for me and too much clutter on the screen. The Iraqis will get lots of poorly-directed pink tanks. To match the original they also need giant Saddam Husseins running around the battlefield, doing I don't yet know what. It may involve chucking scud missiles. So if you want to draw some deserts, tanks and giants, get in touch. I could halve the resolution if desired. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 12:34:52 PM here's my attempt, i downsampled it to 64 KBPS, but eat my farts (also i kind of just gave up trying near the end):
http://www.superfundungeonrun.com/quartet_lofi.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 12:49:55 PM hahahah that was awesome.
Do you think you are going to do the first as well? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 11, 2010, 01:36:06 PM Here's the latest on Rocket Jockey:
(http://img.photobucket.com/albums/v89/smind/screenshot100.png) http://dl.dropbox.com/u/3125554/may11rocket%20jockey.exe (http://dl.dropbox.com/u/3125554/may11rocket%20jockey.exe) Got a title screen, a variety of enemies, and part of the first level. If anyone has any ideas for other stuff, let me know. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 11, 2010, 01:53:45 PM here's my attempt, i downsampled it to 64 KBPS, but eat my farts (also i kind of just gave up trying near the end): http://www.superfundungeonrun.com/quartet_lofi.mp3 Fantastic! Singing something that wasn't intended to be sung is truly an amazing feat. Nicely done. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 11, 2010, 01:54:59 PM some issues, pgil. the esc menu is misleading. esc actually resumes game while x/c quits. also after some time the game doesnt show any more enemies/cows.. it just keeps going on. i think i noticed it when i got full blue bar?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 01:55:17 PM hahahah that was awesome. Do you think you are going to do the first as well? prob not. i gotta do my own game and then i have work work to do. sorry bro Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 11, 2010, 02:01:19 PM some issues, pgil. the esc menu is misleading. esc actually resumes game while x/c quits. also after some time the game doesnt show any more enemies/cows.. it just keeps going on. i think i noticed it when i got full blue bar? Ah yeah.. The excape menu I switched the keys and forgot to change the text. I'll fix that. Also, the cows + enemies stop because that's the end of the level so far. What do you think of the controls and the enemies? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 11, 2010, 02:03:12 PM i dislike how you get hit and lose all health accumulated; it's a bit too hard to survive maybe? great game though, congrats.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 11, 2010, 02:06:11 PM here's my attempt, i downsampled it to 64 KBPS, but eat my farts (also i kind of just gave up trying near the end): http://www.superfundungeonrun.com/quartet_lofi.mp3 That's really good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 11, 2010, 02:09:54 PM snip awesome so far, but found this error: Quote ERROR in action number 1 of Draw Event for object ob_proj_lasso: Error in code at line 3: draw_line(x-4,y+2,ob_player.x+10,ob_player.y-9+ob_player.shake) ^ at position 30: Unknown variable x also, I dunno if you saw but the games should by default run in a window, not fullscreen Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 11, 2010, 02:14:14 PM What do you think of the controls and the enemies? I really enjoy what you have so far. Rodeo clowns or a stampede of space horses could make for a cool addition. Just FYI, an error occurs if you die with your lasso out, which is the most shameful way for any rocket jockey to die. hahahah that was awesome. Do you think you are going to do the first as well? prob not. i gotta do my own game and then i have work work to do. sorry bro You've tantalized us with your dulcet tones and left us wanting more. Encore :handclap:, encore :handclap: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 02:38:03 PM hahahah that was awesome. Do you think you are going to do the first as well? prob not. i gotta do my own game and then i have work work to do. sorry bro damn. I have an intro and ending that don't match @_@ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 11, 2010, 03:00:09 PM hahahah that was awesome. Do you think you are going to do the first as well? prob not. i gotta do my own game and then i have work work to do. sorry bro damn. I have an intro and ending that don't match @_@ Juxtaposition! How very... indie! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 03:33:37 PM streemerz is finished
i just wanted to put that out there. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 11, 2010, 05:00:15 PM (http://www.superfundungeonrun.com/wp-content/uploads/2010/05/streemerz_logo.png)
download it here (http://bit.ly/dvGGfO) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 11, 2010, 06:02:57 PM streemerz is finished i just wanted to put that out there. Does that mean you can remake my intro? :eyebrows: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 11, 2010, 06:39:18 PM Here's the latest on Rocket Jockey: Got a title screen, a variety of enemies, and part of the first level. If anyone has any ideas for other stuff, let me know. Barrels that you lasso to grab and throw! Followed by a boss that dearly needs a barrel to the face. Also: Ghost Riders in the Sky. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on May 11, 2010, 07:07:09 PM Finally beat Streemerz. Very fun game. I love the ending stage, it was so cool and awesome and funny. Also:
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/satanslevel.png) I...HATE...this SCREEN! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 11, 2010, 07:34:03 PM A52 characters:
(http://i44.tinypic.com/e13l3m.png) fuzz, time warpers, beeps and blips, streemerz, cheetaman, lollipop, OOZE, haunted girl Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 11, 2010, 08:10:36 PM So you're back to making Rosy? ;D
Streemerz is a fun game. Beat it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 11, 2010, 08:18:10 PM (http://www.superfundungeonrun.com/wp-content/uploads/2010/05/streemerz_logo.png) download it here (http://bit.ly/dvGGfO) Very fun. The Bionic Commando homage was awesome. Great job. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 11, 2010, 08:35:09 PM I made some enemies (http://androidarts.com/megalonia/interlacing.png) which glide in and take a shot at the players with a giant plasma sword/flamer thing. I discovered that I had to scale down the ships so I did that with the engine, so it looks a bit sloppy.
Also made a Stress test (http://androidarts.com/megalonia/stress_test.png). The lasers are individual bullets, and while the explosions are invisible, you can see the effect of the shockwaves (which affect everything). It's 4ms worst case now. The game won't be quite this busy though... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 11, 2010, 08:57:30 PM snip I too hate that screen. it's the one I died the most in. dumb. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 11, 2010, 11:12:35 PM Added fire ants to Dedant. Not in the original, but dang it's just such an obvious enemy.
http://www.awesomenessinabox.com/files/dedant/Demo.zip (http://www.awesomenessinabox.com/files/dedant/Demo.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 12, 2010, 01:07:42 AM Level 2 of Star Evil is complete.
(http://l.j-factor.com/gamemaker/starevil2.png) http://l.j-factor.com/gamemaker/starevil001.exe Added: new enemies, new boss, scoring, level skip cheat. Level skip: Mash the "right" key on the title screen until something happens, then push X to start at level 2. (Incidentally, has anyone remixed the Star Evil music yet? I could do with something like that right now.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 12, 2010, 01:19:34 AM Ugh... I'm really sorry guys, but unless this gets some kind of extension (like, a week or two) I'm going to have to drop out. I feel terrible for leaving it this late but I was so sure I could do it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 12, 2010, 02:13:04 AM 3:10am :tired:
I am practically done. still need: a title screen credits at the end and Mr. Podunkian's intro [if he is kind enough to do it.] i'll get the credits in first thing tomorrow and upload the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 12, 2010, 03:21:45 AM http://sites.google.com/site/lucamakesthings/shooting-gallery
Aside from some polishing that needs to be done, the game is in a 'ready' state. Try out the latest demo, play with an IRL friend at the same keyboard, and go shoot some Barrels, Ducks and Crocodiles (which fly into space!) Probably the only things that need doing are Music, and maybe another target variety to spice things up. There's also a minor bug for putting too much input on game over which I can't quite get figgled out yet. I'll think of something and implement it tomorrow to overcome this problem. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 12, 2010, 03:30:17 AM I don't get why people are dropping out just cause of a soft deadline. I'm going to be full-time through the rest of the month with this thing! :beer: And if the other brawler games need code support I can lend a hand there, too, by reusing the engine.
I got the idea to mash up the "original" (ripped) music of Ninja Assault with that of other martial arts games to make an insane medley of furious fists and flying kicks. I haven't really worked on this idea yet but I'm sure I'll get to it sometime soon. After I have sprites and collision, maybe. I'm going to get multiple actors spawning and have them collide tomorrow("today"). I'll also do a ninja sprite. I've got some preliminary concepts sketched...the final will just be rotoscoped off Poser though, I can't spare the time for a more detailed treatment. I also figured out some broad concepts for combat. I don't want to do block anims, and ninjas should dodge anyway, so there's no blocking in this game, just attack priorities and knockback. That gives me these anims for the ninja(supplemented with lots of effects and flashing):
I might not get them all done in one day, not with the other stuff I want to do; enemies can get away with fewer, fortunately. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 12, 2010, 03:50:46 AM I don't get why people are dropping out just cause of a soft deadline. Depending on feedback on just how "soft" this deadline is, who knows, maybe I'll be staying. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 12, 2010, 04:06:13 AM A lot of people are working really hard, but aren't really close to finishing. I'm just going to keep working on my game, whether I missed the deadline or not.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sparn on May 12, 2010, 06:44:55 AM http://i883.photobucket.com/albums/ac40/handCraftedRadio/satanslevel.png (http://i883.photobucket.com/albums/ac40/handCraftedRadio/satanslevel.png) It is somewhat reassuring to know that at least I was not the only person who had some trouble with this screen. I probably hit around 50 unfortunate deaths on it, myself.I...HATE...this SCREEN! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 12, 2010, 07:52:47 AM Depending on feedback on just how "soft" this deadline is, who knows, maybe I'll be staying. Just keep working hard on what you got and possibly cut down on anything that isn't core to the game. Definitely don't drop out tho. I get the feeling that there are enough people here who are pretty close to finished, but would really benefit from another week or so of dev time (myself included) Then again, releasing a bunch of broken and incomplete games would be in the spirit of the original cart ;) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 12, 2010, 08:16:13 AM So you're back to making Rosy? ;D Streemerz is a fun game. Beat it. If you don't count the two gaylords who worked on it, I was the first person to beat Streemerz. i think Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 12, 2010, 08:42:54 AM Just keep working hard on what you got and possibly cut down on anything that isn't core to the game. Definitely don't drop out tho. I get the feeling that there are enough people here who are pretty close to finished, but would really benefit from another week or so of dev time (myself included) My issue is that I have four essays due in the space of a little over a week, and as a result have pretty much no free time in which to work on it. I could probably finish it if I had a 4-6 hour gap free at some point... thanks for the encouragement, though! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 12, 2010, 09:31:25 AM Star Evil now has a level 3.
(http://l.j-factor.com/gamemaker/starevil3.png) http://l.j-factor.com/gamemaker/StarEvil001.exe Added: difficulty level selector, an endboss. Level skip: Mash the "right" key on the title screen 10 times, then mash the "left" key 20 times, then press X to start level 3. All that's left is a closing cutscene or two, sound effects, and for someone else to decide to remix the Star Evil theme. Then it's back to Meong. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 12, 2010, 09:43:03 AM I'm gonna keep working on TWT even if it takes the whole month. I'll try to prioritize the core elements so I can have a proper playable build as soon as possible, but I got big plans for this baby.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 12, 2010, 09:52:33 AM http://l.j-factor.com/gamemaker/starevil001.exe Added: difficulty level selector, an endboss. Love the screenshot. I think the download link is broken. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 12, 2010, 09:53:58 AM Love the screenshot. I think the download link is broken. Ah, right. Fixed. http://l.j-factor.com/gamemaker/StarEvil001.exeTitle: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 12, 2010, 10:09:45 AM I don't get why people are dropping out just cause of a soft deadline. Depending on feedback on just how "soft" this deadline is, who knows, maybe I'll be staying. I can't be that hard a deadline. We've already had several people drop out a week in, and any new dropouts certainly aren't going to be replaced with a full game in 3 days. My plan is to have mine in a ready and releasable state for the weekend, and then if there is extra time polish it up nice and pretty over the following week. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 12, 2010, 11:29:25 AM Done. [kinda]
Fuzz Power V1.0 http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.0.exe only thing missing is a proper title screen. Which I'll do tonight. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 12, 2010, 11:41:02 AM I'll just continue working until I'm done or badly derail. It's looking pretty promising now though, because the project is still manageable. To further this quality, I'll spend the day on program structure/flow so it's clean and nice.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 12, 2010, 11:44:36 AM Ah, right. Fixed. http://l.j-factor.com/gamemaker/StarEvil001.exe Okay, Star Evil is hard. Those are some small gaps you have to dash through. The high-contrast background and the noise make it tough to see the obstacles. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 12, 2010, 12:39:27 PM Done. [kinda] Podunkian's music was a wonderful reward for for my victory over the Robobarber. Nice work.Fuzz Power V1.0 http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.0.exe only thing missing is a proper title screen. Which I'll do tonight. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 12, 2010, 01:47:20 PM Derp, mine might be in a couple of days late, due to 3rd stage slackeritis, and my comicompo page.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 12, 2010, 02:38:45 PM teh. L, star evil's cool as heck, but please don't take on more than one game!
Quote SO WHAT IS ACTION 52 OWNS? ACTION 52 OWNS (tentative title) is going to be two week long jam, consisting of 52 different game developers creating GOOD remakes of each of the 52 games on this terrible cart. we are going to make a GOOD ACTION 52. with that said, i'm gonna reopen up one of the two games you've done (sorry :^|), so you'll have to choose between star evil and meeong. it's nothing personal, i just want to have as much a variety of different games by different people if possible. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 12, 2010, 02:41:49 PM (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/CrawlerWalk.gif)
Had like 4 hours of free time today at work. Didn't have game maker with me so used the free time to make that thing!!! Also game is advancing well but I don't think it'll be done on time, maybe a day late. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 12, 2010, 02:43:58 PM Derp, mine might be in a couple of days late, due to 3rd stage slackeritis, and my comicompo page. Yo, put on sum Eye of the Tiger and get crankin foo. (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/CrawlerWalk.gif) Hot damn that's awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 12, 2010, 03:38:53 PM (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/CrawlerWalk.gif) Had like 4 hours of free time today at work. Didn't have game maker with me so used the free time to make that thing!!! Also game is advancing well but I don't think it'll be done on time, maybe a day late. I would love to see a video of your creative process sometime. That is awesome looking. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 12, 2010, 03:53:47 PM He's got some timelapse videos of his pixeling on the youtubes.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Rolf_Soldaat on May 12, 2010, 04:26:31 PM Posting some progress on SLASHERS:
(http://img.photobucket.com/albums/v482/ghorath/characters01.png) the characters so far (player 1 and 2, thug, boss) alpha build: Version0.1 (http://www.box.net/shared/04zy5nrsl4) -basic movement and attacking -enemies are just dummies for now -background is temp -player 2 to be added -more animations are already done but not yet implemented I could really use a musician to do 3 songs (level 1, subway level and boss fight) plus possibly menu screen tune + credits music. Preferably in midi, I'm going for a NES feel. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 12, 2010, 04:38:51 PM The characters look cool. I kind of miss the busty ladies and spiderman-looking guys from the original though.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 12, 2010, 06:23:23 PM with that said, i'm gonna reopen up one of the two games you've done (sorry :^|), so you'll have to choose between star evil and meeong. it's nothing personal, i just want to have as much a variety of different games by different people if possible. Oh, well, okay. I suppose since Star Evil's closer to completion with respect to the May 14 deadline, I'll keep that game, then. I discard Meong.(Mostly, my motivation for doing this was to just get us as close to 52 finished games as soon as possible.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 12, 2010, 07:08:25 PM with that said, i'm gonna reopen up one of the two games you've done (sorry :^|), so you'll have to choose between star evil and meeong. it's nothing personal, i just want to have as much a variety of different games by different people if possible. Oh, well, okay. I suppose since Star Evil's closer to completion with respect to the May 14 deadline, I'll keep that game, then. I discard Meong.(Mostly, my motivation for doing this was to just get us as close to 52 finished games as soon as possible.) yeah, like i said, it's nothing personal, just wanted to give more people a shot at things. plus star evil kicks some major fucking ass, so i'm glad you made that decision! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 12, 2010, 07:21:01 PM I would love to see a video of your creative process sometime. That is awesome looking. Thanks! For something of that size I would have probably recorded the process if I had been at home when I made it. I'm almost done with all of the games subweapons. About half of the enemies are in too. Most of the level isnt laid out yet, that and the music is the two things that will take the longest out of whats left. The boss too, but at worst I will just leave it out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 12, 2010, 07:52:17 PM Here is a demo of Boss! There's only one level so far, and no sound effects. Music is courtesy of x___, many thanks.
Here's what's done so far in a little package for you to try out. http://dl.dropbox.com/u/6880571/bossdemo.zip (http://dl.dropbox.com/u/6880571/bossdemo.zip) No high score capability yet, sadly. Please critique! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 12, 2010, 10:55:14 PM Done. [kinda] Some humble requests:Fuzz Power V1.0 http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.0.exe only thing missing is a proper title screen. Which I'll do tonight. * Defeated foes should perchance stay onscreen flashing a little longer. * Don't stop the music on the "level 2" or "level 3" cards. * Make beating a level only bring back one level of hair. (i.e bald -> trimmed) * Make the boss's projectiles a bit faster as it runs low on HP. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 13, 2010, 12:23:59 AM Here is a demo of Boss! There's only one level so far, and no sound effects. Music is courtesy of x___, many thanks. Here's what's done so far in a little package for you to try out. http://dl.dropbox.com/u/6880571/bossdemo.zip (http://dl.dropbox.com/u/6880571/bossdemo.zip) No high score capability yet, sadly. Please critique! That's haaard. :crazy: I only played a bit, couldn't get past the very first area without losing all my lives. You gotta tweak the difficuty mang. Other than that it looks very promissing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 13, 2010, 01:11:28 AM Bug in BOSS: felled enemies' "beam breath" continues firing for a second after the foe is felled.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moeddeh on May 13, 2010, 04:10:49 AM Done. [kinda] cool game only the third level is way to easy...Fuzz Power V1.0 http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.0.exe only thing missing is a proper title screen. Which I'll do tonight. other than that, AWESOME! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 13, 2010, 05:30:55 AM Interstitial Star Evil update - http://l.j-factor.com/gamemaker/StarEvil001.exe
Added sound effects, made Easy mode a bit easier, made the first 2 bosses less pushovers. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 13, 2010, 05:33:16 AM Done. [kinda] Fuzz Power V1.0 http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.0.exe only thing missing is a proper title screen. Which I'll do tonight. played through this twice (one time on air) -- you should really, really, really consider having the roll counter reset once an enemy is killed, like in donkey kong country. it will make the game super easy, but as it is, the game is frustratingly hard simply because taking on a row of consecutive enemies is almost a crapshoot because you can't really anticipate where you'll stop, meaning you might stop just short of hitting an enemy, which'll cause you to get hurt. another thing is that it would be nice if the bosses's thrown brown ball things hurt you, and if the the boss escalated in difficulty the more he got hurt. it could be any assortment of simple things, like having the boss, for instance, maybe throw out some bombs with the brown balls (if you decide not to make the brown ball things hurt you), or mixing up the scissor throwing pattern a bit, or even simply repeating it. it's no fun fighting a boss that repeats its pattern in the same exact way over and over. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 13, 2010, 09:48:03 AM I agree with all those points. Rolling can be fairly frustating as it is and the boss could use some more dynamic gameplay.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on May 13, 2010, 10:53:26 AM another vote for the roll counter reset thing.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 13, 2010, 11:23:27 AM It's fairly frustrating but the game is not so long so I found it okay
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 13, 2010, 03:25:50 PM Tiny Cartridge (http://tinycartridge.com/) just posted about Streemerz. Congratu-well-done, Mr. Podunkian.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 13, 2010, 04:22:35 PM So, attempting a Zelda-like in two weeks is a little much to try, especially since all the sprites were started from scratch and I have no fucking talent with sprites.
So I'm going to release two versions: Classic and Enhanced. Classic is more akin to the original game, but has a fully-scrolling, randomly-generated landscape, five sword types, new sprites (with the character based on Arne's design) and a bunch of enemies. It's a pure arcade-style game, which means you are going for points or time lasted, not "finishing". Enhanced will have an actual overworld, dungeons, items, and bosses. It'll be more like a "real" game. This good enough for the compo deadline, Podunk? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 13, 2010, 06:05:08 PM * Defeated foes should perchance stay onscreen flashing a little longer.
Done. * Don't stop the music on the "level 2" or "level 3" cards. Done. * Make beating a level only bring back one level of hair. (i.e bald -> trimmed) Not done. My choice to keep the full health refill. * Make the boss's projectiles a bit faster as it runs low on HP. Done *roll counter reset Not done. Can't seem to figure this out, but i'll keep tryin. *boss escalated in difficulty the more he got hurt. I have the scissors do a different pattern when he is almost dead. Working on the bombs. I love that idea. Boss is done, and way more fun. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 13, 2010, 06:56:32 PM I know I won't be able to finish in time. I actually have quite a lot left to do on Ooze -- at least one weeks worth of work. :shrug2:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 13, 2010, 06:58:53 PM do your best. never give up. quitting is for quitters.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 13, 2010, 07:01:58 PM I wasn't sure how far past the deadline we are permitted to go. I'm not saying I'm quitting, but I'm not sure if I will be able to complete this in a timely manner.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 13, 2010, 07:05:57 PM Me neither, but I'm still doing it until Podunkian pulls the plug. Well, I'll probably keep going past that even.
I'm making this happen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 13, 2010, 07:11:15 PM Same here.
All I need is to get the menu finished, finish the last of my spritesheets and put together my opening cinematic... and fix a few bugs and balancing issues. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 13, 2010, 07:12:38 PM Me neither, but I'm still doing it until Podunkian pulls the plug. Well, I'll probably keep going past that even. I'm making this happen. where doing this where making this happen Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 13, 2010, 07:21:36 PM (http://www.manuelbieh.de/kram/blog_highfive.jpg)
Heck yes we can! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 13, 2010, 07:23:42 PM I know I won't be able to finish in time. I actually have quite a lot left to do on Ooze -- at least one weeks worth of work. :shrug2: Any preview builds? Those models were pretty sweet looking, I'm curious what they look like in game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 13, 2010, 07:50:45 PM Any preview builds? Those models were pretty sweet looking, I'm curious what they look like in game. (http://temp.natewm.com/pics/ooze_man_scrn_001_small.jpg) (http://temp.natewm.com/pics/ooze_man_scrn_001_big.jpg) As you can see, there's not much to see. There were some bugs that had taken a few days to fix and then I lost a little steam and was a little lazy for a few days. Under the hood there's more going on than these screen shots might allude to -- that would make the addition of lasers, blobs, pickles?, drips, and other hazards pretty easy to implement. Currently I just have my test tilemap block and test map. I plan on making the levels out of 3D tiles for the ease and simplicity of level design. There will also me other set dressings such as non-interactive background details. As far as programming goes, I still need to get audio working, level loading (beyond just tilemaps), GUI, and maybe a few other things. For graphics, like I said, I need a variety of tiles, some of the player's animations, a few more enemies, backgrounds, other interactive objects, GUI design, etc. I would also like it to have a little bit of a story, but I'm not certain what about yet. I could just go generic aliens. There is also the question of how levels should end. In the original Ooze the levels simply end at points of no particular interest then you move onto the next level. There obviously needs to be a better goal than that! So, all in all, it adds up. If I become inspired and motivated I could probably get through it pretty quickly. Getting feed back from people on the direction I should try to take this might help to get me going. Edit: Looking back at your comments I just noticed you said "builds." Sorry, what I have is the guy running and jumping around in a small area -- which, at the moment, might not be too fun for anyone to play. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 13, 2010, 08:01:45 PM As you can see, there's not much to see. There were some bugs that had taken a few days to fix and then I lost a little steam and was a little lazy for a few days. Under the hood there's more going on than these screen shots might allude to -- that would make the addition of lasers, blobs, pickles?, drips, and other hazards pretty easy to implement. Currently I just have my test tilemap block and test map. I plan on making the levels out of 3D tiles for the ease and simplicity of level design. There will also me other set dressings such as non-interactive background details. As far as programming goes, I still need to get audio working, level loading (beyond just tilemaps), GUI, and maybe a few other things. For graphics, like I said, I need a variety of tiles, some of the player's animations, a few more enemies, backgrounds, other interactive objects, GUI design, etc. I would also like it to have a little bit of a story, but I'm not certain what about yet. I could just go generic aliens. There is also the question of how levels should end. In the original Ooze the levels simply end at points of no particular interest then you move onto the next level. There obviously needs to be a better goal than that! So, all in all, it adds up. If I become inspired and motivated I could probably get through it pretty quickly. Getting feed back from people on the direction I should try to take this might help to get me going. Edit: Looking back at your comments I just noticed you said "builds." Sorry, what I have is the guy running and jumping around in a small area -- which, at the moment, might not be too fun for anyone to play. Nah, screenshots are fine too. Any work in progress is awesome to see. It helps me to stay motivated when I see other people getting stuff done and moving along as well. Is that all your own render tech? It looks really good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 13, 2010, 08:16:20 PM Nah, screenshots are fine too. Any work in progress is awesome to see. It helps me to stay motivated when I see other people getting stuff done and moving along as well. Is that all your own render tech? It looks really good. Actually, I'm simply using Ogre -- which is very nice to work with. The guy's graphics is an animated Ogre entity (of course), and the tilemap is made by building static geometry with the tile graphic entity. It's pretty a pretty simple design, actually. The time wasting bug I ran into had more to do with entity management -- I accidentally made it exponentially add entities, but since they all had the same position and animation I thought my game was quickly slowing down when there was only nine guys in the scene. :facepalm: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 13, 2010, 08:35:51 PM V1.2 is out
try it now: http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.2.zip Sorry Mr. Podunkian, I stole your txt doc and filled with my info. it was a nice base. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 13, 2010, 09:22:38 PM (http://img.photobucket.com/albums/v393/Radix/hhshot01.png)
Maybe something playable later today. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 13, 2010, 09:27:25 PM Those colors are PAINFUL. :wtf:
Awesome. :-* Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 13, 2010, 11:08:04 PM Here's all I could get going so far for Operation Full Moon. Unfortunately I don't work as fast as you guys.
so far it's just an engine test, with very basic levels and only one type of enemies. I will continue working on it, final version should have, at least 3 different enemies, background elements, moon bases, powerups, sounds, music that loops nicely, maybe a boss. http://www.mediafire.com/download.php?ztml4yinfmm Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 13, 2010, 11:18:42 PM Radix: That looks a lot like Ghouls and Ghosts, hopefully once you're done greyboxing it all out it'll look better, and more awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 14, 2010, 12:05:43 AM Yeah, I'm going for a Ghouls 'n Goblins slash Castlevania thing. They were clearly going for Castlevania with HH (just look at her jumping animation) but the thing that stands out about the A52 game is how annoying the jumping is, so I went to Super Ghouls 'n Ghosts for inspiration.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 14, 2010, 12:22:22 AM Made more progress today, but this will certainly NOT be done by the deadline tomorrow. Unless I had all day to do it (which I don't), and even then it'd probably be lackluster.
I will continue working on it diligently past the deadline, though, and try to finish it as soon as possible. In brighter news I think my main mechanic should allow for some fun level design. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 14, 2010, 02:24:36 AM (http://img696.imageshack.us/img696/5505/sg1c.png)
http://sites.google.com/site/lucamakesthings/shooting-gallery Aaand I'm Done! This didn't turn out so bad for my "First Game Made for Competition" and "First Game Made for this Site" as well as "First Game Completed and submitted to Internet" on top of "First Mostly Self-Motivated Project". I would have submitted it tomorrow, but I'm running DnD, so I'd be busy. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: kinnas on May 14, 2010, 03:53:04 AM I just finished steemerz. It was awesome. :handthumbsupR:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 14, 2010, 07:39:01 AM 2nd playable: http://26k.org/dev/play/jupiter_v013.zip
nearly finished, just a few more things to do including sound. Should be a lot more fun/challenging now and hopefully it still runs well (I went a little fx crazy in the end). There may still be some weirdness with player death, I was fixing bugs at 2am last night so I'm not entirely sure how 'fixed' things really are. I have to go out of town this weekend so at the very earliest, I probably won't be finished until Tuesday night. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 14, 2010, 08:45:31 AM Oh well, my game is done since wednesday but I cant post it because I still need two tracks. Sorry for the delay..
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Inane on May 14, 2010, 12:53:52 PM mine is deffo going to be late. :concerned:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 14, 2010, 01:13:52 PM 2nd playable: http://26k.org/dev/play/jupiter_v013.zip nearly finished, just a few more things to do including sound. Should be a lot more fun/challenging now and hopefully it still runs well (I went a little fx crazy in the end). There may still be some weirdness with player death, I was fixing bugs at 2am last night so I'm not entirely sure how 'fixed' things really are. I have to go out of town this weekend so at the very earliest, I probably won't be finished until Tuesday night. awesome! amazing! everything in this thread is making me cry... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 14, 2010, 03:31:15 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 14, 2010, 03:38:30 PM Recently managed to get all the bags of money in Streemerz. Who's Sgt. Poison meant to be anyway?
You know Arthur, I've wondered, why exactly did you choose to organize this in TIGS? You don't seem to like here much in general, so it's a bit odd. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 14, 2010, 04:41:15 PM 2nd playable: http://26k.org/dev/play/jupiter_v013.zip nearly finished, just a few more things to do including sound. Should be a lot more fun/challenging now and hopefully it still runs well (I went a little fx crazy in the end). There may still be some weirdness with player death, I was fixing bugs at 2am last night so I'm not entirely sure how 'fixed' things really are. I have to go out of town this weekend so at the very earliest, I probably won't be finished until Tuesday night. Holy crappity crap those are some pretty visuals, and the game is fun to boot! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 14, 2010, 05:12:30 PM You know Arthur, I've wondered, why exactly did you choose to organize this in TIGS? You don't seem to like here much in general, so it's a bit odd. If he wanted it to actually work, there's hardly a better place. Most sites don't have the population of developers to bring it past "joke project" status. We've seen tons of dropouts, and I think most of the remainder are starting to sag under the scope of work that many of these games need to not suck. I'm definitely having some doubts myself - if I can't get art support, my game will be going through the end of the month, yet I really want it done so I can prove all the technology I'm doing, so I'm actually more motivated than I normally would be - I would be doing one of the various jams going on this weekend instead if I didn't think this was a good project to work on. But... the developer list is still filled up and there's a queue. So if this project doesn't collapse from low morale, the sheer numbers of people involved will make it work. The drama stuff I honestly don't get - I see the conflict presently taking place on the front page as an embarrassment. I don't want it to affect this project. Anyway: after detouring to do some stuff to release DSD(it is out now and will hit portals sometime over the weekend, yay) I'm pretty much where I was last time I posted - have to get actor-to-actor collisions and spawns going, then I can think about doing some ninja anims. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 14, 2010, 05:14:58 PM Recently managed to get all the bags of money in Streemerz. Who's Sgt. Poison meant to be anyway? Phillippe Poisson, aka Annabelle's assassin. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 14, 2010, 05:32:20 PM Phillippe Poisson, aka Annabelle's assassin. That bastard. 2nd playable: http://26k.org/dev/play/jupiter_v013.zip nearly finished, just a few more things to do including sound. Should be a lot more fun/challenging now and hopefully it still runs well (I went a little fx crazy in the end). There may still be some weirdness with player death, I was fixing bugs at 2am last night so I'm not entirely sure how 'fixed' things really are. I have to go out of town this weekend so at the very earliest, I probably won't be finished until Tuesday night. That's looking delicious lowpoly. Runs like a dream here, and is quite fun. It's a bit easy to defend a single remaining building, though the saucer make up for that. Got 44300. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on May 14, 2010, 05:48:54 PM This idea is so awesome that it is self motivating. Even though I started into it only a few days ago I've been spriting my face off to get things done for the deadline. The sooner we can get 52 games (based on iconic, hilarious nonsense) to a completed level of disproportionately superior quality, the better in my opinion.
Get to it guys! Finish hard! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 14, 2010, 10:08:15 PM So the deadline past.
the finished games should be posted in the original post. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 14, 2010, 10:27:54 PM The Jaj-man helped me a bit with some anims.
(http://dl.dropbox.com/u/511152/cheetahkidsheet2x.png) Here's our protagonist. Work continues. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 14, 2010, 11:21:26 PM Ohh look at the little Cheetahman kitty I wanna skritch him behind the ears and call him Chippy.
er, what I meant to say was: Nifty spritework there, Melly. Can't wait to see how this game will turn out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 14, 2010, 11:37:56 PM Congratulate JaJitsu on that one.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 15, 2010, 01:27:40 AM Current progress: http://www.mediafire.com/?dmkmtktgogx
Finished: Attacking, elemental weapons, map generation (random each time you start a new game), movement. Needs to be finished: HUD, Enemies Missing From Classic: Dungeons, bosses, story. Sprites are by Mesh and rdein. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 15, 2010, 02:19:12 AM STAR EVIL is finished... sort of.
(http://l.j-factor.com/gamemaker/starevil5.png) http://l.j-factor.com/gamemaker/StarEvil.zip Added: attract mode story cutscene, 2 ending cutscenes, some balance fixes, more sound effects. But it isn't really finished until someone decides to make me a music track for it! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 15, 2010, 04:58:41 AM (http://img.photobucket.com/albums/v393/Radix/hhshot02.png)
Video up! http://www.youtube.com/watch?v=CRGkaUjauvQ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Aquin on May 15, 2010, 09:12:37 AM Yeah, I clearly missed that deadline.
Everything is pretty much done except the sprites. It's a bunch of blocky placeholders at the moment. I'll probably ask for help on that. The main character and a few enemies are all that's necessary; I'm pretty happy with all the other graphics. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 15, 2010, 10:20:39 AM I haven't posted here in a while. Added barrels that you can pick up with your lasso and throw, Got the high-scores screen working. Also got a sketch of a first level boss-- a mechanical bull. I'm thinking I'll have it so you can use your lasso to throw the rider off, then the bull goes crazy on its own. Maybe you'll defeat it by luring it into asteroid.
(http://img.photobucket.com/albums/v89/smind/bull_boss.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 15, 2010, 11:41:24 AM Video up! http://www.youtube.com/watch?v=CRGkaUjauvQ That's looking great man. Lots of quality around here, I gotta step up my efforts. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on May 15, 2010, 01:20:34 PM Hello! This is aski, some of you might know me as the programmer of Tower of Heaven. I'm working on a remake of billy bob for this collaboration, but unfortunately my partner godsavant has packed up his computer for the summer, and will not be able to provide any more graphics for the game.
The game engine and almost all of the character animations are complete. However, many of the graphics (mostly scenery) are missing! I'm no good at pixel art myself, so I need someone's help to complete this game. If anyone is willing to work with me and provide graphics so I can complete this game, I would greatly appreciate it! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 15, 2010, 05:11:03 PM Hey dere, would be considering trying to do something for either Meong or Bits and Pieces (Bits and Pieces prefered). We sign up using our ID from TIGSource right? If so, I should be done in a moment.
It's actually pretty awesome to see Action 52 being revamped, good luck to everyone on this =D. (Update) Ok, set to work on the game. I'm pretty newbie when it comes to programming, so I might need to ask for some guides and assistance from time to time, but here's the basic plot outline so far~ --Whilst out with your girlfriend one Hallow's Eve, an ominous white light filled the sky, lightning cracking down from it! When it faded, shadows began to encircle you, monstrous beasts from beyond! Before you could do anything you are struck down, your girlfriend being taken away the last sights you witness in life... After the events, you awaken somehow, confronted with the image of a horrifying, skeletal man, enshrouded by a crimson red cloak. He speaks, claiming to be Death itself. Certain things have been unleashed this night, which prevent him from doing his job. As a result, he bargains with you, promising you a second chance, providing of course you solve this mystery, and defeat the evil that lurks in the night.-- I'll draft up a topic once I have the time to =D. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 15, 2010, 05:41:02 PM (http://dl.dropbox.com/u/511152/gameShot1.png)
A little WIP shot. Deciding my next course of action. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 15, 2010, 06:06:59 PM Non Human is doing really well, heres a screenie
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/screenie.png) Working on the sound now. Maybe it'll be done tomorrow?! Still have a few minor glitches to take care of, the audio, the game boss and 2 other enemies to make. Otherwise the level is all laid out and its pretty fun, except it doesn't end yet since the boss is missing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 15, 2010, 07:00:41 PM Frankie: Love it. It's like Castlevania and Commander Keen had a baby.
Melly: I think you should darken that checkerboardy background so the character doesn't blend in so much. Otherwise it looks good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 15, 2010, 07:22:44 PM Yeah, I agree it's probably a little too busy. I'll experiment and see what I can do.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on May 15, 2010, 07:26:52 PM "Hambo's Adventure" is nearing its completion, and will most probably be completed by tomorrow, and if not, then within only a handful of days! I'm still waiting for my composer to get back to me with his music, and until then, I have a little checklist in front of me with what I have left to do:
- Finish modelling the final level - Add in the ambient sounds - Finalize the title screen - Add the story elements to the scenery - And, if time, add some embellishments to the levels So, never fear. 1/52 of the project is still falling into place! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 15, 2010, 07:44:37 PM Old
/ New: (http://dl.dropbox.com/u/511152/gameShot1.png) (http://dl.dropbox.com/u/511152/gameShot2.png) Better? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 15, 2010, 08:18:33 PM I've got a sensible program structure now, an IM GUI which works with mouse/keys/whatever, and an editor for the debris. The debris are pushed off the ship by a shockwave, and next I'll add some missile puffs that the debris will leave as trails. So, there'll be a standard central explosion animation, then the little trails from the bits which fly off.
(http://androidarts.com/megalonia/debris_editor.png) Action 52 related roughs: (http://androidarts.com/megalonia/haunted_halls_roughs.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 15, 2010, 08:54:12 PM (http://img.photobucket.com/albums/v393/Radix/hhshot03.png)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 15, 2010, 09:21:36 PM V1.2 is out try it now: http://dl.dropbox.com/u/3149882/Fuzz%20Power%20V1.2.zip Sorry Mr. Podunkian, I stole your txt doc and filled with my info. it was a nice base. Just joined to say you're all doing fantastic work Noticed something when I ran through fuzz power, was able to replicate it a few times but if any of the brown hairballs (I assume) are near the boss and you roll into them it drains his health in a heartbeat. I've been able to take the boss out in about two rounds. Just so you know, unless it was intended for 2hit kills if you have the right timing down Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 15, 2010, 09:38:07 PM Finalizing most things. Just wondering, do we have to make our 'back to main menu' command do anything besides close our program?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 15, 2010, 10:45:35 PM Radix, that's really nice.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 15, 2010, 11:22:33 PM (http://dl.dropbox.com/u/511152/gameShot2.png) Better? It doesn't really solve the problem, which is that the full brightness range is used on both the foreground and background. (http://dl.dropbox.com/u/254701/blog/action52/gameShotedit.png) This is a quick and very extreme edit, meant mostly to stimulate the imagination. I cut the BG and FG into different layers and made them internally less contrasty, colorized the background, and brightened the foreground. It's still possible to retain the "pop" of the original and use less obvious color coding with some more effort - but from a pure readability standpoint, restraining background, foreground, and characters to specific color and brightness ranges is probably the most effective thing you can do. (http://dl.dropbox.com/u/254701/blog/action52/ninjaRun_unfinished.gif) I've got an unfinished ninja run. Still got the cleanup/lights/colors to do, and the swords need some size and position tweaks, but the basic look is OK, I think. The rotoscoped approach really worked out! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 16, 2010, 03:03:30 AM I've put up a new build here (http://androidarts.com/megalonia/builds/). It just shows off the explosion stuff I've been working on, so, while playable, it's not a game demo.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 16, 2010, 05:13:50 AM Sorry to bother once again, but is there any way we can swap/change projects? I've signed up for Bits and Pieces, but I'm not sure if I'll have the time to finish it within a reasonable timeframe, but I would be able to remake Meong. Is this ok? =o
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 16, 2010, 06:03:17 AM (http://img.photobucket.com/albums/v393/Radix/hhshot04.png)
Oh man. Spent way too much time today giving regular enemies like boss-levels of logic. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: battlerager on May 16, 2010, 06:48:49 AM Sorry to bother once again, but is there any way we can swap/change projects? I've signed up for Bits and Pieces, but I'm not sure if I'll have the time to finish it within a reasonable timeframe, but I would be able to remake Meong. Is this ok? =o I didnt try it yet, but can't you just resign via the signup page and then immediately sign up for something different again?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 16, 2010, 07:13:44 AM I've tried to, but it keeps saying this;
"You've already reserved a game! Invalid TIGSource ID" Wonder how the other porjects are going, Haunted Hills/Halls is looking pretty damn epic so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 16, 2010, 09:30:16 AM Radix, it's been bothering me for the longest time, but I swear I've seen a healthbar like that in some game before, any ideas on what I may be thinking of? It's something that's now bothering me a wee bit on trying to remember.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 16, 2010, 10:08:19 AM I've tried to, but it keeps saying this; "You've already reserved a game! Invalid TIGSource ID" Wonder how the other porjects are going, Haunted Hills/Halls is looking pretty damn epic so far. PM Podunkian, he's the only one that can switch people around. Where has he been lately anyway? @ Triplefox I see what you mean, though I've had several opinions saying that they weren't bothered by the background even before I made that change. I guess it's more evident in motion. I'll experiment with it later and see if I can come up with something better. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 16, 2010, 11:04:29 AM Radix, it's been bothering me for the longest time, but I swear I've seen a healthbar like that in some game before, any ideas on what I may be thinking of? It's something that's now bothering me a wee bit on trying to remember. i'm not sure myself, but it reminds me of this: (http://konjak.org/abandoned/medusa_2.gif) (http://img.photobucket.com/albums/v393/Radix/hhshot04.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Blue Protoman on May 16, 2010, 11:59:47 AM Saw this thread. I said to myself "This will be awesome." I want to help in some way, but I'm not skilled at game development, music making, or graphics. So instead, I want to make a user interface in Game Maker that loads each of the games .EXEs, complete with descriptions, previews, etc. Would it be OK if I could do this?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 16, 2010, 12:01:23 PM I think podunkian himself would do that. And if you aren't talented in any way in graphics, why would someone let you do the loader anyways? I'm sure he wants it to look nice and fancy.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Blue Protoman on May 16, 2010, 12:03:58 PM I was thinking of using graphics from the actual game, plus I HAVE used Game Maker before.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 16, 2010, 12:14:49 PM If you know Game Maker well enough to make a loader, why not try making a game?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Blue Protoman on May 16, 2010, 12:17:57 PM I'm not THAT good at Game Maker. Making a menu is easy, and so is getting the game to load other programs. But I'm not talented at making the actual game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 16, 2010, 12:27:11 PM there's only one way to learn, kid
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PaleFox on May 16, 2010, 12:38:30 PM Boss is almost done. It lacks only a boss and an ending or end screen. Should be done in a day or two. No worries.
There's even music! and sound! and bullets! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 16, 2010, 01:12:49 PM Saw this thread. I said to myself "This will be awesome." I want to help in some way, but I'm not skilled at game development, music making, or graphics. So instead, I want to make a user interface in Game Maker that loads each of the games .EXEs, complete with descriptions, previews, etc. Would it be OK if I could do this? sorry, i'll be taking care of this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 16, 2010, 01:19:36 PM I've tried to, but it keeps saying this; i've swapped your game assignment. enjoy making one of the strangest games ever.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 16, 2010, 02:11:52 PM (http://www.awesomenessinabox.com/files/dedant/titlescreen.jpg)
Title screen for Dedant is done. The ant points at your current selection. Yes, it's a survival horror game now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 16, 2010, 03:09:48 PM Finishing up graphics.
...anyone else have any ideas for making a pink coathanger look threatening? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 16, 2010, 03:29:31 PM I'm finally done.
Here it is, Bubblegirl Rozy. Download (http://dl.dropbox.com/u/3698916/BubblegirlRozy.rar) (version 0.7) (http://dl.dropbox.com/u/3698916/screenshot104.PNG) (http://dl.dropbox.com/u/3698916/screenshot1100.PNG) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 16, 2010, 03:31:31 PM Finishing up graphics. put a fetus on it....anyone else have any ideas for making a pink coathanger look threatening? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 16, 2010, 04:00:33 PM I'm finally done. Here it is, Bubblegirl Rozy. Download (http://dl.dropbox.com/u/3698916/BubblegirlRozy.rar) (version 0.7) Nice. That's pretty fun. I found the yellow powerup the most useful because it didn't have knockback, and you could do a little trick with it in which after firing the yellow bubble you turned around and the spread would fly to the side you're facing. Not game breaking, but it helped in at least one part. Red powerup rapes the final boss. I don't think I got all the little Action52 trophies. I imagine something happens if I do? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 16, 2010, 04:02:32 PM You get a special message if you beat it in Classic mode with 100%, but that's it : P
There are 8 trophies in total. Thanks Melly! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 16, 2010, 05:03:25 PM Bubblegirl rozy is great!
Had a rather strange bug happen though in the middle of world two, had one of the powers that knock me back, and got hit while blowing a bubble, caused two screens to merge into one and Rozy just exploded midair with no enemies around her. No idea how it happened but it's there. Also are there any healing items or anything? I keep getting to the end of world two and dieing. I suck at this D8 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 16, 2010, 05:20:40 PM Radix, it's been bothering me for the longest time, but I swear I've seen a healthbar like that in some game before, any ideas on what I may be thinking of? It's something that's now bothering me a wee bit on trying to remember. I have no idea, dude. I never put much thought into that stuff.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 16, 2010, 05:47:03 PM Radix, it's been bothering me for the longest time, but I swear I've seen a healthbar like that in some game before, any ideas on what I may be thinking of? It's something that's now bothering me a wee bit on trying to remember. I have no idea, dude. I never put much thought into that stuff.Another thing I found while beating classic mode in rozy is a pretty hilarious bug, not sure what could be done about it but might as well point it out (http://img168.imageshack.us/img168/5776/rozyglitch.png) Stand on the block I circled and if your on the left edge the camera won't be able to decide which screen to be on and it starts freaking out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Lon on May 16, 2010, 06:02:06 PM Radix, it's been bothering me for the longest time, but I swear I've seen a healthbar like that in some game before, any ideas on what I may be thinking of? It's something that's now bothering me a wee bit on trying to remember. I have no idea, dude. I never put much thought into that stuff.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 16, 2010, 06:15:09 PM @ThisIsACoolDude
I can't do much about your first issue, but I fixed the one with the blue block. Also yeah, no healing items! Thanks for your input! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 16, 2010, 07:08:12 PM @ThisIsACoolDude I can't do much about your first issue, but I fixed the one with the blue block. Also yeah, no healing items! Thanks for your input! Fair enough, the surprise at the end (I'm assuming, only beaten it on classic so far) was rather fun if not tough, taught me not to jump around like a moron, that's for sure Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 17, 2010, 04:52:30 AM (http://img.photobucket.com/albums/v393/Radix/HHgarg.gif)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sparn on May 17, 2010, 06:18:59 AM I'm finally done. I'm enjoying this, but I think I have run into a glitch with classic mode. Spikes don't seem to be harming me in the slightest! I think every time I've hit them has been after I've taken damage, though I don't know if that would change anything. (edit: decided to check after posting since I'm still in game, and it's not killing me at full health either. I probably broke something and have no idea how.)Here it is, Bubblegirl Rozy. Download (http://dl.dropbox.com/u/3698916/BubblegirlRozy.rar) (version 0.7) Annnd one other thing. The boss in classic mode is beating me up, which is fine, but I noticed that you respawn right outside the door, which is also nice! unfortunately, I also noticed that both of the level's trophies respawn. Do those have to be recollected for 100% completion, or will they stay collected after I die despite appearing back in the level? (edit: Ended up answering that for myself, they stay collected, at least from the final boss respawn. Maybe make the trophies not show back up to avoid confusion?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 17, 2010, 07:49:05 AM This is great!
I'm coming real late to the party though. I just grabbed the one available game, Bits N Pieces. Which I have not played, though I just viewed it on Youtube and I think I can do something interesting with it. Am I too late? How many of these games are still outstanding? I'll spend some time reading through the thread to get up to speed. :handforkL: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 17, 2010, 07:59:37 AM I'm finally done. Here it is, Bubblegirl Rozy. Download (http://dl.dropbox.com/u/3698916/BubblegirlRozy.rar) (version 0.7) Annnd one other thing. The boss in classic mode is beating me up, which is fine, but I noticed that you respawn right outside the door, which is also nice! unfortunately, I also noticed that both of the level's trophies respawn. Do those have to be recollected for 100% completion, or will they stay collected after I die despite appearing back in the level? (edit: Ended up answering that for myself, they stay collected, at least from the final boss respawn. Maybe make the trophies not show back up to avoid confusion?) This last bit got me to on that trophy before the door, I collected it every single chance I got as I wanted to make sure it counted. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 17, 2010, 08:41:13 AM I'm finally done. I'm enjoying this, but I think I have run into a glitch with classic mode. Spikes don't seem to be harming me in the slightest! I think every time I've hit them has been after I've taken damage, though I don't know if that would change anything. (edit: decided to check after posting since I'm still in game, and it's not killing me at full health either. I probably broke something and have no idea how.)Here it is, Bubblegirl Rozy. Download (http://dl.dropbox.com/u/3698916/BubblegirlRozy.rar) (version 0.7) Annnd one other thing. The boss in classic mode is beating me up, which is fine, but I noticed that you respawn right outside the door, which is also nice! unfortunately, I also noticed that both of the level's trophies respawn. Do those have to be recollected for 100% completion, or will they stay collected after I die despite appearing back in the level? (edit: Ended up answering that for myself, they stay collected, at least from the final boss respawn. Maybe make the trophies not show back up to avoid confusion?) Classic mode emulates many features from the original bubblegum rossie. First, spikes will never kill you (the original game also had this). There are also no hints, no hud, a very simple bubblegum and only two HP for the player. Also, yeah, you don't need to recollect trophies. I wonder how many people got 100% on this? haha Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 17, 2010, 09:41:15 AM This is great! I'm coming real late to the party though. I just grabbed the one available game, Bits N Pieces. Which I have not played, though I just viewed it on Youtube and I think I can do something interesting with it. Am I too late? How many of these games are still outstanding? I'll spend some time reading through the thread to get up to speed. :handforkL: You should grab the rom and an emulator and play the game as much as you can to get a good feel for it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sparn on May 17, 2010, 11:16:55 AM Oh! The spike thing was intentional! Okay, never mind then. I haven't actually played any of the originals, heh.
It was pretty fun! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Bood_war on May 17, 2010, 02:38:20 PM Dammit.
A friend spilled pop all over my lappie, and I lost all data on it. I'll redo what I had soon, but I don't have the will right now... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 17, 2010, 03:04:14 PM Shit Bood, that sucks. :(
No backups? Also, I was thinking. This isn't really a competition, but a community project. Maybe it'd fit better in the Projects forum? I don't care much that it stays here, just wondering. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on May 17, 2010, 04:53:25 PM Just checking in. We didn't make the deadline but Mashman should be finished really shortly. Here's the walk cycle for mashman.
(http://dl.dropbox.com/u/795491/mashman_walk3.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 17, 2010, 04:54:45 PM Haha, that's looking great.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 17, 2010, 05:13:40 PM Well on my way over here. Game is done, last few art assets to do.
(http://i42.tinypic.com/20gfqll.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: raiten on May 17, 2010, 07:05:44 PM (http://img.photobucket.com/albums/v393/Radix/HHgarg.gif) Really awesome looking. It's not done in Flash, is it? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on May 17, 2010, 07:27:41 PM Not yet. Probably after the event, though.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ஒழுக்கின்மை (Paul Eres) on May 18, 2010, 01:21:43 AM http://www.youtube.com/watch?v=xaH4k1sQkIs
coming soon Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 18, 2010, 02:21:10 AM Anyone interested in doing music for Storm over the Desert?
Current state of the game is this, ten days in, with me doing programming and unsilentwill doing art: http://www.swfcabin.com/open/1274137798 (no giant dictators yet, but we promise they will make it in) There isn't any music in the original. I'm thinking the sound effects will be explosions and tank engine noises, and that it would be good to have some music to fill in the background. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Arne on May 18, 2010, 02:30:10 AM I'll be working on level data structures today. I was thinking of using a one life approach where the second player can either be coop or an extra life of sorts (like how you can join an ongoing game in some arcade games, except each player only has one life). The levels will be pretty short (more like boss runs) and randomly picked.
Unrelated: (http://androidarts.com/megalonia/macromike.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 18, 2010, 08:26:13 AM ...amputee?
also, micro mike looks promising Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 18, 2010, 09:37:23 AM Anyone interested in doing music for Storm over the Desert? Current state of the game is this, ten days in, with me doing programming and unsilentwill doing art: http://www.swfcabin.com/open/1274137798 (no giant dictators yet, but we promise they will make it in) There isn't any music in the original. I'm thinking the sound effects will be explosions and tank engine noises, and that it would be good to have some music to fill in the background. I got stuck on the corner of a building with three tanks and wasn't able to move anymore. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 18, 2010, 09:45:03 AM Well, I ended up finding some music to use for Star Evil, so it's fulfilled all of its competition requirements now. I did a marginally long post about my design decisions on this forum (http://forums.selectbutton.net/viewtopic.php?p=744165).
Current state of the game is this, ten days in, with me doing programming and unsilentwill doing art: http://www.swfcabin.com/open/1274137798 (no giant dictators yet, but we promise they will make it in) My only request is that at some point the player is taunted with the phrase "You've dicked with the wrong dictator!"Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 18, 2010, 09:46:51 AM I'm pretty sure LaikaMickle would love to do you sum muzacs.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 18, 2010, 10:05:15 AM Space Dreams DX!
Unfinished, as you may guess by my bitching about art assets in the readme. Definitely need balancing feedback and etc. http://dl.dropbox.com/u/7216965/SDDX0.9b.rar (http://dl.dropbox.com/u/7216965/SDDX0.9b.rar) I'm still tempted to change the terrible story line on my instruction page to the even more terrible one from the Action 52 manual. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on May 18, 2010, 10:33:55 AM Status update on "Hambo":
- All of the modelling is completed, the ambient sounds are in, and I've got the title screen working to the collab's specifications (yea!) - I found a bug that occurred in my builds, but not the IDE. I think I've solved the problem, and that should be cleaned up very soon. - I'm still waiting on my composer for music. I'm going to take the time to add a few more embellishments to the level (which could really use it...) and possibly add achievements into the game. So to TL;DR: The game is essentially complete once I fix one bug, and then I can add music (once I get it), ZIP it up, and post, hopefully within the next day or two. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 18, 2010, 12:02:22 PM I got stuck on the corner of a building with three tanks and wasn't able to move anymore. Well, it's technically a shmup where you die if you collide with something. I could make the collision detection on buildings a bit more forgiving. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 18, 2010, 02:43:50 PM I got stuck on the corner of a building with three tanks and wasn't able to move anymore. Well, it's technically a shmup where you die if you collide with something. I could make the collision detection on buildings a bit more forgiving. I meant that I literally got stuck. I couldn't move, and nobody was coming along to shoot me so the game was kinda soft crashed. It wouldn't be bad if you died on collision. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 18, 2010, 04:35:27 PM Small video showing some of the current progress on Ooze. Now that I have a tileset and a good portion of the engine code done things should start moving a little quicker.
http://www.youtube.com/watch?v=rJfN1tDij6c (http://www.youtube.com/watch?v=rJfN1tDij6c) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 18, 2010, 05:41:26 PM That's looking pretty good Armchair.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 18, 2010, 05:47:54 PM I guess I should probably post some progress in here.
(http://i44.tinypic.com/55mm2s.png) (http://i49.tinypic.com/2mpwuhg.png) I think there's only gonna be two levels, but I'm spending a lot of time making sure the level design is good. After they're done, I'll see if I can put in a couple cutscenes and a boss, but they're low priority compared to finishing some actual levels. Also in the best case scenario I'd get a second song done. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 18, 2010, 05:52:03 PM Man, that's looking nice. I'm starting to think my game will be subpar in comparison to you guys. :'(
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 18, 2010, 06:20:13 PM (http://i44.tinypic.com/55mm2s.png) Which game is this? I don't recognize it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 18, 2010, 06:33:01 PM http://www.youtube.com/watch?v=rJfN1tDij6c (http://www.youtube.com/watch?v=rJfN1tDij6c) This is looking really promising, modeling and animation looks great! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 18, 2010, 06:57:52 PM Which game is this? I don't recognize it. It's the original Jigsaw. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 18, 2010, 07:09:30 PM It's the original Jigsaw. Oh yeah, that game that doesn't load half the time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 19, 2010, 12:09:43 AM Space Dreams DX! Sweet like mother's milk. Suggestions:Unfinished, as you may guess by my bitching about art assets in the readme. Definitely need balancing feedback and etc. http://dl.dropbox.com/u/7216965/SDDX0.9b.rar (http://dl.dropbox.com/u/7216965/SDDX0.9b.rar) * Narrow the playing field! As a vertical shooter, it would be more compelling if the playing field was taller than wide. * C to slow down, in the spirit of all quality danmaku. * Make aimed bullets a different colour to unaimed bullets. I think the well-used cyan-unaimed/pink-aimed colour scheme would work well for this game. * The enemies that fire downward are much more defensive than other kinds, but there's no real reason to explicitly engage them over other enemies. Idea: make it so that they fire aimed shots in addition to downward shots. * The enemies should be deployed with a bit more intention - mix high-threat targets with low-threat targets, for instance. * Scoring idea: In addition to an enemy's point value, you gain n extra points if you didn't miss with the previous n shots. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 19, 2010, 12:28:22 AM Yet another update. Mostly graphical, I've been making assets and trying to pretty the game up a bit. It's the home stretch now, The rest of the AI will come pretty quickly.
http://www.awesomenessinabox.com/files/dedant/Demo.zip (http://www.awesomenessinabox.com/files/dedant/Demo.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 19, 2010, 05:57:51 AM SUDDEN AMAZING SUGGESTION:
Finishing Cry Baby should give you a special cheat code for Space Dreams. Or vice versa. ALSO: Mr. P would you link the done-like-dinner games in the first post? I want to Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 19, 2010, 06:37:40 AM Thinking about promoting the final product, would it be okay if the Flash entries go out to portals, with big obnoxious links to the project site? We could, like, gang up on all the big portals and swamp them with A52 games all at the same time, or maybe over the course of a week.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 19, 2010, 08:22:23 AM Okay, here is 1.0!
http://dl.dropbox.com/u/7216965/SDDX1.0.rar It's basically 0.9 with all the graphics, a few small fixes, and more sounds. Now I'm not done yet! This is simply the first complete version. I've had lots of ideas for other features, and lots of suggestions (thank you L), and I'm going to see what I can hack around with while the other entries trickle in. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 19, 2010, 09:37:47 AM http://dl.dropbox.com/u/7216965/SDDX1.0.rar This is great. I made it to lvl 3, how many are there? Very hard but overall cool. I wish there were more upgrades to the gun though, or ways to fire more than 4 shots.. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 19, 2010, 09:39:44 AM Last two days weren't too productive, but I already have the first level's design pretty much decided. I just need to touch up the gameplay, make two more enemies, a boss, and I should have a playable build.
If battlerager manages to finish some songs for me of course. In other news, I'm still a bit undecided on the boss' design. Anyone wanna contribute ideas for what a Timewarp boss would be like? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 19, 2010, 10:03:00 AM This is great. I made it to lvl 3, how many are there? Very hard but overall cool. I wish there were more upgrades to the gun though, or ways to fire more than 4 shots.. There are 12 levels. Upgrades are another good idea I may try. I honestly can't tell how hard it is because I've been testing it too much. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on May 19, 2010, 11:26:40 AM Alright, it's "need some feedback" time!
(http://img23.imageshack.us/img23/9711/illum2.gif) http://www.l-ames.com/logan/illum-2.zip C turns your flashlight on/off. When on, it depletes. When off, it charges, and when overcharged can shoot out a beam that can kill ghouls. The regular light can still hurt ghouls, but only very slowly. X is the action button, which opens doors, picks up items, and plugs lights into sockets. There's an action context display thingy in the corner to help keep track of what you can do. The plug-in lights you can find are very helpful, so keep an eye out for them. A finite number of ghouls will appear in the house, but nothing happens when you kill 'em all. I'm not really sure what the best sort of goal would be here. And I apparently can't draw human peoples, so there's no player graphics yet. What I wanna know: Does the lighting system run too slow to be playable? Particularly when an enemy is burning? I've only got my own computer to test this on, so I'd like to know how drastic this issue gets. Does the game, as it's going, have merit? Is the flashlight over-charging thing too annoying, how you need to be so vulnerable for a short time before you can attack? Could you figure out how to play at all? Is the display too confusing? Would X be a better choice for the flashlight? ...And any other thoughts on the game so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 19, 2010, 02:30:24 PM I like it :) . It doesn't run slow for me in windowed mode at all. Even burning ghouls in a fairly large room I don't get any noticeable slowdown. In fullscreen It lags a little, but it's still playable.
I think the flashlight charging mechanic is good the way it is. It might be interesting if you could close doors to slow ghouls down a bit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 19, 2010, 02:42:39 PM At the risk of being a late idiot, has anyone who's on the list dropped out?
Also, a lot of these games are shaping up pretty great : ) I'd like to make a game... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 19, 2010, 02:45:21 PM :o
Pod, drop some slacker, we need Increpare in this shit. If there is a slacker, of course, though honestly I doubt all of the 51 developers are working. The odds of that are pretty slim. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 19, 2010, 03:02:58 PM i'm removing people today.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: muku on May 19, 2010, 03:04:52 PM In other news, I'm still a bit undecided on the boss' design. Anyone wanna contribute ideas for what a Timewarp boss would be like? (http://echostains.files.wordpress.com/2010/02/wood_amgothic.jpg) :durr: :durr: (too obscure?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 19, 2010, 03:10:23 PM http://dl.dropbox.com/u/421763/beeps%20and%20blips.zip
So yeah theres a title screen and a boss and stuff (the boss is after level 7). Also theres no ending. The game ends, theres just no ending. I might change that later some time. Anyway I guess this is pretty much done? (Apart from ending). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 19, 2010, 03:34:31 PM :mockangry:increpare is remaking cheetahmen. :mockangry:
also, i've removed a lot of the people i hadn't heard any progress from. sorry if you were working on something but i think my PM's were PRETTY CLEAR a week ago! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 19, 2010, 03:39:12 PM i am still alive don't worry i see you worrying like little girls
alfredo is going slow but he is going however i understand you going MAKE STUFF OR GET OUT and so unlike what i currently have which is broken and ugly tomorrow i'll try to have something that is worth showing to your sensitive human eyes Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 19, 2010, 03:51:30 PM :mockangry:increpare is remaking cheetahmen. :mockangry: Holy shit! :o Think you're up to the challenge Increpare? Though in all honesty it seems like the opposite of the type of game Inc tends to make. Could be very interesting though. @ muku o.o Erm... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 19, 2010, 04:44:32 PM Paul told me you were wondering about the progress on Silver Sword, Podunk. The progress is this: everything is done except enemy sprites. Once they are done. I'll post a classic version for inclusion in the compo A52 release. The gameplay is fairly simple, so I don't know how fun it will be. All you do is kill enemies with different elemental swords and drive up your score until you die.
Then I'm going to work on an Enhanced version. If I finish it before compo is over, I'll submit it too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Soulman706 on May 19, 2010, 05:47:01 PM Just 2 questions. Im just a follower of this project and I would like to know. Will you put the link of all the games and how many MB will the file measure.
TY all for making good games out of shitty ones. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 19, 2010, 05:51:21 PM Be prepared to be pulled forcefully from your cosy existence
(http://ded.increpare.com/~locus/handpull.png) Into a world of intrigue and cheetahs (http://ded.increpare.com/~locus/bandw.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Monster King on May 19, 2010, 05:58:17 PM a...are those cheetits...?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 19, 2010, 05:59:27 PM a...are those cheetits...? yes. yes. yes. YES. YES. this is gonna own Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 19, 2010, 06:49:41 PM Just an assurance that Billy Bob is being worked on, but that most of it is coding, which is makes for boring posts, unless you get off to that kind of thing.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Luca Pavone on May 19, 2010, 07:33:26 PM I have made an addendum to Shooting Gal(lery), it can be found here:
http://sites.google.com/site/lucamakesthings/shooting-gallery Changes: Menu Layout changed to comply with rules Crocodile now moves in from the right Venetian blinds effect on exit! Have a go and please leave feedback so I can continue improving this little project. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 19, 2010, 07:49:31 PM I'll post a new version of Operation Full moon very soon
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ஒழுக்கின்மை (Paul Eres) on May 19, 2010, 09:05:29 PM (http://ded.increpare.com/~locus/bandw.png) looking forward to it Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 19, 2010, 10:14:16 PM Doing Cheetahmen as an art game would be pure genius.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on May 19, 2010, 10:20:50 PM http://dl.dropbox.com/u/7216965/SDDK12.rar (http://dl.dropbox.com/u/7216965/SDDK12.rar)
this is it except if i really screwed up bluuuuuhhhhhhhhsleepnow Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 19, 2010, 10:38:47 PM Mr. P you can green my game name on the big list too. If you missed the link to the final version, it's here: http://l.j-factor.com/gamemaker/StarEvil.zip
Shooting Gallery suggestions: * Is there any penalty for missed shots? * The crocodiles add a bit of humour to the game. I think you could pursue this vein further by including more, stranger animals that pop up when time's running out - rhinoceroces, for instance, or maybe flamingos, penguins or dinosaurs. * Get a title screen object to quit the game when Esc is pressed. One last Space Dreams suggestion: * The enemy hit sound is a bit... hard? It seems a bit out-of-place in a game with such a gentle theme as this. Should sound less like hitting a brick wall with a hammer and more like hitting a sack of flour with an spear, if that makes sense. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 19, 2010, 11:43:54 PM @ increpare
I don't think my body can take that. It's too much. :crazy: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on May 20, 2010, 03:43:11 AM CheetahMEN not CheetahPEOPLE.
The "Punch and fly" glitch should be preserved in the form of an unlockable cheat. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jisou-kishi on May 20, 2010, 03:56:08 AM @ increpare
the nice thing about this is because its black and white you can get an E rating by saying its just spots! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MechanicalPen on May 20, 2010, 08:26:13 AM Manchester Beat isn't as far along as I hoped it would be. My lack of music experience has caused me to hit a snag with the rhythm half of the game. The beat 'em up part is nearly finished.
Hopefully I can start filming Manchester's sprite today. I'm going to try something like Mortal Kombat for the graphics. EDIT: Anyone have any suggestions for the second level's graphics? The one that is originally just a bunch of peace sign tiles? 'Cause I have no idea... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 20, 2010, 08:39:41 AM A peace rally where you beat up hippies.
Also, Mortal Kombat style video sprites sounds cool. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 20, 2010, 09:08:54 AM Mister Podunkian, can you put links on your page when people complete their games? That would be helpful.
Having just picked up Bits and Pieces a couple days ago, on a very busy week, I'm going to have to go minimal with my game. Expect to see some bits n pieces of minimalized Bits n Pieces this weekend. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on May 20, 2010, 12:54:20 PM Here is the completed movement engine for our remake of Billy Bob. Arrow keys move and duck, X jumps, C and V are test keys for picking up and throwing items.
(http://img412.imageshack.us/img412/5640/billybob.png) Download - http://www.mediafire.com/?mymwyayyjmk I can't do any more work on the game until I find a pixel artist though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 20, 2010, 01:31:19 PM Whoa, I had no idea the background looked so grating in-game! You'll definitely need to replace that.
Also, I'm impressed you can type so well. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on May 20, 2010, 01:35:18 PM Why is no one helping this man
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 20, 2010, 02:09:33 PM Got some work on G-Force Fighters after I desisted to work on Dam Busters. I've a main engine made, although I want to add a multiplier and I still have to program the enemies, but this should take an afternoon. I was think about making this like an arcade, one-level only game but with the ship getting faster each time you do a lap, while making things interesting with multipliers (and perhaps power-ups?).
Here's a screenshot (some sprites need work, but the final game will be more or less like this): (http://img13.imageshack.us/img13/7118/gforcefighters.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on May 20, 2010, 03:52:16 PM Whoa, I had no idea the background looked so grating in-game! You'll definitely need to replace that. Yes, the background is repetitive. Thanks, I'm glad I improved English!Also, I'm impressed you can type so well. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on May 20, 2010, 04:27:30 PM Why is no one helping this man I don't have access to any of my art tools or software, I had to put them in storage for the summer; if anyone could lend aski a hand here, I'd give you a notch of respect. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 21, 2010, 04:18:28 AM Got some work on G-Force Fighters after I desisted to work on Dam Busters. I've a main engine made, although I want to add a multiplier and I still have to program the enemies, but this should take an afternoon. I was think about making this like an arcade, one-level only game but with the ship getting faster each time you do a lap, while making things interesting with multipliers (and perhaps power-ups?). Idea: Think of something to do with the "G-Force" in the title and story. Maybe rather than just a straight shooter, the ship gradually starts to be pulled downward. Eventually, the gravity becomes so strong that the 'up' button no longer moves you up but simply slows your descent. Fortunately, the level starts slanting downward at that point so you can keep going.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 21, 2010, 03:19:22 PM (http://dl.dropbox.com/u/421763/babscr1.png)
(http://dl.dropbox.com/u/421763/babscr2.png) http://dl.dropbox.com/u/421763/beeps%20and%20blips.zip I guess this is done done. also esc goes back to main menu (but you will lose progress) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on May 21, 2010, 03:21:27 PM HELLO MISTER SUB12. If you need any help with the music on Lollipops, please tell me, because I have made remixes. I think good remixes.
Here is part of one. (http://www.box.net/shared/dhvoaee1xo) Oh God let me help you with Lollipops, I noticed this contest too late Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on May 21, 2010, 03:46:32 PM @easyname: Found a small bug. It seems that if you sustain damage and press escape to go back to the main menu, and then decide to play again, you restart the game with the same amount of health you had when you quit.
In any event, the game's still fun, and much better than Active Enterprise's version. I'll play through it a bit more later. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 21, 2010, 04:17:45 PM I fixed something very similar but somehow completely failed to spot that. Thanks for pointing it out :) It's been fixed.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jisou-kishi on May 21, 2010, 04:42:17 PM here (http://drop.io/action52owns) because i was bored and enjoy wasting time.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 21, 2010, 04:58:29 PM Hey there,
Been working on Meong a bit, and will hopefully be able to get some shots up sometime soon. I've gone for a more Puzzle/RPG style of gameplay with this one, with the random pits and tiles being replaced by various traps within a dungeon. The goal of the game is simple; try to navigate each room, scanning carefully for traps and working out puzzles along the way. I just hope the final product will be enjoyable for people to play. :epileptic: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on May 21, 2010, 06:03:10 PM I fixed something very similar but somehow completely failed to spot that. Thanks for pointing it out :) It's been fixed. I hate to be the bearer of semi-bad news, but I found a movement bug. It seems that when you hold down c to lock your firing direction, you cannot move diagonally downwards (so no down-right or down-left). This also occurs if you charge your shots and lock your direction (so holding down both z and c). The direction you are facing when you lock your position does not matter. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 21, 2010, 06:09:03 PM I fixed something very similar but somehow completely failed to spot that. Thanks for pointing it out :) It's been fixed. I hate to be the bearer of semi-bad news, but I found a movement bug. It seems that when you hold down c to lock your firing direction, you cannot move diagonally downwards (so no down-right or down-left). This also occurs if you charge your shots and lock your direction (so holding down both z and c). The direction you are facing when you lock your position does not matter. i'm sorry but it's a problem related to your keyboard. i can perfectly do what you are saying it's impossible. some keyboards dont allow you to hold more than 3 keys at once, so it's prolly a problem on your end. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on May 21, 2010, 06:27:06 PM Hmmm... Odd. :-\ I don't quite know if it is a keyboard problem or not, though. It could be, but if it's an input problem, shouldn't I be having problems moving diagonally upward, as well? That works fine for me, even though I'm holding down four keys. Also, down stops working for me when holding z and c, while all other cardinal directions work fine.
I'm not saying you're wrong... I just find this a bit odd. I'll do a few tests with my keyboard; see if my keyboard sucks or not. :) EDIT: It does appear to be my keyboard. I'm still a bit perplexed as to why certain key combinations work while some don't though... At least I know it isn't a game issue. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 21, 2010, 06:46:22 PM Keyboard can be like that.
The event limits the buttons to X and C, so I believe we can't really make keys configurable. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on May 21, 2010, 06:56:09 PM Well, if there's anything I've learned from my programming classes, I've learned that computers have the tendency to be very finicky.
I just hope that it doesn't impact any other testing I do for you guys. I may not have much (or for that matter, any) experience with making games yet, but I'll be more than happy to report any bugs I find during play. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 21, 2010, 07:00:04 PM By the way, Beeps and Blips is pretty awesome. I like the sounds and music, though I think you went a bit too far with the screen shaking, and the large circular blue shots seem to have a slightly unfairly large collision area. You should make sure the player can't be hit by something when no pixels touch eachother (in a circular object, using bounding boxes, it's better to make the box smaller than the sprite).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: easynam on May 22, 2010, 12:47:32 AM Ok, I updated the collision stuff for the circles.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on May 22, 2010, 01:55:06 AM (http://dl.dropbox.com/u/1550500/sombreros.png)
first time I've really had anything to show for sombreros Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 22, 2010, 02:16:17 AM Nifty keen. So what does the Sombrerometer do?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on May 22, 2010, 02:25:00 AM freezing time and calling shots like so:
(https://dl.dropbox.com/u/1550500/sombreros2.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 22, 2010, 05:18:41 AM Whoa, that looks awesome Dustin Gunn. Reminds me a lot of Flint from Mother 3 haha.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 22, 2010, 06:49:25 AM I see a Gun.Smoke vibe there.
That is a good vibe. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on May 22, 2010, 07:42:56 AM Yeah the sombrer-bro is definitely based on flint.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 22, 2010, 08:57:00 AM I guess this is done done. Wow, I really like this! You did a great job embracing the details of the original (both the gameplay and the odd style of art), and making it into something better. Thanks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on May 22, 2010, 09:31:23 AM Updated with V1.3 of fuzz power
I just made the title screen a bit less lame. I'm using my site to host the file and deleting all the previous ones I used dropbox to send. so you can check out my site (http://jajitsu.com/games-html/fuzz-power) or click this. (http://jajitsu.com/wp-admin/incl/libfile.php?PHPSESSID=f5ojng4g2m2pdbmvjv6i9ihkp2&path=&filename=Fuzz_Power_V1_3.zip&action=download) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 22, 2010, 11:27:10 AM I guess this is done done. That's cool - I wasn't able to beat the final boss, but in general it felt really neat. Great stuff : )Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on May 22, 2010, 01:24:37 PM Been busy, got some work done today, though. Basic gameplay and scoring is in.
THEY CAME - 0.3 (http://home.no/omraa/TheyCame-Alpha3.html) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Noyb on May 22, 2010, 10:33:05 PM http://dl.dropbox.com/u/421763/beeps%20and%20blips.zip I guess this is done done. also esc goes back to main menu (but you will lose progress) Fun! Just beat the boss. The ending is quite charming. :) It gets really tiring holding down the direction-lock to aim upward at the boss. Could it be a toggle? Also, it's really easy to lose the player character during the boss what with the shaking screen and the explosions which look remarkably similar to the player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 23, 2010, 12:46:19 AM Jupiter Scope is done!
Get it here: http://26k.org/play/jupiter_scope_v1.zip (http://26k.org/img/jupiter_v1_1.jpg) Pretty happy with how it turned out, probably ended up spending just over 2 weeks total on it. This was really fun, glad to have been a part of it, can't wait to see the rest of the 52. :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Lon on May 23, 2010, 12:48:55 AM Wow, lowpoly, Jupiter Scope looks great. I really like the art, such nice colors, city, night, nice look to it. I gotta give it a go.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on May 23, 2010, 01:13:31 AM Taking Thrusters, the best of the 2 games free..
But please give me a few days to make it :P Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 01:54:00 AM Jupiter Scope is done! The music still seems awfully repetitive, what with only 6 seconds... Didn't the original Action 52 music change things up after 2 loops by switching out some of the instruments? Just a thought.Get it here: http://26k.org/play/jupiter_scope_v1.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on May 23, 2010, 03:36:38 AM Music is done!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 03:52:34 AM That sounds invigorating. Any ideas for how the player's going to use laser cannons to avoid the alien invasions in the galaxy?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 23, 2010, 08:11:17 AM I just picked up Critical Bypass on Friday. Thought I'd post a WIP build so people can see the progress being made:
http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html Original game was dreadfully bland shooter, and rather than turn it into a straight up shooter I thought a canyon based 3D rail shooter would suit the original rather well. So far I've got the menu, basic level, rail movement and ship movement sorted. Main things still to come are the enemies and the firing mechanic. But I want to spent time polishing it up nicely with a lot of other stuff too. I presume we're not running to a set deadline anymore becasue I only just got this game and am going to need at least a week to turn around something nice. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 23, 2010, 09:16:26 AM Jupiter Scope is done! Get it here: http://26k.org/play/jupiter_scope_v1.zip Graphics and gameplay are ace. It's quite fun to try and shoot down those meteors, and I love how well you used the lowpoly aesthetic, but that's already expected of you. ;D What I don't like is the music. It's just way too repetitive, it seems like a 6 second loop. Maybe you could get someone to make you a nice version based on the original. That would make the whole thing even better. Also, there seem to be a few minor collision detection issues. Sometimes I found my shots passing through meteors when they clearly should have hit. Maybe elongating the shot's collision rectangle could fix it? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 23, 2010, 09:47:37 AM What I don't like is the music. It's just way too repetitive, it seems like a 6 second loop. Maybe you could get someone to make you a nice version based on the original. That would make the whole thing even better. totally agree with you guys on this. pgil was nice enough to make a really good version (http://dl.dropbox.com/u/3125554/jupiter%20scope.mp3) for me early on, but stylistically I felt it didn't match well with the game so I passed on it. I'm still not positive that was the wisest choice since the music in there now is definitely the weakest part. I guess we still have time so I can try and recreate the rest of the theme or come up with something better Also, there seem to be a few minor collision detection issues. Sometimes I found my shots passing through meteors when they clearly should have hit. Maybe elongating the shot's collision rectangle could fix it? ya, I've been fighting with this since the beginning. I've never been able to completely narrow it down but I suspect frame rate + windowed mode has something to do with it. I could just exaggerate the collision a bit to overcompensate. thanks! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 23, 2010, 09:57:18 AM JMickle, make this man some music.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 23, 2010, 10:11:43 AM And finish my music loop.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on May 23, 2010, 10:48:31 AM Hey gang. Most of you probably don't know me, I pretty much just lurk here. Just signed on for Spread Fire.
This is my first collab and will be my first game posted at TIGS. I'll do my best not to disappoint, and if I do, I'll do it quickly. :blink: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 23, 2010, 11:20:06 AM Hey gang. Most of you probably don't know me, I pretty much just lurk here. Just signed on for Spread Fire. best of luck! be sure to keep us update.This is my first collab and will be my first game posted at TIGS. I'll do my best not to disappoint, and if I do, I'll do it quickly. :blink: I've done a little more thinking this weekend - have the whole thing sketched out - trying to get the cut-scene images done today. It's horrifyingly difficult because my sketching abilities have completely atrophied over the past couple of years. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 23, 2010, 01:04:33 PM Used Sculptris to make some enemies, they were little blobs in the original so I made them organic looking thingies:
(http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-WIP1.png) Also got the ship textured now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 23, 2010, 01:05:55 PM perin your prototype is super-slow in my browser
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 23, 2010, 01:24:51 PM perin your prototype is super-slow in my browser Oh really. Probably the size of the terrain map, I'll see if I can get rid of a load of it since you can't see it from the canyon anyways. When I've got another build ready, I'll throw up a download version too. Would be useful to know if I've got serious performance problems or it's just that the webplugin is slower. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 23, 2010, 01:43:05 PM I'm so sorry I forgot an 'r' there. I won't again, I promise.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 23, 2010, 05:13:31 PM Some sketches from intro cutscene:
(http://i272.photobucket.com/albums/jj200/increpatio/Screenshot2010-05-23at183544.png) (http://i272.photobucket.com/albums/jj200/increpatio/Screenshot2010-05-23at202358.png) (http://i272.photobucket.com/albums/jj200/increpatio/Screenshot2010-05-23at180448.png) ( god damnit I forgot their tails >_< ) (http://i272.photobucket.com/albums/jj200/increpatio/Screenshot2010-05-23at190135.png) outro music (http://ded.increpare.com/~locus/cheetacredits.mp3) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 23, 2010, 07:45:23 PM Jigsaw is complete:
http://dl.dropbox.com/u/4846308/Jigsaw.rar Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 08:14:43 PM Hey, neat! Definitely a winner.
Some important observations: * After checkpoint.. four? The difficulty jumps quite a lot, what with needing to turn all three switches on. I don't think the mechanics of the colour switches were all that thoroughly introduced before then - in particular, their limitation on nails isn't explained very well. * Actually, the whole "only three nails simultaneously" mechanic should really be given a proper formal introduction as well - I'm thinking of this: make each of the 3 nails a different shade of blue, then put a small meter at the bottom showing which colour you'll shoot next. (Now I appreciate that you tried to convey it by making the nails "decay" as others are released, but the decaying graphics are very easily mistaken for a time-based or a contact-based alteration.) * Those breakable blocks ought to have a respawn time. It seems a bit unfair that you're forced to die because you shot a block before you realised its necessity as a platform. Don't be discouraged - you've got a quality thing here! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 23, 2010, 08:26:28 PM Thanks.
Well, I'd have the breakable blocks respawn if dying was more of a punishment. Since it's just a slight inconvenience, I figured it wasn't too important. But yeah I admit I couldn't figure out a good way to introduce the nail decay thing. I wanted the player to have to figure it out without having their hand held, but I could've made an area that would clarify it more. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 08:36:18 PM I think it'd be easy to just modify the checkpoint 3 area so that it used all four colours (with all four switches on the same screen) so that the player was made to observe that it isn't possible to set all four colours on - and why.
P.S: Maybe add a way for the player to respawn at will by, well, I dunno, holding the Down key for 3 seconds or something. Forcing the player to do something out-of-character like jumping into a pit seems a tad rude, if that makes sense. P.P.S: Also, maybe make the Damsel In Distress have the word "Help!" above her on the title screen, so we can see she isn't just reclining on the pile of tools but is being spirited off. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 09:24:54 PM ...Also the ending is a bit of a buzzkill - but not in a particularly satisfying way. It'd be less abrasive if there was some more foreboding foreshadowing to it (more than just a few gravestones near the end, because, let's face it, even Mario games have those in a few places).
(If your intent was just to slap the player upside the face, then I suppose it's sufficient in its goals, but I felt I was having too much legitimate fun for what seemingly only amounts to a Shaggy Dog story.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 23, 2010, 10:03:24 PM Yeah I wasn't trying to win a prize in storytelling or anything. I could have gone with just "The end" but I thought this was more interesting.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 10:45:29 PM Well, the least of it is that it overshadows and draws attention away from the main game itself, which doesn't sound like a very desirable design decision to me.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 23, 2010, 11:05:02 PM By the time you see it, though, you're done with the game. I don't need this to be remembered fondly, it's just a tiny game in a big collaboration. I would put a lot more work into something that I wanted to be taken seriously.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 23, 2010, 11:59:41 PM By the time you see it, though, you're done with the game. I don't need this to be remembered fondly, it's just a tiny game in a big collaboration. I would put a lot more work into something that I wanted to be taken seriously. No need to be so self-effacing! Jigsaw really has the potential to be one of the very best, if not the best, games in this collection, if it just receives a few tweaks here and there. (That final puzzle before the end, and especially the triumphant ascension after completing it, is really genuinely impressive.)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 24, 2010, 12:18:21 AM Oh, thanks.
This was more my attempt to finish my first "game", and just be able to let something go and be done with it. My main problem with game making is never letting anything through that's just adequate, which prevents me from finishing anything. It was more of a learning experience than showcasing the best I can do, which I'm happy to be okay with. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 24, 2010, 01:33:26 AM And finish my music loop. dude it loops fine deal with it.i'm a busy man but i'll try and keep up with all this music melly is forcing me in to :giggle: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fireshaw on May 24, 2010, 01:35:11 AM Jigsaw was really fun; I found the final puzzle to be especially enjoyable. I didn't discover the nail decay until it came into play, and I liked the bent nail visual. The character's movement can be a bit squirrelly at times and the ending feels brief and vague, but everything else is amazing. Nicely done.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 24, 2010, 02:16:49 AM I got a good time with Jigsaw, really nice aesthetics and level design! Pretty awesome for your first game. :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Borgi on May 24, 2010, 03:32:17 AM if any game got freed, id really love to make it, i'd be glad to take part in this big remake thingy!
soooo, if any of you guys run out of spirit or time, just let me know ;> Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on May 24, 2010, 03:58:07 AM I actually made thrusters on the player in this remake (The game name has more meaning now :handthumbsupR:):
(http://www.tntgames.dk/files/Thrusters_img1.JPG) Original: (http://www.tntgames.dk/files/Thrusters_old.JPG) Also made a secondary fire. Designing enemies right now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 24, 2010, 04:26:43 AM Jigsaw is complete: oh god the screwdrivers >_< (it's great, though!)http://dl.dropbox.com/u/4846308/Jigsaw.rar Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 24, 2010, 05:18:23 AM And finish my music loop. dude it loops fine deal with it.i'm a busy man but i'll try and keep up with all this music melly is forcing me in to :giggle: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 24, 2010, 06:36:23 AM Just a small teaser. Nothing much, seriously.
(http://a.yfrog.com/img217/2981/meong1.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on May 24, 2010, 07:24:14 AM Just a small teaser. Nothing much, seriously. (Image) Looks cool! I hope that you don't make it as bad as the original. ;) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on May 24, 2010, 09:00:57 AM Just a small teaser. Nothing much, seriously. MEONG This is seriously cool. It bugs me ever so slightly that the coin doesn't pass through the dead center of the "O". Could you... just slightly shift it over so it does? -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 24, 2010, 09:07:52 AM There's been a good bit of progress in TWT. Hopefully I'll have something good to show before the week ends.
It's honestly going a lot slower than I'd like. I'll try and step it up. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 24, 2010, 02:40:15 PM super quick update, a friend of mine is going to help me out with the music for Jupiter and it will be awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 24, 2010, 02:50:44 PM Daily update - music almost all done, cutscenes done. Code begins tomorrow.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 24, 2010, 04:13:22 PM Oh! Question: I take it that games should run in windowed mode by default, even if they supply a toggle?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 24, 2010, 04:18:56 PM Oh! Question: I take it that games should run in windowed mode by default, even if they supply a toggle? yesTitle: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on May 24, 2010, 05:43:52 PM Got a question. If a game doesn't have music in the original (eg. Spread Fire), is music expected in the remake?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 24, 2010, 06:19:38 PM It'd be nice if you had a happy little Xevious-style jingle to start each level off, and a sad one for Game Over, but background loops aren't required.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Golds on May 24, 2010, 06:22:43 PM Robbie N The Robots
(http://doomlaser.com/images/robbie1.png) Still chipping away on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ThisIsACoolDude on May 24, 2010, 07:40:14 PM Just a small teaser. Nothing much, seriously. MEONG This is seriously cool. It bugs me ever so slightly that the coin doesn't pass through the dead center of the "O". Could you... just slightly shift it over so it does? -SirNiko Ah dammit, now that you pointed it out it's bothering me now Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 24, 2010, 08:05:09 PM First time I post this here! Big update on nonhuman.
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Screen.png) Heres an early version of the game! DOWNLOAD NONHUMAN v 0.52 (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_52.zip) how the game works Arrows move. Down arrow crouches. Tap X to jump, hold C to shoot. Shoot for too long without pause and the gun overheats. hold up while tapping C to use subweapons. subweapons work more or less exactly like in NES castlevania games. You can have different subweapons and they all share the same ammunition, but cost different amounts of it. Break the green gooish bubbles to get items, usually ammo for subweapons, sometimes subweapons or life. Game is pretty straightforward, just go left and shoot whats in the way. Like in the original game, you can only aim forward. Whats left to do/what missing/whats being worked on: In this version there is only easy mode, working on all of the hard mode stuff right now. The hard mode game boss has a ridiculous intro animation I've been working on for 2 days, its going to be the biggest and weirdest animation I ever made! Hard mode also has a bunch of enemies not seen in easy mode (6 so far) and two extra areas. Easy mode though is almost complete, its just lacking a few bits: Two enemies, one is a slow, tall monster that shoots high and low shots. Unlike all of the other enemies you cannot get past him without killing him, he acts as a wall. He should help slow down the pace of the game and force the player to stay and fight at some key places. The other enemy is a weird drill-like thing that lives underground and drills out whenever you or one of the big yellow enemies land nearby. They stay out and drill away for a while, and then burrow back underground. Also missing in easy mode and the game in general: Some difficulty tweaks (easy mode is a tad too easy, but the 2 missing enemies will help with that), some visual effects (explosions are just one animation right now, no bits and pieces flying out yet. Also some enemy projectiles temporarily use recycled sprites like the hero's shots for now) some sound effects, new music (for now, the music is just the original nonhuman BGM I ripped from the rom), the final area (right now it just cuts to the ending screen as soon as you walk out of the boss fight), a proper title screen and ending screen. Still no luck making the music myself, but I'm pretty happy with my sound effects. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on May 24, 2010, 08:35:07 PM Hey great job FrankieSmileShow! The animation and artwork was great! I completed easy mode and it was fun. My only small critique on it is that if anything I thought it was maybe a tad too long for how much variation there is but maybe that's just me. It was really great nice job on everything though!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 24, 2010, 10:21:30 PM It's very good. I thought, though, that it was a bit too easy to get 99 ammunition.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Gainsworthy on May 24, 2010, 11:02:07 PM It looks reaaaaally good, especial love to the Mr. Mouthy Mouths.
But the game itself is, uh, um, kind of... I got bored I'm sorry. :( Maybe if the areas were shorter? At the moment they go on and on and on. I think that would bump it up to awesome. But the actual gameplay is pretty good. Feels solid, weapons are nifty. And, looks wonderful. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 24, 2010, 11:22:07 PM There's only one area - it's the entire game. It's not really possible to make it shorter.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: muku on May 25, 2010, 02:45:16 AM Robbie N The Robots (http://doomlaser.com/images/robbie1.png) Still chipping away on it. That looks absolutely delicious. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 25, 2010, 03:32:18 AM Thanks for the honesty guys! I did feel easy mode was still a little sluggish testing it, but it was hard to tell if its because I made it and its easier for me or if it was actually boring.
Someone suggested its because the enemies are a bit too samey, but I think its because it lacks dangers that arn't enemies, like platforming etc. There's only bits of it towards the end, but by the time you get there I think the game already lost you! Hard difficulty is much better though, being actually challenging, but I should find a way to mix up the gameplay for the game in general to make sure the interest lasts. Also the part towards the very end where the game becomes exactly like the original, maybe I should take that out? I thought its important to have one area like this that mimics more closely the original game, but its by very far the most boring area of all. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mikademus on May 25, 2010, 06:11:30 AM Oh! Question: I take it that games should run in windowed mode by default, even if they supply a toggle? If any of your games mess up my desktop or open window sizes I will stalk you and kill you with ice pops. (It happens with many games in the compos here, which makes me very hesitant to try them out) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 25, 2010, 06:49:40 AM Ugh.. A lot of Game Maker games do that. I don't even bother changing the resolution anymore.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on May 25, 2010, 07:42:08 AM Also the part towards the very end where the game becomes exactly like the original, maybe I should take that out? I thought its important to have one area like this that mimics more closely the original game, but its by very far the most boring area of all. Keepitkeepitkeepitkeepit. When I saw that, I wished I had done the same thing with mine. Don't let the criticism get to you too much, your game is pretty awesome. It sounds like you already have the antidote for any boringness, those several enemies you were talking about and hard mode. My only complaint is jumping, the way you can jump continuously if you hold the button. Feels a little weird, and it made me screw up a few times. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 25, 2010, 12:24:16 PM Quick update, G-Force Fighters almost have the 1st level design done, I have implemented gravity switches (thanks for the idea L!) while retaining the feel of the original (sans the crapiness :laughter:). It should have a demo build tomorrow.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on May 25, 2010, 12:51:42 PM It'd be nice if you had a happy little Xevious-style jingle to start each level off, and a sad one for Game Over ... Ah, great idea, that would fit what I'm doing perfectly. I might even by able to manage that myself despite my musical ineptitude. I think I'll try my hand at some abstract ambient sound for some atmosphere as well. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 25, 2010, 02:23:46 PM Storm over the Desert is nearly done, thank god: http://www.swfcabin.com/open/1274822223
Is anyone up for doing music for it? I'm thinking maybe something bassy. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on May 25, 2010, 03:54:15 PM Hey Frankie, you can add me to the people who absolutely love Nonhuman. As I played I could only thing of one thing: "It's like Castlevania and Metal Slug had a baby." This is a good thing.
That being said, I ran into what I can only assume is a bug in the code; I got the little Game Maker error window and everything. Error report is as follows: ___________________________________________ ERROR in action number 1 of Draw Event for object Obj_Display: Error in code at line 86: Obj_Hero.x = vObj_RespawnPoint.x; at position 53: Unknown variable x (If I ignored it, I just got the same error) Since I can't actually see your code, I can't tell exactly why it choked. That said, I'll try and give you a rundown of my status. It happened when I was killed by the final boss in easy mode. I don't recall if I was in the middle of a jump or not. I had 3 lives, about 12 subweapon shots, and the arcing bomb subweapon. I apologize if this isn't the type of error I need to report; nevertheless, I figured I would. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on May 25, 2010, 04:04:20 PM Hah, I know what this is. While working on the boss I changed the game so I start right next to him for testing, and when changing it back for the release I forgot to revert something. Whoooops.
Hehe that pretty much means you are the first person to ever die at the boss.... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 25, 2010, 04:56:30 PM Spent today familiarizing myself with SFML, which resulted in...a title screen!
(http://i272.photobucket.com/albums/jj200/increpatio/Screenshot2010-05-26at021939.png) Actually, Q: how well does the centre image read? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 25, 2010, 05:39:20 PM a girl (or perhaps a boy) in bed playing a gameboy
I cannot tell what the poster is or if that tv to the right is a tv or a computer. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 25, 2010, 05:46:48 PM Quote all games should feature a menu with a the game's official title (see wikipedia/signup page), a one/two player option (note: it's not required for you to add a two player option), and a 'main menu' option that quits the game. Does this mean that we should include a 'two player' option even if the game isn't two player? Does this refer to how the options should be named? (For instance, in a one-player game is the sole 'play' option to be called 'one player'?)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 25, 2010, 06:36:35 PM I'm not sure Flash games, even in projectors, can actually be closed from within the game, but I might be wrong. I'll look into it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 25, 2010, 06:42:23 PM I'm not sure Flash games, even in projectors, can actually be closed from within the game, but I might be wrong. I'll look into it. http://www.kirupa.com/developer/flash5/projectorcommands.htm (http://www.kirupa.com/developer/flash5/projectorcommands.htm)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 25, 2010, 07:12:23 PM Interesting, thanks. :beer:
Frankie, the game look pretty good. I thought the special weapons were a bit underpowered though. Maybe reduce the ammount of ammo and buff their strength, so you have more reason to be careful when to use them? Also, I agree that you should make sure that you don't keep jumping over and over when you hold the jump button. It doesn't feel right. You should make sure you only jump when you just pressed the jump button, and not again until you press it again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 25, 2010, 08:27:48 PM Storm over the Desert is nearly done, thank god: http://www.swfcabin.com/open/1274822223 Hmm... it's kind of hard to control four vehicles at once, especially when making them stop moving just causes them to swing sideways, ruining their ability to dodge shots. Suggestion: you start off with just one tank, but also enough funds to deploy three more instantly if you wish.Also: you must put in a secret cheat code for unlimited funds. (P.S: more sound effects.) (P.P.S: I don't think binding to the Escape key is allowed in the rules, I'm afraid...) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 25, 2010, 08:33:02 PM did you even read the rules? sheesh.
Quote please only use the following controls: arrows, X and C and escape. and Quote from: increpare Does this mean that we should include a 'two player' option even if the game isn't two player? Does this refer to how the options should be named? (For instance, in a one-player game is the sole 'play' option to be called 'one player'?) If you use the other games as an example, some had an option for "one player" or "single player" and "main menu" (which would exit the game) and nothing else. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 25, 2010, 09:43:36 PM Hmmmmmm, yes.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 25, 2010, 10:11:17 PM ok, much, much better music now for Jupiter Scope:
http://26k.org/play/jupiter_scope_v1.zip let's call this done now :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 25, 2010, 10:18:00 PM In case anyone's interested, here's a rough, rough, really quite rough alpha prototype for Bits and Pieces.
No sound, placeholder art, and one big bare level. Art, sound, interestingness, and level content to come. The base is there though! Playable in browser: http://davidrlorentz.com/files/bits_v001.html (http://davidrlorentz.com/files/bits_screenshot_v001.png) (http://davidrlorentz.com/files/bits_v001.html) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 25, 2010, 10:44:02 PM ok, much, much better music now for Jupiter Scope: It's nice that the UFOs are now a legitimate threat.http://26k.org/play/jupiter_scope_v1.zip let's call this done now :) Also another Storm Over The Desert comment: the power poles don't really look like they're strong enough to trash your tanks if you drive into them. In case anyone's interested, here's a rough, rough, really quite rough alpha prototype for Bits and Pieces. Hmm... Frankenstein monsters can't normally jump that high or run that fast...Suggestion: Bits and Pieces's title juxtaposed with the actual game content makes me wonder if finding 'spare parts' for your creature could be a necessary game mechanic... Maybe represent health in the form of the character's four limbs, with each falling off after you take a knock? (Shades of Monty Python's Black Knight here...) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on May 26, 2010, 12:09:50 AM Hmm... it's kind of hard to control four vehicles at once, especially when making them stop moving just causes them to swing sideways, ruining their ability to dodge shots. Suggestion: you start off with just one tank, but also enough funds to deploy three more instantly if you wish. Thanks very much for trying it and letting me know what you think! Yeah, the game has come out rather sloppy and, er, attritional, but I just want to get it finished at this point. More sound effects will come. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 26, 2010, 04:08:23 AM ok, much, much better music now for Jupiter Scope: Hey man - the music is cool. Even though it's done, I'm going to give some feedbackhttp://26k.org/play/jupiter_scope_v1.zip let's call this done now :) - having a fullscreen option would have been nice - the movement felt really sluggish to me Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 26, 2010, 07:17:59 AM Hmm... Frankenstein monsters can't normally jump that high or run that fast... Thanks for the comments L. I did play with the larger more mario-esque movement style suggested by a Frankenstein or a grave robber (whatever the original sprite vaguely suggests), but for now I'm trying to focus on this crazier thing with more movement, bigger jumps, and clouds of enemies that you have to weave through in the air. The goal is platformer + bullet hell = platformer hell. So rather than developing the 'story' of the original game, I'm hoping more to evolve the basic gameplay. A variety of levels come to mind pretty readily - platformer tropes taken to a larger scale, mostly - - one where you're falling for the entire level, making the game sorta like an upside down bullet hell; - one with a low spiky ceiling, where jumping will kill you and the only way to survive is to bounce continually along between the heads of the little imps; - ascending a giant cliff by chaining jumps off birds' heads; - I also want to add levels (maybe every second level) that require you to defeat all the creatures by jumping on their heads before you can progress. Quote Suggestion: Bits and Pieces's title juxtaposed with the actual game content makes me wonder if finding 'spare parts' for your creature could be a necessary game mechanic... Maybe represent health in the form of the character's four limbs, with each falling off after you take a knock? (Shades of Monty Python's Black Knight here...) That's a great idea. I too was thinking about using bits 'n pieces to represent a damage state, which was the original idea behind making the guy smaller when he gets damaged - I was gonna make a little emitter to show pixels getting knocked off of him when he's hit. Your idea's better though. I'm super busy and harried at the moment, so if there's a musician in the room who'd be interested in riffing on the Bits N Pieces theme song, I'd really appreciate it! Thanks guys. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 26, 2010, 07:24:11 AM hamburger: Have you played Plok (http://www.youtube.com/watch?v=FhOJ6yXZLRs&feature=related)? Might give you some inspiration for how losing limbs can affect gameplay.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 26, 2010, 07:41:05 AM Heh, thanks. That looks like a good game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 26, 2010, 09:00:02 AM A possible story: "Once every 52 years, all of the undead spirits imprisoned in the village cemetery are released! Fortunately, one of those zombies is Benson Peezer, the village's first and grumpiest gravekeeper, and he won't rest until most of them are back under the soil, even if he has to stomp them into the ground himself."
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 26, 2010, 09:13:04 AM Here's my feedback on Jigsaw:
Liked:
Disliked:
Overall it was a pretty cute and enjoyable game. Congratulations on a finished game. :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on May 26, 2010, 10:15:32 AM Just a heads up that Dedant is still progressing. I probably won't be able to finish it until the long weekend, as this week I'm crunching pretty hard to finalize a game at work. So don't think it's abandoned, please!
Some recent improvements: Zombie ants. The ability to turn by pressing 'c', which makes you back into the direction you're moving. Particle effects for fire smoke and invincibility. Significantly better lighting. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 26, 2010, 10:25:44 AM A possible story: "Once every 52 years, all of the undead spirits imprisoned in the village cemetery are released! - or once every 19 years! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on May 26, 2010, 01:53:09 PM G-Force Fighters 0.25 is done. It's the first level on WIP state, I also need to work on a checkpoint system but the engine is done, just make some more enemies for the next two levels and I'm good. I tried to make it feel a bit like the original, but at the same time gaining a puzzle-esque gameplay,for now is a bit too tedious but with a middle stage checkpoint I can solve this. I don't have a musician yet, so I would like to have one to remake the game's track. Like I said the game is in (very) incomplete form yet (no end level status screen yet), but aside from some bugs the game is stable.
Blue blocks make you go up, red blocks make you go down. Each enemy gives 250*(multiplier). Oh, and the blue balls give you 500 points. I think that is all. :) (thanks L for the gravity switching idea!) http://dl.dropbox.com/u/3268838/G-Force%20Fighters.exe Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on May 26, 2010, 02:13:22 PM Nothing yet to show for Spread Fire, but I'm working on it. I definitely have some ideas I want to explore, although nothing Earth-shattering. Right now I'm giving myself a crash course in space shooters for some additional inspiration. It's not my favorite genre, I pretty much stopped playing them before Spread Fire or the term "shmup" ever existed, but there are a few I like. I've never gotten into the whole "bullet hell" and "boss rush" thing that's developed since those days. I doubt I'll be going that route, I'm thinking of something a bit more old school, but I do plan to have at least two bosses. Even 1980's Phoenix had a boss. I actually broke my Apple II+ over that game.
I haven't yet decided if I'm going to stick to a fixed screen shooter or change it to a vertical scroller. The enemies in Spread Fire don't actually fire anything. That's almost certainly going to change. I've read that the game has 19 progressively difficult levels which repeat. I still haven't gotten past level 6 or 7, there is too much luck involved. I think I'm going to stick to 19 levels, working up to a final climax. I'd like to base the game on performance rather than endurance. I may call on some willing soul to do some simple music for me. I want the music to be good, which is why I should stay as far away from it as possible. In the meantime, if you have any pet theories about what the hell the enemies are supposed to be in Spread Fire, or why they made a game about a space lobster, I'd be happy to hear them. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 26, 2010, 02:30:27 PM (thanks L for the gravity switching idea!) You shouldn't have listened to him because it's a terrible for shmup. Or maybe it's just your implementation. It's incredibly frustrating and not really fun. It feels like the ship is magnetic with the same polarity as the blue/red blocks and it's just being pushed away. Doesn't feel like gravity switching. Kinda hard to tell what you were trying to do. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 26, 2010, 07:01:53 PM http://dl.dropbox.com/u/3268838/G-Force%20Fighters.exe I think this could work.... IF you wean the player on much weaker gravity blocks first. The puzzle-type stuff (which I presume means getting as close to the repulsive blocks or as far from the attractive blocks as possible) should probably be shifted to the second level at least.Also: Two up and down blocks in opposition should cancel each other out instead of making the ship gyrate. Also: give the ship some 'roll up' and 'roll down' sprites when moving upward and downward. See various Gradius games for what I mean. Also: the ship doesn't move with the scrolling? What kind of shmup is this? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on May 26, 2010, 09:22:00 PM jesus weren't you guys supposed to be done WEEKS ago?
I WANT TO PLAY ALL 52 GAMES OF AMAZINGNESS DAMMIT! :wtf: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 26, 2010, 10:27:29 PM You could just play my game 26 times on each difficulty!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 27, 2010, 12:40:12 AM I got nothing done yesterday, almost. Damn. More tonight, I hope : )
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 27, 2010, 01:50:25 AM In the meantime, if you have any pet theories about what the hell the enemies are supposed to be in Spread Fire, or why they made a game about a space lobster, I'd be happy to hear them. Hmm...(http://l.j-factor.com/misc/spreadfire.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 27, 2010, 09:36:04 AM Operation Full Moon
(http://i273.photobucket.com/albums/jj236/cyberyoyo/screenshot2.jpg) (http://i273.photobucket.com/albums/jj236/cyberyoyo/screenshot1.jpg) Okay, This is all I've got so far. Levels 1 to 4 are done (final game should have 8 levels). You can continue playing after level 4 but the levels will be mostly empty. I might have been a little bit too ambitious with this game, oh well... I won't be able to work on the game next week, I think I will have it finished by june 20th or something. I know the game is a bit difficult right now, I'll work on that. Donwload (http://jovianblue.com/index.php?option=com_content&view=article&id=62) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 27, 2010, 10:00:06 AM Progress report: Finished adding sounds, figured out how to add WAV files onto my Flash game for seamless looping, cursed Adobe for a while for making me go through hoops to get that working, did some tweaks to gameplay and continue work on building the first level.
I'm very hopeful that I can finish level 1 by the end of the week. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 27, 2010, 01:45:03 PM Hmm... it's kind of hard to control four vehicles at once, especially when making them stop moving just causes them to swing sideways, ruining their ability to dodge shots. Suggestion: you start off with just one tank, but also enough funds to deploy three more instantly if you wish. Thanks very much for trying it and letting me know what you think! Yeah, the game has come out rather sloppy and, er, attritional, but I just want to get it finished at this point. More sound effects will come. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 27, 2010, 02:41:35 PM I think I will have it finished by june 20th or something. bro, don't know what part about the loose may 14th deadline was hard to understand, but i'm betting you can get your game done sooner than the 20th. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 27, 2010, 06:03:23 PM Oh yeah I can get it sooner than june 20th. I meant june 20th as the maximum date, it's just that when is the deadline already? It's a floating deadline , a fucking floating deadline, hold on to your butts!
I'll have it finished in june, that's for sure. But I can't work starting tomorrow until the 6th because of moving out of town for work . Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 27, 2010, 11:15:52 PM Okay, This is all I've got so far. Levels 1 to 4 are done (final game should have 8 levels). You can continue playing after level 4 but the levels will be mostly empty. Observations:I might have been a little bit too ambitious with this game, oh well... I won't be able to work on the game next week, I think I will have it finished by june 20th or something. I know the game is a bit difficult right now, I'll work on that. * Level 1 needs much more variety to be genuinely engaging. There's only one kind of obstacle?! Moreover, they seem to be distributed too consistently over the level - there's no real difficulty ramp within level 1. * The spinning bullet turrets seem to be less threatening than the standard bullet turrets, since about two thirds of their bullets are sent in entirely the wrong directions. * The sliding shields and the laser turrets were a welcome addition - the shields, I feel, should have made a showing in stage 2. Also, these things really shouldn't just be dispensed randomly, as it seems they currently are. Placing them with diligence and care in several varied combinations could really make a memorable level. * Also, the powerups should be released with more consistency rather than at the capricious whim of a trickster god. * The health powerups should probably not have "H" for health (moon buggies can't really be called "healthy") so maybe replace with a less specific "+" sign. * You shouldn't end a level when there are enemies still on the screen! * The ground is a bit too high-contrast. It doesn't look as flat as the gameplay and tyre tracks suggest it to be. I recommend dulling it or lightening it. * Some small bugs: the tyre tracks aren't quite aligned with the tyres, and I somehow destroyed a turret base without destroying the turret gun. Also, the explosions don't move with the scrolling, so they incorrectly float forward with the player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on May 28, 2010, 01:42:44 AM Progress report: Been busy with other stuff. Ninja sprite is almost completely animated. Enemies are going to be lifted from the original assets, even though it'll clash; I want to ship this thing in early June and move on. The basic collision code is ready, and I just need abilities and combat filled out now to have gameplay. Music is done and just needs to be spliced out and converted, as I did it all as one big track. The other three levels still need backgrounds done. SFX still need to be done.
(http://dl.dropbox.com/u/254701/blog/action52/ninjaIdle.gif)(http://dl.dropbox.com/u/254701/blog/action52/ninjaRun.gif) I might put up a build for the end of the month. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 28, 2010, 04:31:21 AM Okay, didn't get too much done yesterday - though did make some decisions (which counts for something). Hope to get the first third (-ish) of the game done this weekend.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on May 28, 2010, 06:30:36 AM My game has spiky balls and spiky ceilings and levels in it now.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on May 28, 2010, 08:44:27 AM Thanks for that (http://forums.tigsource.com/index.php?topic=12439.msg386321#msg386321), L. Neat interpretation of the blue sprite, I like it. It's either given me a great idea or a terrible one. We shall see...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on May 28, 2010, 11:33:56 AM Okay, This is all I've got so far. Levels 1 to 4 are done (final game should have 8 levels). You can continue playing after level 4 but the levels will be mostly empty. Observations:I might have been a little bit too ambitious with this game, oh well... I won't be able to work on the game next week, I think I will have it finished by june 20th or something. I know the game is a bit difficult right now, I'll work on that. * Level 1 needs much more variety to be genuinely engaging. There's only one kind of obstacle?! Moreover, they seem to be distributed too consistently over the level - there's no real difficulty ramp within level 1. * The spinning bullet turrets seem to be less threatening than the standard bullet turrets, since about two thirds of their bullets are sent in entirely the wrong directions. * The sliding shields and the laser turrets were a welcome addition - the shields, I feel, should have made a showing in stage 2. Also, these things really shouldn't just be dispensed randomly, as it seems they currently are. Placing them with diligence and care in several varied combinations could really make a memorable level. * Also, the powerups should be released with more consistency rather than at the capricious whim of a trickster god. * The health powerups should probably not have "H" for health (moon buggies can't really be called "healthy") so maybe replace with a less specific "+" sign. * You shouldn't end a level when there are enemies still on the screen! * The ground is a bit too high-contrast. It doesn't look as flat as the gameplay and tyre tracks suggest it to be. I recommend dulling it or lightening it. * Some small bugs: the tyre tracks aren't quite aligned with the tyres, and I somehow destroyed a turret base without destroying the turret gun. Also, the explosions don't move with the scrolling, so they incorrectly float forward with the player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on May 28, 2010, 09:48:49 PM Slow progress, but progress nonetheless :shrug2: just so I don't get kicked off the project, heh.
(http://img69.imageshack.us/img69/2377/firebreathersss.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 29, 2010, 01:01:00 AM Is it multiplayer? ;D
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on May 29, 2010, 02:14:20 AM yeah, hotseat multiplayer only if I stick to the original design :whome: I'll see about putting in singleplayer things to do if I can get it done in time.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 29, 2010, 06:51:10 AM yeah, hotseat multiplayer only if I stick to the original design :whome: I'll see about putting in singleplayer things to do if I can get it done in time. No reason to stick too close to original design though. This is about making those original games awesome, not just higher res! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on May 29, 2010, 08:04:13 AM I'm afraid that if nobody helps me with graphics for Billy Bob soon, then I'm going to have to give the project to somebody else.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 29, 2010, 08:23:30 AM I'm afraid that if nobody helps me with graphics for Billy Bob soon, then I'm going to have to give the project to somebody else. You should make a post in either the art or unpaid collaborations boards telling people you need an artist. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on May 29, 2010, 01:03:55 PM Progress Report.
Not had a fantastic amount of time to work on this, got Area 2 nearly done, hopefully should have some more in the way of info and such later. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 29, 2010, 03:03:51 PM Here's an image showing current progress on Critical Bypass, got cutscenes in there now which is nice:
(http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-WIP2.png) My current plan is to get the game fully playable by the end of the monday and post a build up here. Then spend next week polishing it up, and if there's time add some more levels as right now it's just a single level thing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on May 29, 2010, 04:45:25 PM yeah, hotseat multiplayer only if I stick to the original design :whome: I'll see about putting in singleplayer things to do if I can get it done in time. No reason to stick too close to original design though. This is about making those original games awesome, not just higher res! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 29, 2010, 05:12:55 PM Hmm. I am finding the rate of progress right now really unacceptable with cheetahmen. Drastic measures will be called for.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 29, 2010, 06:09:59 PM Get to work! I'm pretty anxious to see how it turns out
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on May 29, 2010, 08:20:15 PM Here's an image showing current progress on Critical Bypass, got cutscenes in there now which is nice: Spot on! (...Though in a few places the grammar seems to skirt the edges of the formal tone that you're aiming for.)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 29, 2010, 09:35:16 PM I'm afraid that if nobody helps me with graphics for Billy Bob soon, then I'm going to have to give the project to somebody else. I might be able to help in about 5 days. Send me a PM then if you haven't found anyone else. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 29, 2010, 11:48:21 PM Plenty of work done today. Seeing a playable level tomorrow seems fairly likely. Not garanteeing it'll be that great, but what's what feedback is for.
Fingers crossed! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 30, 2010, 02:03:18 AM Plenty of work done today. Seeing a playable level tomorrow seems fairly likely. Not garanteeing it'll be that great, but what's what feedback is for. Race you! : PTitle: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 30, 2010, 08:59:10 AM I'm waiting for the 1 month anniversary of this compo and basically less than 10 games done
See you in 2015 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on May 30, 2010, 09:30:54 AM I'm waiting for the 1 month anniversary of this compo and basically less than 10 games done See you in 2015 ya guess I could have taken my time... oh well. If it means better games then the wait isn't too big a deal. Another deadline may kick some people in gear tho. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 30, 2010, 09:33:10 AM okay. some graphical assets done (just ready to put in game). Not happy with 'em too much, but gotta start somewhere. Bah, where's the game!? grr
(http://i272.photobucket.com/albums/jj200/increpatio/sshot-4.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 30, 2010, 09:54:34 AM I'm waiting for the 1 month anniversary of this compo and basically less than 10 games done See you in 2015 :( That's not the attitude. I really love this project, such a good idea. Been working on my game all weekend and going to have it finished over the course of next week. I've got my fingers crossed a lot of these in-development games will come to fruition soon. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 30, 2010, 11:30:08 AM Stop being a pessimist Ein.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on May 30, 2010, 12:45:48 PM I understand not everyone has the time for something like this, but I'll use a simple example here:
Podunkian finished his game under the deadline and is finishing an enhanced port of it to flash soon, while a bunch of people have been "working" on their games and haven't even released any progress at all. The idea of the compo was to get 52 good developers and make 52 games under the deadline, not get 52 dudes and do a "lets learn how to make a game" compo. Sorry for the pessimism, but then again, OVERTIME MODE is unlocked so it's just bitching on my part. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 30, 2010, 01:31:27 PM The idea of the compo was to get 52 good developers and make 52 games under the deadline, not get 52 dudes and do a "lets learn how to make a game" compo. I don't think the deadline matters so much as this being finished and not just grinding to a slow death like some other community projects. Also, from my perspective the original time scale was like 2 weeks and as I picked up a game when other people dropped out I've not reached the 2 week mark on mine yet and it will be done before then. Realistically yeah I'd guess some more dropouts are to come, I just hope the slots are taken up by people who can finish games. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on May 30, 2010, 02:52:29 PM Quote The idea of the compo was to get 52 good developers and make 52 games under the deadline I took the idea of the project was to get 52 good developers and make 52 good games based on the Action52 cart. Not everyone has the spare time to finish a game in two weeks, and given the choice I'd rather a delayed yet more polished set of 52 games than a group of some finished and polished games. It's the type of project that has a clear goal (52 finished and good games) and good support, and although it might take a little longer than hoped, it is the type of project to get finished. Eventually. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on May 30, 2010, 03:08:13 PM I assumed Mr. Podunkian here would be around to enforce the deadline severely and kick our asses. Not saying that's his responsibility, but that's always been his point: shut up and make your game.
I want to see this done now.(currently finishing title screen). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 30, 2010, 03:24:54 PM I'm trying to make the deadline - I believe I'm capable of finishing games in general, but at the same time I want to do something that'll be worthy of Podunkian (yes, yes, I know: punctuality is a source of worth). So I'm putting time in, and I might go over two weeks. But I'll try not to!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on May 30, 2010, 03:38:44 PM I'm trying to make the deadline There's a deadline that hasn't already passed? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 30, 2010, 03:39:05 PM I'm trying to make the deadline There's a deadline that hasn't already passed? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on May 30, 2010, 04:48:12 PM Stop being a pessimist Ein. but he's right. the deadline was May 14. dont you think it's wrong to be like "i'll finish in another month" Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 30, 2010, 05:13:11 PM but he's right. the deadline was May 14. dont you think it's wrong to be like "i'll finish in another month" So you think we should just not bother then? As I already said, surely finishing this is more important than an arbitrary deadline. It's not an actual competition. I'm keeping working on my game anyway, I don't think I was even assigned it until after that original deadline. Had fun making it so far, despite some weird negativity now surfacing in the thread. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 30, 2010, 06:42:26 PM Also, it's very hard to find 52 'good' developers in a single spot. :P
I mean, for example, Radix is a pretty good developer who's made several games, including the awesome Enough Plumbers, and he's yet to show a playable build, though his game seems to be shaping up awesomely. I don't think you can say he's learning how to make a game with this. Either way, back to work with me. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 30, 2010, 09:51:08 PM frankly, I gave my game to Hempuli because I was completely sick of being bothered about an arbitrary deadline none of the contestants could live up to anyway.
If you don't want the games, just stop this right now. Otherwise, let people take their time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 11:41:30 AM @melly
i think it's quite obvious who's made games before and who's using the competition to "learn" how to make games, and i think it's a valid complaint. the original post quite clearly says that this competition is intended for experienced developers -- i.e. developers, who, after the 2 week deadline, don't just have a single sprite moving around the screen. i'm all for learning: just do it on your own time -- this isn't the place! @zaratustra the "arbitrary deadline" was made so that people would make their games instead of putting things off as people tend to do (and people are still managing to do). cleaning the game queue and booting the lazies has proven to be a good idea, as it keeps people who are all talk out of the project, and replaces them with people who are actually motivated. again, all of this was made abundantly clear in the original post, and i'm sorry if it took you a month to fully process it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 11:44:23 AM Not everyone has the spare time to finish a game in two weeks, and given the choice I'd rather a delayed yet more polished set of 52 games than a group of some finished and polished games. if you don't have the time to finish a game in two weeks, the rules (and the mass PMs i've sent out) have very clearly said to be a man and give up your spot for someone who can! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaratustra on May 31, 2010, 11:48:08 AM The only thing it took me a month to "realize" is what I am going to say now in a very straightforward manner so you won't once again fail to understand it.
Mr. Podunkian, I lost motivation because you are being a jackass and I don't want to be at the beck and call of a jackass. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on May 31, 2010, 11:59:13 AM Work is still progressing on Silver Sword.
Since I'm having difficulty with making the enemy sprites, I've been working on creating and refining a straightforward set of levels instead of the random map generator. It's not the Zelda-like Enhanced will be, but more like the original game. Also, podunkian, it would be easier for me if you would unignore me on IRC so I could, y'know, talk to you about this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 12:08:46 PM Also, podunkian, it would be easier for me if you would unignore me on IRC so I could, y'know, talk to you about this. irc politick. posting in the thread is fine. Mr. Podunkian, I lost motivation because you are being a jackass and I don't want to be at the beck and call of a jackass. that would be a valid thing to say if i'd pestered you over and over about your game, but in actuality you're one of the people i didn't do that to! don't blame me for your inability to turn out something in a timely manner, bro. because the rules have been those rules since the very beginning. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Aquin on May 31, 2010, 12:18:16 PM Yeah, I got no excuse. I mean, I got family troubles etc. At the moment, I'm actually on vacation (which was pretty unplanned strangely.) But whatever.
The good news is, it's getting pretty done. The bad news is, I don't wanna post screenshots until I'm ready to polish the engine. I'm using Flashpunk though, so I don't think it'll take too long. Hopefully I got something for you all by the end of the week. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 31, 2010, 12:23:14 PM battlerager finished some nice tunes for me, so it shouldn't take very long to give you guys a fully playable level.
I think my issue was not an inability to make the game, but that I'm always designing things a bit more ambitious than I should. I could have made this into a much simpler and zany action platformer where all you do with the finger flick is damage enemies and it would probably have been done a week ago, but I just feel compelled to try and make something at least somewhat unique (which it probably still isn't, and probably will still disappoint some people). Also, fucking bugs. I swear those damn things come in packs, forcing me to waste 2 hours that I could be using adding more shit. :wtf: Still, I garantee I'm working on this project harder than on any other project, and come hell or high water this thing will get done. It is a bit of a learning experience in becoming more disciplined with my projects, at least. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on May 31, 2010, 12:26:41 PM We are really close to finishing Mash Man up. We have been really close for over a week, but didn't get much done last week. So hopefully we will have something released by the end of today. I wasn't going to post a full screen till we were finished, but here is one anyways:
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/mash_screen.png) The background is still going to get fixed up a little. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on May 31, 2010, 12:36:01 PM I took some time off from Rocket Jockey, but I should be able to finish it by this weekend. Also doing some graphics for Billy Bob.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 31, 2010, 12:36:19 PM Looking good, handCraftedRadio : )
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on May 31, 2010, 12:56:05 PM Not everyone has the spare time to finish a game in two weeks, and given the choice I'd rather a delayed yet more polished set of 52 games than a group of some finished and polished games. if you don't have the time to finish a game in two weeks, the rules (and the mass PMs i've sent out) have very clearly said to be a man and give up your spot for someone who can! However, I'm making progress (I think I've been on it less than a week so far and it seems around half done? Maybe I will meet 2 weeks) and I will get my project finished if given a chance- I love the idea of this project and I want to support it! :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 01:17:04 PM If there really were that many people that could were interested in finishing one of these games to a good standard within the time frame, how come more games aren't finished? It's an unrealistic expectation to get 52 developers to make 52 games in 2 weeks. However, I'm making progress (I think I've been on it less than a week so far and it seems around half done? Maybe I will meet 2 weeks) and I will get my project finished if given a chance- I love the idea of this project and I want to support it! :beer: if you look at the thread's 50+ other pages, you'll see people are constantly posting updates about their games. if that's not proof enough of people's interest in finishing these games in a good time frame, i don't know what is. also, of the 8 complete games, 3 (to my knowledge) have already made indiegames.com, which shows the quality of the games that're being completed. sure i could give 52 weeks for 52 developers to make 52 games, but where's the fun in that? the whole idea was to to have 52 great games come out of nowhere, and i think allow people decades to work on their games changes this from a great collaborative project where people are working under similar conditions into just a lazy-jam where people put things off for months and then come up with unfun, mediocre crap. with a deadline, if we get crap, at least we get crap in a timely manner (and in a manner in which we can find a replacement game). as for your game -- you're free to work on it. i know that you're one of the newer entrants, so the goading doesn't really apply to you so much as the others. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on May 31, 2010, 02:06:39 PM With all this talk about the two week time limit and deadlines long past I'm beginning to wonder if I should give up Ooze for someone else to do. My mistake was choosing C++ and 3D -- both rather time consuming decisions. The project is going really well without any real problems, but because of the desired scope of the game I am probably two or three weeks away from finishing it.
I will continue working on this game, but I would rather not have to feel pressured into rushing to finish it. I wanted this to simply be a fun and enjoyable little project to work on in my free time, but with so many people complaining that enjoyment seems to be fading a little more each day. Why should I care that I missed some arbitrary deadline? Also, if Podunkian wanted to limit this to "experienced developers" maybe he should have contacted specific game developers who he deems to be "experienced" instead of making it open to the general public by allowing anyone the freedom to sign up. I hope this post doesn't have too negative sounding of a tone. A collection of Action 52 remake games is a pretty fun idea, but there is a lot of complaining going on around here. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 31, 2010, 02:51:27 PM WRT cheetahmen, I'm trying to figure out how to put some puzzle elements into the game right now. It's a bit mmmm. Mmm. Was aiming to get it done this weekend, but it turns out there's a big games jame on this weekend down south, so I'll definitely be late. I'll still try not to be, though.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 02:59:05 PM Also, if Podunkian wanted to limit this to "experienced developers" maybe he should have contacted specific game developers who he deems to be "experienced" instead of making it open to the general public by allowing anyone the freedom to sign up. again, everything you've said has always been in the original post. i assumed people would use their best judgment both in signing up for a game, and for figuring out the scope of their games. the two week deadline had always been in the first post, in bright red, oversized text, and (at the expense of coming off as haughty) anyone who'd had the experience of making a game in that span of time should've known to try to stay away from anything overly complex or time consuming (3D + C# can be very time consuming). i have no sympathy in this regard, and i don't think it warrants any, as i think it's kind of discourteous to to occupy a space on the limited developers list and clearly disregard the time limit, as it both prevents the whole project from being completed AND it prevents other developers from giving it a shot. with that said, it's a real shame about ooze as it was shaping up quite nicely, but ultimately the decision is up to you whether or not you'll stay on for the project or not, but it must be one decision or the other. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on May 31, 2010, 03:08:03 PM i'm really not trying to rock the boat here -- i was fine with the pace people were working at before -- i just wanted to make it clear what the intent of the project was, and to tell those who started earlier that things should be winding down now.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on May 31, 2010, 03:12:14 PM i'm really not trying to rock the boat here -- i was fine with the pace people were working at before -- i just wanted to make it clear what the intent of the project was, and to tell those who started earlier that things should be winding down now. What Mr Podunkian means to say here* is 'I love you'. I love you too, mister Podunkian, and I appreciate the effort you've put into this. ArmchairArmada - your game was looking cool. I hope you keep up on it. If you need any discussion as to how to get things into shape in a reasonable time-frame, this thread is probably a good place to do so : ) *according to the increpare school of Podunkian hermeneutics. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on May 31, 2010, 03:22:24 PM again, everything you've said has always been in the original post. i assumed people would use their best judgment both in signing up for a game, and for figuring out the scope of their games. the two week deadline had always been in the first post, in bright red, oversized text, and (at the expense of coming off as haughty) anyone who'd had the experience of making a game in that span of time should've known to try to stay away from anything overly complex or time consuming (3D + C# can be very time consuming). i have no sympathy in this regard, and i don't think it warrants any, as i think it's kind of discourteous to to occupy a space on the limited developers list and clearly disregard the time limit, as it both prevents the whole project from being completed AND it prevents other developers from giving it a shot. Just to throw in my 2 cents. As this project was starting I decided to stay out because of two reasons; 1) a two week deadline was unsuitable for me at the time and 2) the people that were signing up were much better game designers than I am. I decided to stay out of the contest for those reasons and I stick by that choice. I now see people signing up to TIG to enter this competition and people who appear to be very inexperienced (I'm not judging by postcount btw) and I feel like I am better game designers than them and they shouldn't be entering. I just think this is wrong and those people should be using their common sense to see that this is something that is actually for the elite, and I know it's not a very "indie" thing to do, but needs to be done sometimes. I am very much in favor of this event and really hope that the quality of entries is about equal. I hope that podunkian is enough of a dictator to throw away games that are not top quality and ask other people to make them. Dictatorship is good in small enough doses.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Soulman706 on May 31, 2010, 03:42:28 PM To Mr. Podunkian.
STREEMERZ RULEZ FTW WOOHOOOO. ALTHOUGHT IT IS HARD AS F*CKING H*LL I HAD FUN. GRAPHICS WERE COOL, THE MUSIC WAS EPIC AND THE DIFFICULTY WAS HIGH. KEEP ON WITH THE GOOD WORK MAN. P.D: Don't touch master y´s balls. From: Me :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on May 31, 2010, 04:05:00 PM I do hope he will at least give people a chance to improve their games if they aren't up to par. :whome:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on May 31, 2010, 05:26:22 PM I'd hoped to have a fully playbale level up today. Didn't quite reach that far but figured I'd post a build of where I'm up to anyway for anyone curious how this is coming along.
Here's an image of how it's looking: (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-WIP3.png) If you want to play this still not quite playable alpha: Web: http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html) Mac:http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip) Windows:http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip) Keep it at 640x480 as the HUD and cutscenes don't scale yet. Hold X to lock on to enemies, arrow keys to move. Once you kill those initial three aliens that's your lot for now I'm afraid. :( To-Do List: - Spawn various enemy types in various attack patterns - Have enemies do damage to player - Make HUD work and scale - More cutscenes - Explosions - Simple Boss Monster - Polish to make it look less shitty. If I get time I'd like to add some more levels, but with TIGJamUK3 this weekend I just want to get this a fully playable 1 level game by Thursday (within my 2 week limit). Then if no one cries about it I'll add some more levels next week. (PAST my deadline!) Also, I don't like the BG music during the level itself. It's my attempt to carry over the musical cue of the original and it sounds awful. I'm not a very good musician. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on May 31, 2010, 08:16:16 PM That's awesome. You're getting pretty proficient at Unity. Did you make those enemies in Sculptris?
The alarm siren in the beginning reminded me of Deus Ex. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: madlobster on May 31, 2010, 11:21:12 PM As someone not in this, but just playing the games you are making, please, take as much time as you need. The steaming turd that is Action 52 has been around for nearly 20 years. The paradoxically good remake can take a bit longer than the original creation.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on June 01, 2010, 12:21:30 AM Oh my Google Alerts are burning. I'm in Fiji and I'm about to ask someone to marry me so fuck your deadlines~~.
Pod I'll talk to you tomorrow or something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 01, 2010, 01:04:58 AM New Ninja Assault build. I spent wayyyyy too much time making that ninja move.
http://dl.dropbox.com/u/254701/blog/action52/6_1/index.html Still not a game, but it's starting to look like one. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 01, 2010, 02:30:59 AM Oh my Google Alerts are burning. I'm in Fiji and I'm about to ask someone to marry me so fuck your deadlines~~. Pod I'll talk to you tomorrow or something. rad(ix)al...! naturally the only way for you to do this is to make some contrived romhack and film it and then send it to kotaku!!! godspeed to oblivion, master r. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 01, 2010, 02:32:26 AM As someone not in this, but just playing the games you are making, please, take as much time as you need. The steaming turd that is Action 52 has been around for nearly 20 years. The paradoxically good remake can take a bit longer than the original creation. everyone ignore this man. he knows not what he is saying. i will cut you from the project! ignore this man, immediately!Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 01, 2010, 07:49:57 AM New Ninja Assault build. I spent wayyyyy too much time making that ninja move. I like yer graphics. After landing a jump, there's an annoying delay before avatar can move again; you're probably already aware of this. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 01, 2010, 08:04:38 AM Sorry guys if Hamburger is not 'leet enough to satisfy some members of the audience here. I consider it an honor to share a project with some of you guys, and all I can promise is I'm doing my best to bring some unique Hamburger flavor to Bits 'n Pieces--it will be its own beast, I hope, even if that beast is somewhat bedraggled and lacks the majesty and polish and artistic coherence of some of the other games. As a developer I'm working on these things.
I'll post a progress build of Bits 'n Pieces / platform hell this evening. My personal 2 weeks will expire at the end of this week; I aim to finish by the end of the weekend. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 01, 2010, 09:49:07 AM Motherfucker, didn't make it last night. :wtf: Well not that it would have mattered since I didn't receive rager's song through dropbox by then.
Still, plenty of stuff got done. It seems like tonight could be my lucky night. Also, I really suck at animating. Can I interest someone into doing some ultra-quick animations of some simple enemy designs? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on June 01, 2010, 10:28:21 AM I'm working on Cry Baby and I was wondering if somebody could extract de soundtrack from the ROM (put it in midi format for exemple). I'm planning to make different mix of the main melody on the different levels.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 01, 2010, 10:30:02 AM I'm working on Cry Baby and I was wondering if somebody could extract de soundtrack from the ROM (put it in midi format for exemple). I'm planning to make different mix of the main melody on the different levels. http://blog.kevtris.org/blogfiles/Action%2052.nsf You'll need an NSF player to play it, I use "Not So, Fatso!" and Winamp. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on June 01, 2010, 10:47:04 AM Quote http://blog.kevtris.org/blogfiles/Action%2052.nsf You'll need an NSF player to play it, I use "Not So, Fatso!" and Winamp. Thank. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 01, 2010, 10:54:16 AM Okay. I'm back on track planwise. Yess.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 01, 2010, 03:01:22 PM Thanks to pgil I can get back to work on Billy Bob!
(http://img541.imageshack.us/img541/9308/billybobscreenshot.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 01, 2010, 03:04:38 PM Thanks to pgil I can get back to work on Billy Bob! Neato. Thanks pgil!Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sir Raptor on June 01, 2010, 03:24:01 PM [offtopic]
Page 52 of the Action 52 remake topic. Revel in it. [/offtopic] Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 01, 2010, 04:43:12 PM [offtopic] Page 52 of the Action 52 remake topic. Revel in it. [/offtopic] Did I make it onto page 52 or did I miss it? EDIT: Huzzah I did. And man I feel dirty for posting this since it's just pointless spam. :( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 01, 2010, 05:49:23 PM Here is a new version of Billy Bob with new objects and graphics. Hopefully by the next time I update, throwing and picking up items will be done, as well as the first level.
(http://img532.imageshack.us/img532/3307/billybobnewgraphics.png) Download - http://www.mediafire.com/?ajggnnzoymy Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 01, 2010, 06:53:47 PM Bunch of minor updates since last time. One new enemy, and a looot of particle-based effects now, game just got a wee bit gory...
http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_54.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 01, 2010, 07:18:58 PM It's getting a lot better Frankie. I love the new gory particle effects, and you seem to have smoothed the experience overall.
The boss fight is pretty boring, however. Most of the time you're just waiting for him to become vulnerable, dodging his painfully predictable attacks, and when he's vulnerable the area in which he can be hit is at the apex of your jump, forcing you to keep jumping to damage him, which gets old fast. It just seems to take much longer than it should, for the wrong reasons. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 01, 2010, 07:39:11 PM Latest work-in-progress of Bits N Pieces.
Playable in browser HERE (http://www.davidrlorentz.com/files/bits_v01.html). There are 4 unpolished levels in there. Last level is almost identical to first level, but harder. These two levels represent the absolute bare minimum core, central, raw, fundamental, bottom-level, foundational, elemental gameplay that hopefully make this game into something identifiable. My hope is that the basic jumping-through-clouds-of-enemy-bullethell gameplay is interesting enough all by itself. Is this boring or seemingly uninspired? I hope not. It seems interesting to me, but I could be wrong. All feedback is much appreciated. (http://davidrlorentz.com/files/bits_screenshot_v01.png) (http://www.davidrlorentz.com/files/bits_v01.html) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 01, 2010, 07:54:06 PM It's getting a lot better Frankie. I love the new gory particle effects, and you seem to have smoothed the experience overall. The boss fight is pretty boring, however. Most of the time you're just waiting for him to become vulnerable, dodging his painfully predictable attacks, and when he's vulnerable the area in which he can be hit is at the apex of your jump, forcing you to keep jumping to damage him, which gets old fast. It just seems to take much longer than it should, for the wrong reasons. I have to agree with Melly on pretty much all counts. The game just feels more polished. Be that as it may, the boss fight still seems a bit lacking. He's too predictable, and too darn hard to hit. Not sure how to combat this yet: it seems further playing is needed on my part :) I do have a bug report, though. The bug that I encountered last time is still there; where if I die, I get an error and cannot continue. And yes, this does mean that Mr. Predictable has killed me again. I blame having to switch up the music. I don't usually suck this badly. Honest. :-[ I also have a minor graphical glitch to report. In the last section (the one with the monitors on the bottom that display the villain's face) the enemy sprites seem to go under the monitor sprite when they fall past it. Not sure if this happens to the player as well. Finally, I'm curious: have you decide what direction you'd like to go with the music, or are you open to suggestions? Mind you, I may not be able to make a remix, but I can give you ideas :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 01, 2010, 11:46:43 PM Dedant is done. I'd post it tonight, but I've discovered a fatal crash that only happens on XP machines. I'm running Vista at home, so I can't fix it tonight, but I'll figure out what is wrong with it tomorrow at work.
In the meantime, interested parties not on XP can check it out here: www.awesomenessinabox.com/files/dedant/SecretDemo.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 02, 2010, 12:12:53 AM Latest work-in-progress of Bits N Pieces. Hmm... the thing is, this kind of runs contrary to the defining aspect of bullet hell gameplay, which is making very small and precise movements to avoid the densely packed bullets. In this game, all of your actions are frenetic and swift - rising, falling and air-moving - which makes it kind of hard to react to things. Not that I think this is necessarily bad, but that the comparison you draw isn't particularly apt.Playable in browser HERE (http://www.davidrlorentz.com/files/bits_v01.html). There are 4 unpolished levels in there. Last level is almost identical to first level, but harder. These two levels represent the absolute bare minimum core, central, raw, fundamental, bottom-level, foundational, elemental gameplay that hopefully make this game into something identifiable. My hope is that the basic jumping-through-clouds-of-enemy-bullethell gameplay is interesting enough all by itself. Though! Maybe what I'm not seeing is due to the absense of patterns. Bullet hell games are defined by their patterns, so you should definitely construct some enemy patterns in your demo that attempt to flush out the kind of gameplay that's possible with this physics system. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 02, 2010, 01:27:01 AM (http://dl.dropbox.com/u/511152/gameshot4.jpg)
(http://dl.dropbox.com/u/511152/gameshot3.jpg) (http://dl.dropbox.com/u/511152/gameshot2.jpg) (http://dl.dropbox.com/u/511152/gameshot1.jpg) I'm getting there! :crazy: And yes, I know about the background, haven't had time to fix it yet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 02, 2010, 02:25:14 AM Instead of a heart, make it some big red disembodied lips (that make a smooching noise when you collect it).
Also: Dali clocks. I don't know where, and I don't know how many. Also: give the fingermech some nice distinctive fingernails. Also: more grass, more flowers. Green is good. (If you're wondering if grass would work well for a chessboard world, I submit this (http://www.mspaintadventures.com/?s=6&p=003701) as evidence in the affirmative.) (I like the look of those flicking mechanics.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 02, 2010, 03:13:25 AM Ah right, the TVs. I keep seeing this one and forgetting to fix it, done now!
Also fixed a few things that were reported elsewhere, like a bug with the particles that make the part just before the boss lag like hell. I thought the boss was short enough to beat that it didn't really need to be more complicated than having two simple attack modes. You can kill it in a few seconds if you time the jumping right! Ill give him two other attacks to round it off... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 02, 2010, 03:21:10 AM Latest work-in-progress of Bits N Pieces. Jumping is quite imprecise, which I don't feel fits well with the idea of avoiding massive hordes of randomly located enemies. But it is somehow enjoyable. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 02, 2010, 07:04:56 AM Bunch of minor updates since last time. One new enemy, and a looot of particle-based effects now, game just got a wee bit gory... This is cool - the art is great, of course! In general gameplay feels sluggish and not very responsive; if movement were a little zippier, and perhaps if the projectile went a little further, it would be more exciting. I think your boss fight isn't far from being fun - you could probably jazz it up by adding some more randomness to his attacks, and moving the guy himself so you're not always shooting at the one spot. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 02, 2010, 07:19:04 AM Hmm... the thing is, this kind of runs contrary to the defining aspect of bullet hell gameplay, which is making very small and precise movements to avoid the densely packed bullets. In this game, all of your actions are frenetic and swift - rising, falling and air-moving - which makes it kind of hard to react to things. Not that I think this is necessarily bad, but that the comparison you draw isn't particularly apt. Agreed - it's not a very apt comparison. I played around with a variety of different movement and jump speeds, and these large, fast jumps seemed most interesting to me. Player and enemies moving slower in general, which looks more like bullet hell, really doesn't feel like jumping around - it's more like the water levels in Mario, I guess, which are always kinda unexciting. I liked this frenetic yahoo atmosphere more. One thing I might play around with is either a parachute or a time-slowdown device that the player can activate from time to time. Strategic slowdown is good. That part at the end of level 3 where you're falling through a cloud is not fun partly because it's too fast. I'll also play with patterns, for sure. Quote from: sergiocornaga Jumping is quite imprecise, which I don't feel fits well with the idea of avoiding massive hordes of randomly located enemies. But it is somehow enjoyable. I'm glad you found it somehow enjoyable; somehow enjoyable's what I'm going for. :) How exactly does it feel imprecise? Is it just overall too fast to get your wits straight? Or do you feel like you don't have clear enough control over the jump height? As far as steering through the air, that should be 100% precise, though very possibly too fast.Thanks for the comments, guys. Anybody like or hate the sprites? This is one of my first times doing pixel anims. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on June 02, 2010, 07:33:54 AM Nothing to show just quite yet but progress is being made everyday. Unfortunately, I'm getting the feeling that I'm making a shmup that shmup-lovers are going to hate because it's accessible and old school. Tough luck, kids. Galaga and Robotron for life!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 02, 2010, 08:40:34 AM Re:Bits and Pieces
I played through all four levels. So far, it's a little on the bland side, but it's getting there! I agree with L, the randomness thing got to me on the first and fourth levels. I didn't feel like I was ever getting good or bad, I was just waiting for the game to spawn some gaps for me. Having foes move in recognizable formations is a good idea, possibly randomizing which formations come up, rather than the individual monsters. Examples could be a wall of foes with a small gap to jump through, or a long line of the spiky monsters with non-spiky foes in between, or just a non-random cloud of monsters with a couple small gaps through which you can jump and stomp. I really enjoyed the first part of level 3, where you have to jump up between the clouds of foes to get to the upper ledges. The second jump is harder (you can't see all the enemies unless you keep hopping). The falling down part is simply easy, since you're more likely to kill enemies than take damage. I feel as though there needs to be some other options open to the player, some 'oh shit' buttons you can press when you recognize a bad situation. Slow-mo is an easy one, or maybe a double jump, or the ability to (briefly) become invulnerable or kill foes by hitting them. Perhaps wrap it up that you sacrifice body parts to do this, so each only works once per level. Alternate idea, go Spy Hunter with it and make it so that players gain new abilities each time they get hit (gain a double jump at -1 HP, get a hover ability at -2). Each mistake moves the player closer to failure, but at the same time they can navigate more easily. The 'spiky' ground foes aren't immediately recognizable that you can't stomp them, maybe if they were a little pointier on the top? The graphics are functional, but pretty bland. The last level, especially, looks just like the first (albeit it's harder) I had half-expected it to have looped back to to level 1. Adding some details to the ground (so that they don't distract from the dodging) might help break things up. Patterns, signs, or numbers to indicate distance (like with your progress gauge) could solve this neatly. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 02, 2010, 08:46:18 AM Thanks, SirNiko - really useful comments. :beer:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 02, 2010, 08:47:44 AM Whoa Melly :o ME WANTS TO PLAI
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 02, 2010, 09:01:59 AM I feel as though there needs to be some other options open to the player, some 'oh shit' buttons you can press when you recognize a bad situation. Slow-mo is an easy one, or maybe a double jump, or the ability to (briefly) become invulnerable or kill foes by hitting them. Perhaps wrap it up that you sacrifice body parts to do this, so each only works once per level. Slow-motion, I feel, is kind of hard to use - the player has to swiftly adjust to the new timed-down physics, then readjust when it runs out. (In fact, I think it doesn't really work well at all in Hangedman's Space Dreams, either - yes, I did 'suggest' it, but I meant something that only affected the player xor the bullets and not the entire game itself.) Double jumps, too, are kind of played-out.Instead, here's something even simpler: reduce the default ascent/falling speed, but make it so that holding Down makes you fall faster/rise slower, whereas holding Up makes you fall slower/rise faster. (See: RunMan.) Also: mix it up with enemies that you have to hit from the bottom instead of stomp on the top. Whoa! It's like a whole new word in your design language! Also: when you make the sprites and art, do ensure that they look at least somewhat reminiscent of the original Bits 'n' Pieces graphics. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 02, 2010, 10:09:02 AM Instead of a heart, make it some big red disembodied lips (that make a smooching noise when you collect it). I'm aware hearts are a bit overdone, but I'm not sure about the lips idea. I guess it'd fit better because it'd be more bizarre. For the first, official build I'll keep it this way because I just want to get this done, but later on I'll experiment with what you said for a possible enhanced version. Also: Dali clocks. I don't know where, and I don't know how many. Seems like it'd be an obvious addition, huh? ;) Also: give the fingermech some nice distinctive fingernails. Also: more grass, more flowers. Green is good. (If you're wondering if grass would work well for a chessboard world, I submit this (http://www.mspaintadventures.com/?s=6&p=003701) as evidence in the affirmative.) Oh, I know ALL about Homestuck, worry not. ;) I'm aware that it looks a bit bare at the moment, but right now I'm focusing on purely functional additions to get this out of the way. If I manage to receive the music I'm waiting for as well of course. After I submit the official first version (which won't really look much different from this), I'll work on a snazzier version, with more levels and a short storyline about time travel and evil siblings. Though that one will probably be developed at a slower pace as there's other stuff I really need to start doing. (I like the look of those flicking mechanics.) Thanks, I'm hoping I can design an interesting level around them. I thought the boss was short enough to beat that it didn't really need to be more complicated than having two simple attack modes. You can kill it in a few seconds if you time the jumping right! Ill give him two other attacks to round it off... I don't think having to time my attacks with the apex of my jumps constantly is very interesting, and I don't think simply adding more attacks will solve all of the boss' problems (though they can improve the experience). It's not about making the boss more complicated, but about making it more enjoyable to fight against. It's a bit of a difficult thing to put in words, but perhaps you should give the boss more hitpoints and make him easier to hit (with the closing of his cockpit as you have now to add sections where you're just worried about staying alive). Designing interesting boss fights is a bit of an art in itself, much like level design. ;) Nothing to show just quite yet but progress is being made everyday. Unfortunately, I'm getting the feeling that I'm making a shmup that shmup-lovers are going to hate because it's accessible and old school. Tough luck, kids. Galaga and Robotron for life! I hardly think you're gonna get much flack from the TIGS crowd for making a Galaga/Robotron styled game. Whoa Melly :o ME WANTS TO PLAI ME WANT TO FINISH :crazy: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 02, 2010, 10:24:59 AM (In fact, I think it doesn't really work well at all in Hangedman's Space Dreams, either - yes, I did 'suggest' it, but I meant something that only affected the player xor the bullets and not the entire game itself.) :blink: Actually, it doesn't affect the player. The player's move speed remains the same during slowdown. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 02, 2010, 12:24:38 PM What, is everybody implementing a time slow mechanic now?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 02, 2010, 12:44:37 PM Been working on Meong, need to enquire though just how much of the original content do we need to remain faithful to? It seems varied amongst the projects here, but are new gameplay mechanics acceptable for some elements of these games?
Progress has mainly been on music, working on a map system so far, but still WIPing up that section a fair amount. The Music is pretty much rough work for the moment, so I might need some assistance with touching it up and making it more workable as NSFy .ogg files. Now for pictures. (http://img99.imageshack.us/img99/408/73857685.png) Title Screen, some modifications of course. (http://img412.imageshack.us/img412/5990/89878642.png) SCANDALIZZARIOUS! (http://img3.imageshack.us/img3/876/88728379.png) The Stage has been set! Or rather, set aside~ (http://img153.imageshack.us/img153/9430/42393958.png) Spot Midnight. (http://img594.imageshack.us/img594/2386/51783491.png) Woops... (http://img709.imageshack.us/img709/2038/31092662.png) Gasp! New Areas? (http://img227.imageshack.us/img227/326/96114400.png) Map System, why yes, it is very sparse, it's also quite WIP D:. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 02, 2010, 12:48:11 PM ..snip... AWESOME. Reminds me of old Lolo (Eggerman to some) style games. This just jumped to the top of my must play Action52 list. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 02, 2010, 12:59:58 PM It seems varied amongst the projects here, but are new gameplay mechanics acceptable for some elements of these games? I thought that was kind of the point. The original Meong didn't even have gameplay, really. Those screenshots look really cool though :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 02, 2010, 02:30:25 PM Those shots look awesome.
And yeah, you need to maintain the spirit of the original alive in your remake, but it doesn't have to be a very strict remake, you can introduce your own mechanics as long as they fit with the theme, oh and you should try and maintain yourself somewhat faithful to the manual's description for each game, which are awesome in a so-bad-it's-good way. And for games like Meong, which are just crazy abstract to begin with, going a bit wilder in your interpretation isn't really a bad thing. :P Meong's description: "Board game of strategy and skill. Try to get places from starting line to goal. Watch out for hidden traps. Harder than it sounds." So if your game has you going from point A to B on a tiled environment of some sort and there are some kind traps there, I think you're in the clear. :P Interesting how they forgot about the "strategy and skill" part of the original. That one is good for you to keep mind of. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 02, 2010, 05:00:51 PM That looks great. The "CLEAR" typeface is a little incongruous, though. Why not use the same font from the title screen?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 02, 2010, 10:55:47 PM Dedant, it has the finished!
http://www.awesomenessinabox.com/dedant-action52-remake-action (http://www.awesomenessinabox.com/wp-content/gallery/dedant/dedant4.jpg) Now I can finally play the other completed games. Really looking forward to Jigsaw! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 03, 2010, 12:15:08 AM Dedant, it has the finished! Well, the environment looks nicer.http://www.awesomenessinabox.com/dedant-action52-remake-action (http://www.awesomenessinabox.com/wp-content/gallery/dedant/dedant4.jpg) Now I can finally play the other completed games. Really looking forward to Jigsaw! * The player-character is still the same shape and colour as the enemies. I still think there should be a slight visual distinction. * The 'infodump' could possibly be integrated into the game even more by playing it over the first level instead of just several long seconds of emptiness before the boss. * The first 'rush' is just one green ant? Seems kind of short to me. Consider increasing it to 2. * Bug: the final score really shouldn't be in scientific notation. Also, after you get game over, the score ticker doesn't stop ticking. Meong's description: Also, perhaps the first (or last) 3 levels could be in a gray marble environment and involve lots of vertical movement."Board game of strategy and skill. Try to get places from starting line to goal. Watch out for hidden traps. Harder than it sounds." So if your game has you going from point A to B on a tiled environment of some sort and there are some kind traps there, I think you're in the clear. :P :blink: Actually, it doesn't affect the player. The player's move speed remains the same during slowdown. ...Hmm, so it is. I suppose I got the wrong idea from the fact that the baby's cry is slowed down as well as the other sounds. (It seems kind of counterintuitive.)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 12:30:02 AM Dedant, it has the finished! Well, the environment looks nicer.http://www.awesomenessinabox.com/dedant-action52-remake-action Now I can finally play the other completed games. Really looking forward to Jigsaw! * The player-character is still the same shape and colour as the enemies. I still think there should be a slight visual distinction. * The 'infodump' could possibly be integrated into the game even more by playing it over the first level instead of just several long seconds of emptiness before the boss. * The first 'rush' is just one green ant? Seems kind of short to me. Consider increasing it to 2. * Bug: the final score really shouldn't be in scientific notation. Also, after you get game over, the score ticker doesn't stop ticking. By info dump, do you mean the radio thing? That's actually intentional, as a timing thing, although it's possible my flow timing sense is just crap :S. Okay, two zombie ants. It actually was meant to be underwhelming, just a OH CRAP WHAT IS THAT IT'S EATING ME moment, as an introduction to the zombies. Scientific notation bug and the score count not stopping should be fixed now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 03, 2010, 07:22:02 AM ...Hmm, so it is. I suppose I got the wrong idea from the fact that the baby's cry is slowed down as well as the other sounds. (It seems kind of counterintuitive.) Ahh, I understand. That does make sense. Personally, I kept the music and sound slowdown in effect because I wanted a clear distinction for when the game had slowed and when it was speeding up. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 03, 2010, 07:23:48 AM Making some progress today! Much closer to playability.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 03, 2010, 07:27:08 AM Dedant, it has the finished! Hey, it's still crashing under XP here. I get the following message:[path]\Dedant.exe This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix the problem. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 10:19:30 AM Dedant, it has the finished! Hey, it's still crashing under XP here. I get the following message:[path]\Dedant.exe This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix the problem. That's a new one. We fixed the XP bug that was crashing it on my friends' computers yesterday, and that wasn't a symptom of it. Could you do me a favor? Try deleting the two dlls in the game's root folder that start with "msv" and see if it still crashes. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 03, 2010, 10:48:15 AM Feedback on Dedant:
All in all a job well done. With a few tweaks it could get even better. :handclap:;D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 11:09:54 AM Feedback on Dedant:
All in all a job well done. With a few tweaks it could get even better. :handclap:;D Thanks for the feedback :)! How about a tophat and monacle to make your ant look different :gentleman:? The multiplier actually does go down periodically, but it probably is too slow. I'll increase the rate at which it goes down significantly. Do you think it would be better to have it go down at a fixed rate (once per second or something), or making it stay at a certain level for a few seconds before dropping to 1 very quickly? Also, when did you download the game? Late last night I uploaded what I thought was a fix for the scientific notation score bug. Was it the in-game score or the end of game score overlay that was displaying that way? I'll also try moving the camera up over the ant more, to get a better top down view. That would probably make dodging things like flame that don't have a lot of position cues easier to weave in and out of. It would probably also make it more obvious when your rocks are missing (unless they bounce over the enemies). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 03, 2010, 11:23:06 AM That's a new one. We fixed the XP bug that was crashing it on my friends' computers yesterday, and that wasn't a symptom of it. Yeah, it's still not starting up properly. I'm running this on XP on an Asus Eee, if that helps any. I'll try it on my other computer, momentarily.Could you do me a favor? Try deleting the two dlls in the game's root folder that start with "msv" and see if it still crashes. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 03, 2010, 11:34:28 AM How about a tophat and monacle to make your ant look different :gentleman:? I should say no, say that that's silly injoke stuff, but I cannot resist a good monocle and tophat. :gentleman: The multiplier actually does go down periodically, but it probably is too slow. I'll increase the rate at which it goes down significantly. Do you think it would be better to have it go down at a fixed rate (once per second or something), or making it stay at a certain level for a few seconds before dropping to 1 very quickly? You get several moments throughout the game in which there are no enemies to fling your rocks at. Maybe just make the multiplier go back to zero if you lose an ant, and cap it at something like 10x. Also, when did you download the game? Late last night I uploaded what I thought was a fix for the scientific notation score bug. Was it the in-game score or the end of game score overlay that was displaying that way? It was the end of game score that showed that way. The ingame score what still going up when the game ended. I downloaded the game sometime yesterday, I think, so I might have missed your update. I'll try again sometime later. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 11:43:02 AM I downloaded the game sometime yesterday, I think, so I might have missed your update. I'll try again sometime later. Actually, I think I may have only fixed it if you managed to complete the game, if you got a game over with a high score it's very possible it would still do the scientific notation. I'll check when I get home tonight. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 03, 2010, 11:44:11 AM Hey. I've tried the game on my desktop system, and it still feeds me the same error. Both computers run XP; both configured differently; both totally different hardware setups. So whatever's happening, it seems to be kind of broad.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 11:47:46 AM Hey. I've tried the game on my desktop system, and it still feeds me the same error. Both computers run XP; both configured differently; both totally different hardware setups. So whatever's happening, it seems to be kind of broad. What hardware is in the desktop computer? Is it Intel graphics? I've tried it on three different XP machines with very different setups, and all are rock-solid stable (one is even 64-bit XP). Which is kinda scary, it's hard to fix something you can't reproduce. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 03, 2010, 12:32:13 PM Dedant works fine on my XP computer too - it's a Thinkpad with some kind of discrete Nvidia card.
Charming game, oranda! Thanks. :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 03, 2010, 01:14:08 PM Mash Man is finally finished, besides updates based on your feedback. So give it a go! Download (http://personal.psu.edu/ctk5033/games/MashMan_v1_0.zip)
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/opening0.png) (http://i883.photobucket.com/albums/ac40/handCraftedRadio/mash2.png) Credits: Coding by me, handCraftedRadio Art and Animation by Nate (Caliber9) Additional Art by Gutter Music by C418 Here is a video of the orignal game: http://www.youtube.com/watch?v=nJHCzhrweyA (http://www.youtube.com/watch?v=nJHCzhrweyA) Let us know what you think! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 03, 2010, 01:37:09 PM Mash Man is finally finished, besides updates based on your feedback. So give it a go! Download (http://personal.psu.edu/ctk5033/games/MashMan_v1_0.zip) (http://i883.photobucket.com/albums/ac40/handCraftedRadio/opening0.png) (http://i883.photobucket.com/albums/ac40/handCraftedRadio/mash2.png) Credits: Coding by me, handCraftedRadio Art and Animation by Nate (Caliber9) Additional Art by Gutter Music by C418 Here is a video of the orignal game: http://www.youtube.com/watch?v=nJHCzhrweyA (http://www.youtube.com/watch?v=nJHCzhrweyA) Let us know what you think! That was fun! And just a little depressing :concerned:. Some thoughts: Jumping seems a little on he slow side. The enemies aren't too fast, so it mostly works, it just doesn't feel very satisfying. I love the humor. You squeezed a boss fight into the game! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 03, 2010, 01:38:48 PM oh god Mash Man was fantastic. So depressing too. The graphics are great, loved the end boss and his death explosive animation. I think the gameplay fit in fine with the tone of the game.
Poor Mash Man :'( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 03, 2010, 01:42:34 PM I can't run Dedant. It closes as soon as I click..
As for Mash Man... Wow. The graphics are nice, the initial part made me feel sorry for Mash Man.. Two problems, though. I found it a bit weird not to have a battle song against the boss.. Also, a glitch: when I killed the boss, the enemies could still hit me and eventually I died while the boss was dying. The game kept playing and I watched the ending, etc, but it was weird. Nice game, though! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 03, 2010, 01:48:09 PM Mash Man is so sad. :'(
It looks awesome though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 03, 2010, 03:26:23 PM (http://dl.dropbox.com/u/254701/blog/action52/mashman_uhoh.png)
Mash Man looks like this for me, the garbage in the middle is the first text dialogue/message. I wanna play it :( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 03, 2010, 03:43:45 PM Thanks for the kind words guys! We were worried people wouldn't like it because it is less 'game like' than the other games. We tried to take the mood of the original game and expand on it, since it doesn't really have any kind of unique gameplay elements to use.
If anyone would like to do a quick more up-beat remix of the Mash Man theme for the boss fight, let us know! It would probably sound better than just the same song during the fight, as rdein pointed out. Also, there is a secret, less sad, ending if you can find it... ;) Triplefox: That is very strange. The only thing I can think of is that your graphics card does something weird to handle alpha blending, which takes place in that text box. Has this happened to anyone else? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on June 03, 2010, 07:33:34 PM i just played mashman. and it was awesome!
one thing and it may have just been my computer [i played it in full screen though...], but you know when you're walking through the city the first time and there's two guys that stand right next to each other? the guy that talks first dialouge got cut off and when you move to try to put it on screen, the other guy talks -.- other than that, i thought it was fun lol Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 03, 2010, 11:38:25 PM Mash Man is finally finished, besides updates based on your feedback. So give it a go! Download (http://personal.psu.edu/ctk5033/games/MashMan_v1_0.zip) Very very nice!Um, the dialog uses commas incorrectly in a few places. Here are corrections: Quote Get out of here Mashman! Nobody wants you around! That's Mashman. Don't look at him. He will go away. You went too far this time Mash Man! You are going to have to pay for what you've done! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 04, 2010, 12:05:18 AM Made a few adjustments to Dedant based on feedback:
For people who can't run the game, if you PM me your OS/CPU/GPU, I'll try to see what's up with it not running. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 04, 2010, 01:32:01 AM Been working on the level boss today. It's being temperamental, but I think i'll look pretty awesome when I'm done.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on June 04, 2010, 08:02:51 AM Mash Man was pretty great. Poor misunderstood Mash Man, the villagers are so mean to him. Everyone, lay down tacks because he doesn't have shoes that fit him!
I've tried to get through the outside area without crushing any of the monster's children. So far not successful. Is there any reward for succeeding? I suppose they'll just throw back the same "watch out for my kids with your gigantic feet"-type message? The ending was pretty hilarious. I won't spoil it. Um, the dialog uses commas incorrectly in a few places. Hmm. I think I disagree. I dunno, I think their comma usage is appropriate. None of those usages looked incorrect to me. Commas are allowed to separate independent clauses. According to this (http://owl.english.purdue.edu/owl/resource/607/02/), it doesn't look wrong either. But I do have other minor nitpicks. Mainly with the intro text. Correction for first textbox: "There was once a strange man with large feet, (Whom should only be used when it is a different object in the sentence, not a reference to the subject.) Correction for later in intro: "This newly found technology brought many changes to the village, expanding quickly into a large city" or "This newfound technology brought many changes to the village, expanding quickly into a large city" Oh, and the girl with the mother in the first screen says "I'm scared", but it needs a period. For the most part, looking good though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Soulliard on June 04, 2010, 08:48:50 AM Correction for later in intro: Still not quite right. You've got a dangling participle. :)"This newly found technology brought many changes to the village, expanding quickly into a large city" or "This newfound technology brought many changes to the village, expanding quickly into a large city" [/grammar nazi] Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 04, 2010, 08:59:31 AM Um, the dialog uses commas incorrectly in a few places. Hmm. I think I disagree. I dunno, I think their comma usage is appropriate. None of those usages looked incorrect to me. Commas are allowed to separate independent clauses. According to this (http://owl.english.purdue.edu/owl/resource/607/02/), it doesn't look wrong either. P.S: I remembered another Dedant comment I meant to make - the flame sprite seems a little bit static and lifeless. Toss in at least one more frame of animation, even if it's just the sprite flipped horizontally. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Overkill on June 04, 2010, 10:07:00 AM Correction for later in intro: Still not quite right. You've got a dangling participle. :)"This newly found technology brought many changes to the village, expanding quickly into a large city" or "This newfound technology brought many changes to the village, expanding quickly into a large city" [/grammar nazi] Whoops, how about: "This newfound technology brought many changes, expanding the village quickly into a large city" "1. Use commas to separate independent clauses when they are joined by any of these seven coordinating conjunctions: and, but, for, or, nor, so, yet." The corrections I made were for cases which didn't fall under that criterion. Doh, I actually reread those sentences you edited. But this is probably how I'd handle them:"Get out of here Mashman, nobody wants you around!" "That's Mashman, don't look at him. He will go away." "You went too far this time, Mash Man! You have to pay for what you've done!" Blah. I am done trying to be a grammar nazi for now. Continue about your lives. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Aquin on June 04, 2010, 10:09:46 AM For various reasons, I'm really fucked for time thanks to some real life crap that just hit me in the face. I really do want to finish this game, but I'm so far past the deadline that this is getting pretty stupid on my part.
I'm out. My game however, will still be released in September or so. Just under a different name I guess. I mean, the gameplay is kinda getting there and most of the assets are done. So it'll happen, just not anytime soon. Arthur, take me offa list! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 04, 2010, 10:12:08 AM Tryin' to play Mashman on Windows Vista. I copied the zip into a folder on my desktop called "Mashman", then ran the .exe. I get the errors:
Could not open font "data/font/font.cff" Error loading file: Data/font/'X(c) //(That's a copyright type symbol in the parentheses) And then windows informs me the program isn't working and shuts it down. The second error always produces three symbols after Data/font/, but these seem random. It was degree X Yen symbol once, and another time it was Theta g quotation marks. Not sure what's going on here. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 04, 2010, 10:19:39 AM Also going to throw my praise in for Mashman, it's really solid. Since this is eventually going to be packaged as all 52 games in 1, I think it's important to make sure the games aren't too hard, long, or frustrating otherwise people will probably get impatient and skip to another game. Mashman passes all these tests for me, and even though it's gameplay is basic, the presentation, style and story are great.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on June 04, 2010, 12:05:52 PM That's a good point, GZ. I intend to make a real game fairly typical of 1991, but now I'm thinking about scaling back some.
Last night for a goof and to confirm what I'd read, I finally played all 19/20 levels of Spread Fire. So tedious! It's really unplayable after level 6 or 7. I had to cheat by hacking the NES memory to move the player sprite almost completely off the bottom of the screen. I say 19/20 levels because after level 19 it loops back to level 1, but that "level 1" plays more like level 20, and after you beat it, the next level is also called level 1, which actually plays like the true first level. Ah, good ol' Action 52. Really liked Mashman, by the way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 04, 2010, 12:36:43 PM Some progress on Rocket Jockey:
-Added barrels you can pick up and throw. -Got the level 1 and 2 bosses working. Still need to create a boss for the third and final level. -Made some new backgrounds for the levels. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on June 04, 2010, 01:08:53 PM Hi all. Quick update on Hambo's Adventures:
So I keep trying to get in contact with my composer, but he's gone into radio silence. I just got back from a 6-day computerless trip, but hopefully tomorrow or Sunday I'll make some music, fix the one bug I know of, and post a demo/beta out here for other people to find the rest of the bugs :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 04, 2010, 01:17:36 PM so I decided to play some old GZ-Storm games and I started with PotatoMan. I load it up and what do I hear? Fuckin cheetmahman music!
http://gzstorm.com/old-games/potatomen/ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 04, 2010, 02:31:54 PM Thanks again for the kind Mash Man words guys! :) The secret ending is actually an extension of the regular ending. It is possible to get it the first time you play, and I think it should be pretty obvious that it is a secret ending whenever you see it. In case you aren't sure: after it says "The End", it starts with the message "Or is it..."
Thanks for pointing out the grammar mistakes, guys. I'll do some revisions for the next version. SirNiko: sounds like you don't have the data folder in the same directory as the executable. Try extracting all the files again into the same folder. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: DeadPixel on June 04, 2010, 02:49:34 PM Mash Man is solid. Got the secret ending on the first go. :ninja: Slight text error after coming back from getting the boots, where the momma alien-thing says something like 'you a are not a bad guy' (extra 'a' in there!)
Great job! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 04, 2010, 02:52:50 PM Yeah, I redownloaded a third time. There's no "Data" folder in my zip file. All I'm seeing is an .exe, a .txt, and twelve .dll files. No folders of any kind!
-SirNiko Edit: I tried just using the "Extract" command rather than copy/pasting them into the folder. It looks the same (No data folder!) but now it works. How strange! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: C418 on June 04, 2010, 03:03:50 PM Decided to make three more tracks for mash man. I'm tired now but I think iI will do all the work tomorrow.
Though here's a new song for it. http://dl.dropbox.com/u/1051220/mash2.mp3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on June 04, 2010, 09:33:42 PM ...mash them...
:( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 04, 2010, 10:32:40 PM Some progress on Rocket Jockey: I'm looking forward to it!-Added barrels you can pick up and throw. -Got the level 1 and 2 bosses working. Still need to create a boss for the third and final level. -Made some new backgrounds for the levels. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on June 04, 2010, 10:40:04 PM Just in case you haven't seen it (I don't think it's been posted)
http://www.gametrailers.com/video/angry-video-screwattack/65116#_text kinda funny look at Action52 :) Edit: I'm stupid, I even SAW it in the first post when I first read it. I assumed I'd already seen the video. Later, I actually DID see the video (for the first time) and forgot it'd been mentioned >:I Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 04, 2010, 11:03:44 PM Podunkian linked it in the first post, actually.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 05, 2010, 06:22:27 AM Replayed Mash Man. Attention everyone: please add a top secret Cheetahmen save the day out of nowhere ending to your game right this very second.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 05, 2010, 07:37:54 AM Yeah, that ending somehow brings the game to another level. It would be great to see more cross-referencing like that. Maybe to see a meetup between Mash and Fuzz somewhere.
As regards Dedant, let's see what I can do on statistics. I'm working on Service Pack 3. Running a 3GHz P4 and Radeon 9600 series something-or-other. Looking at Wikipedia, it seems the card isn't supported in Windows 7. Which may or may not narrow things down a bit. Also have 768MB of RAM, for what that's worth. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 05, 2010, 10:50:46 AM Just got the secret Mashman Ending. HOLY CRAP that was epic.
Yeah, that ending somehow brings the game to another level. It would be great to see more cross-referencing like that. Maybe to see a meetup between Mash and Fuzz somewhere. As regards Dedant, let's see what I can do on statistics. I'm working on Service Pack 3. Running a 3GHz P4 and Radeon 9600 series something-or-other. Looking at Wikipedia, it seems the card isn't supported in Windows 7. Which may or may not narrow things down a bit. Also have 768MB of RAM, for what that's worth. Interesting. It should support a 9600 no problem. I'm going to add some code to check for features and pop up a dialog box if something is amiss (should have done that in the first place). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 05, 2010, 10:59:51 AM Can someone spoil me the mashman ending? I've tried for like, the 12th time and I can't get it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 05, 2010, 11:04:53 AM I also got the secret ending to Mashman, but it wasn't clear to me why it happened. I feel like I know what caused it, killing only two monsters outside of town, but the connection seems pretty vague. Maybe if it was made clear that the monsters were somehow involved in the rescue, that would make it much more obvious. The 'surprise' itself was pretty great. Some last-minute crossgame pollination would be pretty awesome.
For those who want to be spoiled about the secret ending, the Cheetahmen (with their theme music) rescue Mashman and escape. The only problem I had was with the text. I feel like it should be set up so that a player moving to the right as fast as they can should be able to read all the text. Scrolling it faster, or leaving it onscreen longer would solve this. Initially I assumed the final boss was going to make me stomp on his toes, but the real solution was also satisfying. It felt like a pretty short and cohesive game. What's with the depressing endings, though? This and Jigsaw both seem to be aiming for the tearjerker crowd, though at least this one was consistent throughout. After the ending, the game just closes itself (I assume it'll kick back to the game menu when the whole competition is compiled). I feel like a "The End" splash screen would be appropriate, with a "Push ESC to return to menu" prompt to direct the player out of the game. Overall, great experience! Just a little polish and your game should be done. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 05, 2010, 11:27:00 AM New build of Dedant up. This one should display a message if anything goes wrong or a required opengl extension isn't found.
Adarack, rdein, can you please try it again and see if you get any error messages :gentleman:? www.awesomenessinabox.com/files/Dedant.zip (http://www.awesomenessinabox.com/files/Dedant.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 05, 2010, 11:31:56 AM Tearjerker crowd?
Hm, I guess people don't get what the Jigsaw ending was about. It's just revealing that the main character, Jigsaw, is a murderer. He sees his tools as being evil because he's delusional, in reality he just uses them to kill people. He's kind of shifting the blame onto inanimate objects in his mind. It wasn't supposed to be emotional, it was just to flip it from "he's the hero" to "he's delusional and dangerous". Hinting at the ending by altering the tone of the game wouldn't fit what I was doing at all, the point is for it to be a random surprise. So yeah, a "shaggy dog story", it's not meant to bring closure or wrap everything up nicely. It's also not supposed to be artsy and emotional though, it's just something I threw in that was more interesting than a blank screen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 05, 2010, 12:51:04 PM New progress on G-Force, since the gravity mechanic received negative feedback I've removed it from the game. I appreciate all the feedback to make it better, but since I can't think about better level designs for the mechanic I decided to drop it out, or at least put it on hold. Although I will try to implement some gravity based game-play, just with a minor role.
Another big alteration was the gameplay style. Now is an arcade-like shump, with powerups, different enemies, between other things. The wave on the screen-shot is a timed power-up that make enemies hit the ceiling spikes and die, since I wanted to do something neat with gravity on the game. :) http://img84.imageshack.us/img84/3448/gforcefighters2.png (the health-bar is in debug state right now, that's why isn't on a good spot yet) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 05, 2010, 01:16:31 PM The wave on the screen-shot is a timed power-up that make enemies hit the ceiling spikes and die, since I wanted to do something neat with gravity on the game. Now that's a cool idea. The original had those but only the player could get die by them. Did you keep the enemies leaving bullets behind as they exit the screen? here (https://dl.dropbox.com/u/2773617/my%20games/gforce2.html) is what I had before I gave up. This was a test, I also had enemies drop bombs from the top. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 05, 2010, 01:36:28 PM Thanks. I didn't thought about the back bullets though, I will add it then.
That Unity build was pretty cool too, the bombs were nice. I also like the perspective that the camera does. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 05, 2010, 07:42:56 PM Does anyone here knows how to convert .it files to .wav? :crazy:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 05, 2010, 08:17:29 PM Tearjerker crowd? Pfft! If that's really what you're saying, why don't we, the viewers, ever get to see outside his delusion? Why don't we ever see the hopping drills and screwdrivers inert and lifeless, or the entire game world revealed as a sham? Why don't we get to see the blood which is both figuratively and literally on his hands?Hm, I guess people don't get what the Jigsaw ending was about. It's just revealing that the main character, Jigsaw, is a murderer. He sees his tools as being evil because he's delusional, in reality he just uses them to kill people. He's kind of shifting the blame onto inanimate objects in his mind. (What I'm trying to say is that the ending really gives insufficient evidence for there being any falsehood in the game's portrayed reality.) Also that is mostly the same ending as The Company Of Myself, which if you remember needed to spell it all out in a huge text box at the end - and this only accentuated how uncompelling it all was. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 05, 2010, 08:25:11 PM Does anyone here knows how to convert .it files to .wav? :crazy: VLC can do it. Open it up and press CTRL+R, add the song you want to convert. Click Convert/Save then click the button that says "Create a New Profile". Choose wav under the encapsulation tab then go to the audio tab, check the box select the Wav codec and make the necessary adjustments to the bit rate, channels and sample rate. Might be an easier way to do it, but this is what I do. http://imgur.com/PTLuE.png Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: KennEH! on June 05, 2010, 08:30:57 PM To be honest I wasn't sure this was going to get off the ground really. I'm so glad it did.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 05, 2010, 08:53:34 PM Another big alteration was the gameplay style. Now is an arcade-like shump, with powerups, different enemies, between other things. The wave on the screen-shot is a timed power-up that make enemies hit the ceiling spikes and die, since I wanted to do something neat with gravity on the game. :) What kind of hori-shmups will you take inspiration from? Will there be Gradius-style ground enemies in hard-to-reach spots? Will there be many environmental obstacles? Will there be a bunch of high-hit-point threats that need to be quickly dispatched? Enemies with armour and tiny cores?http://img84.imageshack.us/img84/3448/gforcefighters2.png (the health-bar is in debug state right now, that's why isn't on a good spot yet) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 05, 2010, 09:30:58 PM Pfft! If that's really what you're saying, why don't we, the viewers, ever get to see outside his delusion? Why don't we ever see the hopping drills and screwdrivers inert and lifeless, or the entire game world revealed as a sham? Why don't we get to see the blood which is both figuratively and literally on his hands? (What I'm trying to say is that the ending really gives insufficient evidence for there being any falsehood in the game's portrayed reality.) Erm, you do get to see those things in the final scene. Also I don't know what The Company Of Myself is, but yeah, explaining it with a text box is exactly what I didn't want to do (but seems to be what most gamers want nowadays). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 05, 2010, 09:32:45 PM VLC can do it. Open it up and press CTRL+R, add the song you want to convert. Click Convert/Save then click the button that says "Create a New Profile". Choose wav under the encapsulation tab then go to the audio tab, check the box select the Wav codec and make the necessary adjustments to the bit rate, channels and sample rate. Might be an easier way to do it, but this is what I do. http://imgur.com/PTLuE.png Thank you. :-* Things have gone a bit slower the last few days but it shouldn't take long to give you guys something playable. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 06, 2010, 03:39:28 AM Erm, you do get to see those things in the final scene. (Also, while you see nails in the corpse, there's no reason to believe that they are his nails in particular.) (Also, I don't get why he perceives his other tools as the villains, but treats his inert nailgun - the actual murder weapon - as a friend.) P.S: http://www.newgrounds.com/portal/view/518729 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 06, 2010, 04:54:37 AM Regarding Jigsaw,
I did see blood dripping from his hands in the final scene, but it confused me. I'd just walked into the room, so it didn't seem logical. I assumed the blood was either not blood, or representative of him worked raw fighting mad tools. As it is, there's no indication that the hero is actually at fault! If you really want to clarify the ending, I'd just use a short text blurb, like, "The madness was over. The tools were inert, as they had always been. They had never acted on their own, but only by the carpenter's hand. At your own hands, they had become tools of destruction.". Thankfully, the game's short and fun enough that even with the misinterpreted ending, I considered it to be enjoyable. Perhaps it was just too much of a twist to slip into such a short game? The Company of Myself This one is different, as you actually witness the death of the wife and commit it yourself. The twist is that the game makes you think that your role in the death is less severe than what you witness, but it's actually not. If you read comments on the game, the casual way the game tricks you into killing her by following the game logic is really uncanny. Had it told you to murder her, Portal companion cube style, you might balk or hesitate, even just to see what would happen. As it stands, you kill her swiftly and without a thought because hey, that's how the switches work. The delusion screen could have been much shorter at the end, because really all that matters is revealing her death really is all your fault and cannot be rationalized away. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 06, 2010, 10:33:46 AM You don't literally see the blood because it's all in silhouette, if I remember correctly. The victim's dripping, his hammer is dripping. What else is it, sweat? I think it was implied enough. (Also, while you see nails in the corpse, there's no reason to believe that they are his nails in particular.) The game is all about using his nails, they are his main tool. To assume the nails aren't his would be jumping more to conclusions than thinking they are. (Also, I don't get why he perceives his other tools as the villains, but treats his inert nailgun - the actual murder weapon - as a friend.) In the final scene, he's not holding the nailgun. He's holding a hammer, which is dripping with blood. That's the real murder weapon, and it was one of the enemies he was fighting. The ending was supposed to be something you could interpret in different ways if you wanted to, which is why I didn't want to just go ahead and explain everything. Why no one seemed to interpret it in this way that I'm describing is a mystery to me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on June 06, 2010, 05:27:39 PM I've been out of town for several days and unable to even use a computer for anything during that time. I really need to get a move on and push forwards to completing this game. Everybody else's work is looking really great so far.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on June 06, 2010, 05:44:22 PM Is there a page with all of the links to finished games (or even WIP builds) anywhere? It's a little hard to find the links to the games now that we have >52 pages in this topic.
It would be cool to have the links up on http://www.superfundungeonrun.com/action52/index.php Progress is still happening on FireBreathers. I should have it up to a decent state fairly soon :apoplectic: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 06, 2010, 06:52:06 PM I believe I can give you guys something in the next few hours. :crazy:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 06, 2010, 07:18:13 PM New build of Dedant up. This one should display a message if anything goes wrong or a required opengl extension isn't found. Hey. I'm afraid I'm getting the same error as before:Adarack, rdein, can you please try it again and see if you get any error messages :gentleman:? www.awesomenessinabox.com/files/Dedant.zip (http://www.awesomenessinabox.com/files/Dedant.zip) This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. A short Google later, it sounds like it's a Visual C++ problem. Does this (http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/36971526-95f3-4a9f-a601-1843c86332c1)at all help? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 06, 2010, 08:29:20 PM (Also, I don't get why he perceives his other tools as the villains, but treats his inert nailgun - the actual murder weapon - as a friend.) In the final scene, he's not holding the nailgun. He's holding a hammer, which is dripping with blood. That's the real murder weapon, and it was one of the enemies he was fighting.In that light, it makes much more sense that the animated hammers put in the nails themselves (due to not being nailguns) than to decide that, I dunno, that he just dreamed the nailgun but all the other tools were real? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radnom on June 06, 2010, 11:33:51 PM Is anyone else in agreement that this should be moved to the Projects forum with its own subforum? That way we can get individual topics on finished games and this whole thing will be less of a mess. :blink:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 06, 2010, 11:41:55 PM I'll check with Derek if that's possible.
Also: Time Warp Tickers is here ;D (http://dl.dropbox.com/u/511152/TimeWarpTickers.zip) SWF version for instant browser play (http://dl.dropbox.com/u/511152/Timewarp.swf) Podunkian, you can consider this to be the official version and mark me as finished. I know it's rough around the edges, but I will continue working on it, just not in as fast a pace as I have up until now. I promise the game will grow much more awesome over time, but I'm tired of leaving people waiting. I welcome all criticism. Pelt me with your sharpest stones. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 07, 2010, 12:57:38 AM I'll check with Derek if that's possible. Also: Time Warp Tickers is here ;D (http://dl.dropbox.com/u/511152/TimeWarpTickers.zip) SWF version for instant browser play (http://dl.dropbox.com/u/511152/Timewarp.swf) Podunkian, you can consider this to be the official version and mark me as finished. I know it's rough around the edges, but I will continue working on it, just not in as fast a pace as I have up until now. I promise the game will grow much more awesome over time, but I'm tired of leaving people waiting. I welcome all criticism. Pelt me with your sharpest stones. well that basically exceeded my expectations Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 07, 2010, 01:15:04 AM also this marks the quarter mark for finished games. congratulations, nerds!!!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on June 07, 2010, 01:23:39 AM both versions of TWT freeze on the "LEVEL 1 LOADING..." screen with music playing in background, with this error:
Error: Error #1502: Сценарий выполнялся дольше периода ожидания, установленного по умолчанию на 15 секунд. (translation: scenario exceeded 15s timeout period) at org.flixel::FlxObject/refreshHulls() at org.flixel::FlxSprite/resetHelpers() at org.flixel::FlxSprite/createGraphic() at org.flixel::FlxSprite/loadRotatedGraphic() at timewarp::PortalPiece() at timewarp::PortalPiece$/spawn() at timewarp::PlayState/create() at org.flixel::FlxGame/switchState() at org.flixel::FlxG$/set state() at timewarp::PreLevelState/update() at org.flixel::FlxGame/update() Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 07, 2010, 01:44:57 AM both versions of TWT freeze on the "LEVEL 1 LOADING..." screen with music playing in background, with this error: that usually happens when flash encounters an infinite loop (or something that i believes is an infinite loop). it might just be that your computer is too slow and is timing out while trying to load the level. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 07, 2010, 01:48:34 AM Silver Sword is just about done. Hammering out some bugs. Playable version will be up tomorrow.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 07, 2010, 02:07:09 AM went through the entire thread updating the completed games list.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 07, 2010, 05:06:57 AM Just on my way back from tigjam now - will get back started on cheetahmen tomorrow...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 07, 2010, 05:39:54 AM Time Warp Tickers is here ;D (http://dl.dropbox.com/u/511152/TimeWarpTickers.zip) This is pretty great! I reached the (first?) three-part door that needs to be opened with three switches, and the ceiling switch isn't activating for me. A bug? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 07, 2010, 06:01:10 AM I had the same problem. I got through by charging the flick to full power (for some reason).
Anyway, cool stuff, fun boss. That makes a bit of sense, but: 1) the hammer is also in silhouette, and the ending makes very little attempt to draw attention to its not being the nailgun, It does make an attempt, it darkens out all other parts of the screen and the only thing animated is the blood dripping from it. He then even drops it and it makes a sound. You'd have to be completely not paying attention to not notice. 2) why, from a writerly standpoint, would the power tool you use for the entire game NOT be a crucial element of the ending, In order to portray this without putting forth a ton of effort. Did I mention that I slipped this in very quickly just to have any ending? You seem to be judging this against a higher standard than you should be. and 3) why would anyone, regardless of their rationality, kill someone by going to the exertion of hammering nails into them by hand, when they have access to a nailgun? I mean he's a crazy murderer who's obsessed with tools. It's not as though killers all go for efficiency. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 07:28:35 AM both versions of TWT freeze on the "LEVEL 1 LOADING..." screen with music playing in background, with this error: Error: Error #1502: Сценарий выполнялся дольше периода ожидания, установленного по умолчанию на 15 секунд. (translation: scenario exceeded 15s timeout period) at org.flixel::FlxObject/refreshHulls() at org.flixel::FlxSprite/resetHelpers() at org.flixel::FlxSprite/createGraphic() at org.flixel::FlxSprite/loadRotatedGraphic() at timewarp::PortalPiece() at timewarp::PortalPiece$/spawn() at timewarp::PlayState/create() at org.flixel::FlxGame/switchState() at org.flixel::FlxG$/set state() at timewarp::PreLevelState/update() at org.flixel::FlxGame/update() Mmm, yeah, I'll have to assume Podunkian is right about this one and the game is processing way too much crap at that point and causing your computer to spaz out or something. You're the first person I've had this happen to too. I believe I can split some of the loading over more than one loop. That could probably ease or fix the problem. I'll work on it when I can. This is pretty great! I reached the (first?) three-part door that needs to be opened with three switches, and the ceiling switch isn't activating for me. A bug? There are two colors of buttons. Before that door you already opened another one with a red button, so I'm a little surprised you couldn't figure that out. Maybe I should add a few more buttons prior to that spot to ease people into the mechanic better. Also thanks. :) I had the same problem. I got through by charging the flick to full power (for some reason). Anyway, cool stuff, fun boss. Thanks. And yeah, that's how you do it. Or are people being able to push the first button without a charged flick? I'd better check that... LATER: Nope, it's working properly. I guess this is a level design issue. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 07, 2010, 08:25:54 AM Nice work Melly! Time Warp Tickers is charming.
The controls weren't immediately intuitive to me, and I had to restart the game and re-read the instructions before I figured out how to slow time and how to do the super kick. Also, at first I didn't realize I was kicking the eyeballs - I thought I was somehow spawning fireballs, but couldn't for the life of me figure out how to replicate that elsewhere. :) But once figured out, it has an odd coherence and it's really fun to play through. :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 07, 2010, 08:29:56 AM Bits 'N Pieces update -
I'm officially over my 2-week deadline now. I'd planned to finish up this past weekend, but that goal proved unattainable. However, the game is shaping up pretty well. By this weekend I'll make sure I'm done. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 07, 2010, 09:06:13 AM Time Warp Tickers is fun! I think the length is just about right.
Sort of bugs that should be easy to fix: 1. If you die while in the pre-flick animation, the character dies but the flick-aimer remains on screen. 2. If you complete the game and then hit X+C to reload, then start a new one-player game you respawn outside the room for the final boss. You should probably start over at that point. The time and life gauge is awesome looking, but I could not figure out how to read it, or tell how much life I had. This is complicated by the fact that the game is so short, so you beat the game before you ever reach a point where you want to learn to read the dial. I figured out the button puzzle, though only because I knew you could do a super-flick from reading the intro and assumed I had to try that. Maybe make the button only half-press then pop back out to indicate you didn't hit it hard enough? The fact you flash green for a super-flick also makes the color coding of the buttons seem backwards. It's also be nice if there was maybe a flick-charge gauge over your head to let you know how close you are to a full charge (It would only appear when you wind up for a flick, like the aimer). It'd also help new players, since they would see the gauge and wonder what happens if they wait until it gets full (and then they learn how to do a super-flick). Your flick range is pretty short, so a lot of times when fighting the final boss I'd charge up a super-flick but let it go a second early and miss. I'd have sort of liked it if the flick animation was bigger and lasted longer, maybe with the finger sweeping the air in a wide arc to indicate "This is where you hit stuff". Does that make sense? The slow-mo didn't seem very useful, but it's still pretty cool. Maybe if you slipped in a few spots where the player needs to navigate past retracting spikes, or a puzzle involving timed switches that requires a slo-mo to solve. The eyeballs can be used as an infinite source of Time? so the player should not be stuck. Lastly, the terrain is pretty bland! You should try to fill in some of the areas with some extra weird graphics, like L's Dali Clocks, digital watches running out of control (and maybe spelling out weird messages) or hourglasses pouring out sand. They don't need to actually do something to the player, they're just to break up the game and push the player forward to see what weirdness comes next. Everything else looks really great! The controls are smooth enough that they don't interfere, and the difficulty is about at the "Fun" level. Not so easy that you charge through effortlessly, but not enough to keep you stuck on one part for more than a full life. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 09:40:47 AM Time Warp Tickers is fun! I think the length is just about right. I honestly intend it to be bigger. Around 3 levels or so. 2. If you complete the game and then hit X+C to reload, then start a new one-player game you respawn outside the room for the final boss. You should probably start over at that point. Huh. That shouldn't happen. The checkpoint system is a hacky piece of shit anyway that I'll be redoing, but I'll see about trying to fix that tonight. The time and life gauge is awesome looking, but I could not figure out how to read it, or tell how much life I had. This is complicated by the fact that the game is so short, so you beat the game before you ever reach a point where you want to learn to read the dial. Yeah, I went a little too much for style over function. I'll probably add a few numbers there to make it easier to understand. It's probably a little too flourishy as well. I figured out the button puzzle, though only because I knew you could do a super-flick from reading the intro and assumed I had to try that. Maybe make the button only half-press then pop back out to indicate you didn't hit it hard enough? The fact you flash green for a super-flick also makes the color coding of the buttons seem backwards. It's also be nice if there was maybe a flick-charge gauge over your head to let you know how close you are to a full charge (It would only appear when you wind up for a flick, like the aimer). It'd also help new players, since they would see the gauge and wonder what happens if they wait until it gets full (and then they learn how to do a super-flick). I like your ideas. Yeah, this seems to be pretty much the biggest issue I have in the game as far as the controls go. I have a pretty awesome idea how to make that look too. Your flick range is pretty short, so a lot of times when fighting the final boss I'd charge up a super-flick but let it go a second early and miss. I'd have sort of liked it if the flick animation was bigger and lasted longer, maybe with the finger sweeping the air in a wide arc to indicate "This is where you hit stuff". Does that make sense? It does, and yes, it is short. I'll be making it larger and adding better visual feedback of the flicking area. It also only works for a single frame now, and I don't think that works very well, especially since the last frame of the animation lasts a little while. Also, the power flick doesn't do anything different to the boss right now. That too will be fixed. The slow-mo didn't seem very useful, but it's still pretty cool. Maybe if you slipped in a few spots where the player needs to navigate past retracting spikes, or a puzzle involving timed switches that requires a slo-mo to solve. The eyeballs can be used as an infinite source of Time? so the player should not be stuck. I had better ideas for level design that uses the slow-motion in a more interesting manner, but my current level design tools are shit. I'll be improving them and then I'll be making levels a lot more interesting. Lastly, the terrain is pretty bland! You should try to fill in some of the areas with some extra weird graphics, like L's Dali Clocks, digital watches running out of control (and maybe spelling out weird messages) or hourglasses pouring out sand. They don't need to actually do something to the player, they're just to break up the game and push the player forward to see what weirdness comes next. Indeed, I had no time to create fancy graphics. Most of the stuff that actually looks good there was made by JaJitsu. If it were just me, the game would have looked much, much worse. But that's also in my list of future improvements. Everything else looks really great! The controls are smooth enough that they don't interfere, and the difficulty is about at the "Fun" level. Not so easy that you charge through effortlessly, but not enough to keep you stuck on one part for more than a full life. Thanks. I've had some people have issues with the boss fight being too hard, but I think the biggest issue is the short flick range. Plus, I'll be increasing the invincibility time after you get hit for a few more fractions of second. I'll be fixing what I mentioned and that little death bug as well. Thanks for the feedback. :-* Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: xot on June 07, 2010, 09:46:50 AM Go with your instinct, 3 levels would be perfect. Or more. Or longer. Spacing out the introduction of new elements would improve things I think. Also, since jumping is so prominent, how about some jumping challenges? The game just seems too horizontal for such a vertical element. Also, the time element and the status display meant nothing to me. That needs fleshing out.
Very, very neat so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 07, 2010, 09:50:50 AM I just want to say, Melly, you are awesome.
Time Warp Tickers was really nice. Specially the boss and the "slowdown" mechanic. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 10:28:00 AM Thanks guys. You can be certain I'll be improving this game a fair bit over time. I'm also going to start work on another game of my own, so it won't be THAT fast, but it will be at a constant pace.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 07, 2010, 10:31:59 AM I'll have to assume Podunkian is right about this one and the game is processing way too much crap at that point and causing your computer to spaz out or something. You're the first person I've had this happen to too. Then I guess I'm number two. I seem to be the test case for cranky systems. I guess if it works for me, it'll work for anyone. :shrug2:Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 10:48:14 AM Yeah, I'll be looking into this.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 07, 2010, 11:05:46 AM Oh yeah. It happened to me too. My PC is not great; the online version was really slow and apparently crashed upon loading the level (music was playing though). Offline version works flawlessly.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 11:25:03 AM I should also note that the game isn't very optimized. I just rushed through it, so I'm probably doing a LOT of retarded shit under the hood.
I promise cleaning up this mess of a code and optimizing it are be two of my top priorities. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 07, 2010, 12:13:00 PM There are two colors of buttons. Before that door you already opened another one with a red button, so I'm a little surprised you couldn't figure that out. Maybe I should add a few more buttons prior to that spot to ease people into the mechanic better. Ah, looks like the same mistake I made with Jigsaw. See, I didn't notice that the buttons were different colors, and I happened to hit the red one with a charged flick the first time by coincidence. I didn't link the two things in my mind. Also a red switch doesn't really scream "you need to hit it harder". When an eyeball exploded on a red switch and the switch didn't go, I automatically thought it was a bug. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: muku on June 07, 2010, 12:31:02 PM The ending was supposed to be something you could interpret in different ways if you wanted to, which is why I didn't want to just go ahead and explain everything. Why no one seemed to interpret it in this way that I'm describing is a mystery to me. I did, FWIW. (Of course I didn't catch that bit with him demonizing his tools and so on, that's just too subtle, but I did get the gist that he's one of those deranged murderers from the movies.) Great game by the way, some very clever puzzles. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 12:41:05 PM Ah, looks like the same mistake I made with Jigsaw. See, I didn't notice that the buttons were different colors, and I happened to hit the red one with a charged flick the first time by coincidence. I didn't link the two things in my mind. Also a red switch doesn't really scream "you need to hit it harder". When an eyeball exploded on a red switch and the switch didn't go, I automatically thought it was a bug. Yeah, I'll perhaps add the feedback that was suggested, like the button being pressed a little and then popped back in place, probably with a sound, to make it more obvious that you need to apply more force to it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 07, 2010, 12:53:31 PM Maybe if the difference between a normal-flicked object and a charge-flicked object were more drastic? Like, normal would bounce off of any enemy/wall it hits, going off at angles as it does, and charged would plow through enemies in a glowy, fiery ball, exploding on contact with the first wall it touches.
And then you could have situations were you need to ricochet an enemy around, where the charged flick won't cut it. And I also vote for the flick reach to be extended (like, the finger going to a near-90-degree angle), at least for the charged flick. Anyway, cool stuff. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on June 07, 2010, 02:15:55 PM Yeah, a different animation for the two flicks would also help a bit. Slightly larger reach for normal, and really exaggerated for charged. Visually, it would just help to sell what's happening.
Oh, I got the game working after several tries and a couple of reboots. It's slow at times and takes forever to load, but it'll do it with some patience. This is pretty keen stuff here. Can't wait to see how you build on this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 03:50:59 PM Oh, I got the game working after several tries and a couple of reboots. It's slow at times and takes forever to load, but it'll do it with some patience. Any specific times the slowdown was worse? I've been thinking about it and I believe I know exactly what's causing these crashes. I can probably fix them tonight. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 07, 2010, 04:05:14 PM Sorry guys, some delays on Meong (FFFFFFFF) due to various events, things, etc happening in and around where I am.
So here's some music from the game (WIP stuff still) http://kiwi6.com/file?id=yhe77tdr70 - Gate of the Guide http://kiwi6.com/file?id=wshckwf9ij - Map Song http://kiwi6.com/file?id=tjz0h44q4u - Title Menu Theme http://kiwi6.com/file?id=215ul2fj42 - Blue Midnight's Theme All very WIP, need some help making them sound more authentic and any suggestions, etc. 2nd Update - Ok, so there are some serious problems with the Blue Midnight Theme. No matter what I do with exporting it from FL Studios 8, it seems to constantly want to drop the drums at a point despite anything I do. They're a soundfont, but would this really affect it as such? D: THIRDLY - Finally fixed, the link has been updated. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 07, 2010, 11:25:28 PM I've updated TimeWarpTickers with some improvements:
Zipped executable (http://dl.dropbox.com/u/511152/TimeWarpTickers.zip) SWF (http://dl.dropbox.com/u/511152/Timewarp.swf) Original links updated as well Changes in this version:
Still tons to do, but for the moment this seems like it's enough to make this version more enjoyable. Do provide feedback. :-* Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on June 07, 2010, 11:34:16 PM TWT works now but i don't like it because controls/movement feel clumsy
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 07, 2010, 11:39:22 PM I've updated TimeWarpTickers with some improvements: ..snip!... Still tons to do, but for the moment this seems like it's enough to make this version more enjoyable. Do provide feedback. :-* Nice game Melly! I really like how you managed to make it MORE zany than the original by turning the hand into a robot suit with a ninja cat(?) in it. I did have a bit of trouble at first understanding how to make the flick work, because of the crosshair at the end of the flick indicator I thought that was the point at which the flick would strike and got very confused for a few minutes. Maybe an arrow would be better? It runs a bit slow on my machine as well, Athlon [email protected], Radeon 4830, 4GB of RAM. Maybe you could use something like ASProf to see where the CPU cycles are going? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 07, 2010, 11:47:32 PM It runs a little slow on my machine too, but nothing too noticeable. Other than the controls being a bit slippery, its pretty solid.
Boss bottle was really enjoyable. Music animations, graphcis were great too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 08, 2010, 12:40:57 AM TWT works now but i don't like it because controls/movement feel clumsy Care to elaborate? That's just too vague for me to imagine what you might be experiencing. Nice game Melly! I really like how you managed to make it MORE zany than the original by turning the hand into a robot suit with a ninja cat(?) in it. Cheetah. I did have a bit of trouble at first understanding how to make the flick work, because of the crosshair at the end of the flick indicator I thought that was the point at which the flick would strike and got very confused for a few minutes. Maybe an arrow would be better? Hmm, interesting, hadn't thought of that before, but now that you mention it does seem an arrow would be more logical... It runs a bit slow on my machine as well, Athlon [email protected], Radeon 4830, 4GB of RAM. Maybe you could use something like ASProf to see where the CPU cycles are going? It runs a little slow on my machine too, but nothing too noticeable. Yeah, game's not very well optimized right now, and I noticed it's using a fuckton of memory. I'll have to look into heavily improving that, and I already have some ideas to optimize the code. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on June 08, 2010, 12:58:53 AM Care to elaborate? That's just too vague for me to imagine what you might be experiencing. no, that's just too vague for me to express it in words Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mikademus on June 08, 2010, 05:40:03 AM Tried TimeWarpTickers. Great concept! Good production values!
I got stuck close to the beginning and had no idea how to kick an eye into that yellow button, tried for five minutes and turned it off. So initial very good impressions, but which were annulled by annoyance with the game not teaching you how to solve problems. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 08, 2010, 05:42:15 AM http://kiwi6.com/file?id=yhe77tdr70 - Gate of the Guide http://kiwi6.com/file?id=wshckwf9ij - Map Song http://kiwi6.com/file?id=tjz0h44q4u - Title Menu Theme http://kiwi6.com/file?id=215ul2fj42 - Blue Midnight's Theme All very WIP, need some help making them sound more authentic and any suggestions, etc. These are really good :beer: As for suggestions, I might lower the volume of the drums a bit, especially in the title and map songs. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 08, 2010, 08:22:26 AM I've updated TimeWarpTickers with some improvements: The Life Max Up and Time Max Up items respawn when the player dies. It's rather easy to collect the life max and time max up before the first pits + jumping monsters, suicide, then collect them again until you're maxed out. Bug or feature? When jumping down the pits, the player can move a little bit after they fall off screen before they die, so it feels like you're walking under the level for a few moments. This just bugs me, but isn't necessarily a bug. That's all I could find! The charge-up gauge is pretty cool. Looking forward to you adding the next level! -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 08, 2010, 08:33:54 AM I was on holiday last week and didn't get anything done on Storm over the Desert, but I hope to be back on track soon. The game, graphics and music are all mostly done and hopefully all that's left is to put them together.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 08, 2010, 09:01:05 AM no, that's just too vague for me to express it in words :( Well sorry then, but I really don't know how to fix something that I don't even know what it is. I've had some people complain the jump is too floaty. Would that be it? Tried TimeWarpTickers. Great concept! Good production values! I got stuck close to the beginning and had no idea how to kick an eye into that yellow button, tried for five minutes and turned it off. So initial very good impressions, but which were annulled by annoyance with the game not teaching you how to solve problems. Thanks for the compliments. Didn't you try to hold up while flicking? I'm trying to see if I can teach the player the game's mechanics through the level design, without holding their hand and saying "Hey retard, this is how you do this shit!". You do mean the first yellow button, right, and not the second? Also, did you really try for five minutes or is that hyperbole? I'll be reworking the first level entirely eventually, but until then I welcome suggestions to make learning the game's concepts easier without me putting a huge sign saying "Press UP and FLICK". The Life Max Up and Time Max Up items respawn when the player dies. It's rather easy to collect the life max and time max up before the first pits + jumping monsters, suicide, then collect them again until you're maxed out. Bug or feature? Does "I forgot about it" count as a bug? :whome: I'll be fixing it. When jumping down the pits, the player can move a little bit after they fall off screen before they die, so it feels like you're walking under the level for a few moments. This just bugs me, but isn't necessarily a bug. Yeah, I can imagine that would feel a little odd. It should be the death animation that's causing the movement. I'm thinking of not really having bottomless pits in the next version and introduce something different. Maybe hands that drag you down some dark pit? Would fit, and be a little creepy. Creepy's good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 08, 2010, 09:23:03 AM Make the tutorial eyes look in the direction they should be hit?
Personally, I tried to use up as jump immediately and figured it out. If all else fails, have a super simple instruction screen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 08, 2010, 09:39:53 AM The SWF works now for me, but the game is a biiit slow. Not much of a deal I guess, and prolly has to do with my specs.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 08, 2010, 09:44:22 AM I see a solution with respect to introducing switches. You're simply introducing them to the player in the wrong order. Start with the diagonal switch (can be hit without using the arrow keys to aim), then the horizontal switch, then the vertical switch, then the red horizontal switch.
Also, you can illustrate the red switch mechanic better by making bouncing enemies turn a different colour after their first rebound (or when charge-flicked). Also, a time-slow idea: activate slowed time, flick an eye, run in front of the eye while it's moving, then flick it again at a 90 degree angle to send it around a corner. Alsoalso: you need a gentle 'tick'-like sound when you flick, to indicate that it actually does something. Alsoalso: dividing the meter-o-clock into four discrete colour sections is a little bit misleading. Instead consider a smooth colour gradient around the circle. P.S: Try some out-of-the-ordinary temporally themed sound effects. Such as, a cuckoo-clock sound when you take damage, and a heavy clock tower bong when you die. (Maybe the Westminster Chime (http://en.wikipedia.org/wiki/Westminster_Quarters) when you start a new level?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 08, 2010, 10:12:38 AM I see a solution with respect to introducing switches. You're simply introducing them to the player in the wrong order. Start with the diagonal switch (can be hit without using the arrow keys to aim), then the horizontal switch, then the vertical switch, then the red horizontal switch. That could be it. Once I get a better level editor I'll try out that idea. Also, you can illustrate the red switch mechanic better by making bouncing enemies turn a different colour after their first rebound (or when charge-flicked). Yeah, right now enemies that are charge-flicked don't look very different. Should be easy to fix, actually. I'll give them a red color as well. I like your other suggestions as well. I'll be taking them into consideration. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 08, 2010, 02:28:36 PM Hello my name is Dragonmaw and my game sucks.
http://www.mediafire.com/?ynoorgitykz Includes: - Random game mode. Play a shitty game on a poorly randomized map! - 4 enemy types with 5 different elemental properties! - 5 kinds of swords to throw! - Fucking awful placeholder music! Known bugs: - Enemies sometimes clip through solid objects or leave the map. - Player can get stuck on an enemy if not careful. Edit: This is obviously not the final version of the game. This is nowhere even close. I just wanted something to show since I've been badgered about it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 08, 2010, 03:56:48 PM i'll be starting round 3 of removals pretty soon. again, those who've not posted, please post about your games, or you will risk being cut!
now that a month or so has passed with the original deadline, i'll be giving vets (those who've finished their first games) a chance to do another game. this will happen a few days after round 3 of removals, allowing newcomers precedence. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 08, 2010, 03:59:31 PM Hello my name is Dragonmaw and my game sucks. Tried your game Dragonmaw. It works well here, for the most part. Moving the character feels a little constrained, perhaps because of the 4-way-only movement scheme, but it works well with a little practice. Though there isn't much to hold the player's interest, to be honest. Enemies barely pose a challenge, and I didn't see anything that seemed to be directly affected by my swords' elemental properties. Also, you should probably try to stay a little away from the original game's color scheme. Vary that green a bit man. With some more development and a focus on more interesting challenges and goals this could be pretty cool stuff. :handthumbsupL:;D Also, you mention music, but I couldn't hear anything in my computer. :( now that a month or so has passed with the original deadline, i'll be giving vets (those who've finished their first games) a chance to do another game. this will happen a few days after round 3 of removals, allowing newcomers precedence. I've been thinking of tackling another, simpler game, like one of the shooters. But nw that I think of it I probably have too much going on in my end already. Still, if by the end of this I don't see the glory of Lollipop and Manchester I will kill someone. And then make it myself. Seriously, think of the potential. Rythim-based Devil May Cry. Angels shall weep. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 08, 2010, 04:35:14 PM Hello my name is Dragonmaw and my game sucks. Tried your game Dragonmaw. It works well here, for the most part. Moving the character feels a little constrained, perhaps because of the 4-way-only movement scheme, but it works well with a little practice. Though there isn't much to hold the player's interest, to be honest. Enemies barely pose a challenge, and I didn't see anything that seemed to be directly affected by my swords' elemental properties. Also, you should probably try to stay a little away from the original game's color scheme. Vary that green a bit man. With some more development and a focus on more interesting challenges and goals this could be pretty cool stuff. :handthumbsupL:;D Also, you mention music, but I couldn't hear anything in my computer. Yeah the Random game mode was only intended to be a test of how well everything works. I'm working on the actual levels right now. Edit: Well, according to little babby Podunk I've been dropped from the compo. Still gonna work on it. New name: Silver Sword and the Sword of Silver. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 08, 2010, 05:05:28 PM Whoever is getting Lollipops or Dam Busters better do some justice or heads are gonna roll
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 08, 2010, 05:10:15 PM i'll be starting round 3 of removals pretty soon. again, those who've not posted, please post about your games, or you will risk being cut! I recently signed up (about 4 days ago) and I usually don't post about development of games I work on. Since this is a different circumstance, I'll be posting about my progress soon. Thanks for the reminder.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 08, 2010, 05:57:25 PM Edit: Well, according to little babby Podunk I've been dropped from the compo. Still gonna work on it. New name: Silver Sword and the Sword of Silver. Aww, I didn't think it was that bad. Certainly had potential. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sir Raptor on June 08, 2010, 06:14:24 PM Whoever is getting Lollipops or Dam Busters better do some justice or heads are gonna roll Dammit, I'd try a shot at Lollipops, but my PC is down due to it catching like 12 viruses at once. Gonna need to have it fixed; if you'd keep a slot open for Lollipops, y'know, help me out.Or don't, if someone who actually matters takes it first. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 08, 2010, 06:25:38 PM I guess I'm due for an update on Illuminator.
Progress has been steady, though a little slower than I'd like. I implemented something that makes the lighting and shadows run a LOT faster, so I'm pretty pleased with how the game speed has improved on my own pitiful computer. The main character is now animated, and a number of different enemy types have been implemented. I could probably call it enough at this point. We'll see. I got a sweet remix of the game's theme courtesy of TEM, and have been implementing sound effects. I've also been working on levels, but still need some means to tie them together. I don't really want to post a new build right now, 'cause the sounds and the levels are in sort of a messy "in-progress" state, partway between existing and all working together. So I hope this simple update will suffice. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 08, 2010, 06:31:27 PM for those of you who aren't aware of it, development for your games can be discussed on IRC as well at #pigscene at irc.esper.net
Development discussion takes place in #pigscene on irc.esper.net! (or click this link (http://bit.ly/ahgyif)) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 08, 2010, 07:04:26 PM (...) don't know if you read the big flashing text on the sign up page which says (paraphrased) "experienced devs only, please." level 0 + no games in your post history doesn't give much confidence and neither does "computer being eaten by 10 viruses," BUT if you're still up for it, sign up when you can? but if you really, really haven't made a good, solid game before, PLEASE do me a favor and don't sign up. i don't want to waste any more time PMing people who don't know what they're doing! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 08, 2010, 11:08:29 PM still working on cheetahmen!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 09, 2010, 12:16:51 AM despite being booted, still working on silver sword.
http://www.mediafire.com/?5nnwzanzeud added shops, "unlocked" classic mode (there's not much there) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: madlobster on June 09, 2010, 01:08:28 AM As someone not in this, but just playing the games you are making, please, take as much time as you need. The steaming turd that is Action 52 has been around for nearly 20 years. The paradoxically good remake can take a bit longer than the original creation. everyone ignore this man. he knows not what he is saying. i will cut you from the project! ignore this man, immediately!Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sir Raptor on June 09, 2010, 02:37:37 AM (...) don't know if you read the big flashing text on the sign up page which says (paraphrased) "experienced devs only, please." level 0 + no games in your post history doesn't give much confidence and neither does "computer being eaten by 10 viruses," Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Damian on June 09, 2010, 02:57:00 AM Edits:
Lazer League Main character (http://i46.tinypic.com/2sbnyg0.gif)-(http://i45.tinypic.com/2rfpyqp.gif) Enemys Enemy - Space Flowers, 50 points. (http://i45.tinypic.com/osgaqu.gif) Enemy- U.F.O's, 25 points (http://i49.tinypic.com/25tz0uv.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 02:57:42 AM despite being booted, still working on silver sword. http://www.mediafire.com/?5nnwzanzeud added shops, "unlocked" classic mode (there's not much there) hey man. too little, too late, i'm afraid. i think there were two other checkpoints besides this last one that you could've posted progress on, but you didn't really post a thing. my bad for letting it slide til this point -- i didn't mean to give you any sense of immunity. considering how confusing it is for me to keep track of the projects that're involved with A52O as it is, could you please leave progress of your game elsewhere? it's already hard enough having to read through a thousand pages in order to figure out what's going on with the entries. as for real A52O news, easyname's BLIPS AND BEEPS was written about on indie games.com (http://www.indiegames.com/blog/2010/06/freeware_game_pick_beeps_and_b.html)! wahoo. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 03:03:24 AM I don't believe I did. I'll shut up now. danke -- you have to realize i maintain that list by hand, and there've been an awful lot of people hogging a spot until i ask them what's going on and they tell me they hadn't done a single thing, which can get annoying. you can always give one of these games a shot though, and maybe post it on the feedback forums to get feedback on 'em at your own pace, which might be better for learning anyways. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 09, 2010, 03:52:28 AM still working on cheetahmen! I hope it'll be as good as Trigger.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 09, 2010, 10:12:27 AM What's with all that wahooing lately?
I should probably pass my development updates on TWT to another thread, maybe in DevLogs, since it's already ticked off the list. I will still be updating the same link with current versions. Either way, recently I've been working on a few feedback issues and optimizations to the code, so people can hopefully run the game without many hiccups and slowdowns. I've also been looking into a better level editor, and I think I'll use the Ogmo Editor for it. It seems pretty slick. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on June 09, 2010, 10:32:07 AM KEEPING TRACK OF GAMES-> collaboration tool
why not use something like google docs (http://www.google.com/google-d-s/tour2.html). spreadsheets for that matter. ->everyone who is invited can edit stuff...in real time. (heres a video that shows the new google docs released in april 2010 (http://googledocs.blogspot.com/2010/04/rebuilt-more-real-time-google-documents.html)) for example there are 52 rows and 5 columns. game #1 / developer / progress in percent / estimated release date / a bit individual text that would be way more clear for everyone involved to see the progress of everyone and for mr. podunkian to keep track of the games etc. theres also stuff like typewith.me (http://typewith.me/) or sync.in (http://sync.in/) (online collaboration word processors....no registration whatsoever required) note: i just found these programs here (http://etherpad.com/) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 09, 2010, 11:35:19 AM I'm still working on Billy Bob. I've finished making enemies and the fighting system, and I'm just waiting on graphics from Pgil before I finish the first level.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 12:41:15 PM i'm aware of google docs and how it works -- however, i also think there's less of an obligation to do work if you can simply just edit a text document. which is why the reservation system was put up in the first place. having your name on the reserved list is a responsibility!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on June 09, 2010, 12:47:46 PM i'm aware of google docs and how it works -- however, i also think there's less of an obligation to do work if you can simply just edit a text document. which is why the reservation system was put up in the first place. having your name on the reserved list is a responsibility! indeed the reserved list brings some pressure and responsibility to the table. however i thought an additional document would be better than hopping through dozens of pages on this thread. since the said reserved list doesn't show any progress a document of some sort could fill that gap temporarily. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sir Raptor on June 09, 2010, 01:04:57 PM Okay, two more things before shutting up takes place.
First, I'd like to know either if there are links to the finished games, or if they're scheduled to all be released at once in one big Action 52 Owns WINRAR. Second, after this jam is finished, what should be done with the Genesis A52? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 01:31:09 PM First, I'd like to know either if there are links to the finished games, or if they're scheduled to all be released at once in one big Action 52 Owns WINRAR. Second, after this jam is finished, what should be done with the Genesis A52? the game links are on the signup list -- i've kinda made them semi-hidden to discourage people from just downloading them all and playing them before the 52 pack is done, but if you really wanna play some games, click the little . before the green listed games. as for the genesis a52 -- the games on that cart aren't good bad (if you know what i mean). they're actually like competently programmed, for the most part, but just so dull to play that it wouldn't really be fun to remake any of the games on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 09, 2010, 01:35:25 PM Might be interesting to do remakes of the Genesis games anyway. Since they are well-made, just... boring. Spice up your life!
Regarding Silver Sword, I started a thread in DevLog. I'm posting all future updates there. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on June 09, 2010, 01:39:49 PM Hambo's Adventures (Beta)
A short game about a pig trying to escape an odd factory full of strangely dangerous balls. (http://worldofarcana.com/code/Hamboss1.png) Download Hambo's Adventures (beta) (http://worldofarcana.com/code/hambo52.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 09, 2010, 01:45:16 PM Update on Critical Bypass, slightly past the 2 week mark now (was at TIGJamUK2 all weekend making other games) but game will done by end of the week. Should have done something 2D but I wanted to go all out since this such a cool project.
I'll post a playable build tommorow so you can all see how close to finishing it is. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 09, 2010, 02:15:51 PM I just played the Hambo's Adventures preview and hated the controls. Why only twirl clockwise? Is there a need for strafe? Just use the left/right arrow keys to rotate and holding C would toggle strafe?
Oh and you might want to, for each texture, to set the Aniso level higher in the inspector. It gets rid of the blurry textures, at a negligible performance cost. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 09, 2010, 02:19:24 PM Okay guys, here's what I got for Lollipops so far...
NES version: (http://dl.dropbox.com/u/2074248/GAME1.png) MY version: (http://dl.dropbox.com/u/2074248/GAME0.png) Like it? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 09, 2010, 02:32:50 PM I certainly like those tiles.
In what kind of direction are you taking the game? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 09, 2010, 02:33:46 PM I'm gonna try making is serious, like, to the point where it's funny (hopefully)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 09, 2010, 02:40:09 PM Oh man, Lollipops is looking awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 09, 2010, 02:42:43 PM Thanks Rdein!
I actually looked at some of your stuff, to try and get the tiles right! :D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 02:44:19 PM I'm gonna try making is serious, like, to the point where it's funny (hopefully) i was hoping for a more over the top approach, since it is, after all, a game about a muscleman killing things with a lollipop. do this game justice or you'll forever be in my shitlist, scattle!Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 09, 2010, 02:46:58 PM There is possibility for gold in a game where a muscleman that kill things with a lollipop that tried to take itself completely seriously.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 09, 2010, 02:48:21 PM Hambo's Adventures (Beta) A short game about a pig trying to escape an odd factory full of strangely dangerous balls. Download Hambo's Adventures (beta) (http://worldofarcana.com/code/hambo52.zip) play this as well and i'm gonna echo the sentiments that allen put out there. here's two ideas: A) turn the arrows into rotation keys (doom style), have x and c be strafe (pressing both at once making the player jump) or (and more preferrably) B) turn the arrows into rotation keys (doom style), have x be jump, and holding c turns left/right into strafe keys. two other things: the menu should follow the style of the other game menus -- i.e. look like the original A52 menu instead of just having a PRESS THIS TO PLAY THIS TO QUIT sort of thing. and also, i kind of wish the game had more to do with the source material. the original game was quite donkey kong-y, and what you've got just feels so generic, even with the whole portalesque signs going on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 09, 2010, 02:53:02 PM @ mr. podunkian:
Yeah, I mean, I could try both ideas, couldn't be too hard, but, I think, since the idea is already pretty obnoxious, that, it would be cool to make it overly serious And, YOUR SHITLIST!? I'm too indie for shitlists :D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: yuseenothing on June 09, 2010, 03:03:22 PM this looks so amazing guys, i can't wait till we reach the fifty-second game and have a stolen "it takes two" chiptune playing on the menu.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 09, 2010, 04:00:41 PM I'm with Melly, you should totally make the game serious but keep the bizarro candyland art style like you've got. That should naturally result in hilarity.
I'm up for spending some time tonight playtesting stuff. I've got Hambo that I've gotta play, are there any other games that people need to have tested for bugs? This thread is starting to get unwieldly. -SirNiko Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 09, 2010, 05:42:17 PM This is my progress screenshot for Chill Out:
http://gzstorm.com/screen/progress_0.png (http://gzstorm.com/screen/progress_0.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 09, 2010, 08:09:30 PM http://www.gametrailers.com/video/angry-video-screwattack/100758
AVGN reviews Cheetahmen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on June 09, 2010, 10:06:42 PM Cry Baby is starting to look like something.
(http://img529.imageshack.us/i/cb1a.jpg/) [edit] http://img529.imageshack.us/i/cb1a.jpg/ (http://img529.imageshack.us/i/cb1a.jpg/) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mkoi on June 09, 2010, 11:11:26 PM Found this thread from a link posted on AVGN's 2nd part of Action 52 review, progress looks good, I have this page bookmarked so I can test further beta games, I'm really lazy to sort through all the links to all the games, but if some one will post all the download links I'll be happy to play test them. :beer:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 10, 2010, 12:22:31 AM Download links can be found on this page (http://www.superfundungeonrun.com/action52/index.php)... if your eyes are sharp!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 10, 2010, 12:51:15 AM okay, now that the list has been up for awhile, i'm allowing entrants who've finished an action 52 owns game to reserve another one. let's show these slowpoke scrubs what game dev is all about.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 12:55:49 AM I got Sharks.
Prepare for dangerous underwater exploration. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 10, 2010, 12:58:09 AM I got Sharks. Aww, I was hoping you'd spend your time making Time Warp Tickers into a more fully-fledged game. Well, it's your decision. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 01:05:39 AM I will, but there is no hurry. And I don't plan Sharks to be a complex game. Just a fun race against the time to collect underwater treasure and be horribly maimed by sharks.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 10, 2010, 01:12:58 AM I got Sharks. Aww, I was hoping you'd spend your time making Time Warp Tickers into a more fully-fledged game. Well, it's your decision. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 10, 2010, 02:23:27 AM don't know if you guys saw this, but A52 OWNS games have been getting a lot of attention from DIYGamer:
easyname http://www.diygamer.com/2010/06/clear-room-easynames-beeps-blips/ handcraftedradio http://www.diygamer.com/2010/06/curt-klings-mash-man-stomps-heartstrings/ jajitsu http://www.diygamer.com/2010/06/jason-boyer-cuts-loose-fuzz-power/ and the latest melly http://www.diygamer.com/2010/06/time-warp-tickers-flicking-kicking/ these are really great write-ups, and they should be an indication as to how amazing the finished 52 game pack will be, haha (^: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on June 10, 2010, 02:48:50 AM don't know if you guys saw this, but A52 OWNS games have been getting a lot of attention from DIYGamer: easyname http://www.diygamer.com/2010/06/clear-room-easynames-beeps-blips/ handcraftedradio http://www.diygamer.com/2010/06/curt-klings-mash-man-stomps-heartstrings/ jajitsu http://www.diygamer.com/2010/06/jason-boyer-cuts-loose-fuzz-power/ and the latest melly http://www.diygamer.com/2010/06/time-warp-tickers-flicking-kicking/ these are really great write-ups, and they should be an indication as to how amazing the finished 52 game pack will be, haha (^: indeed! also: CPW http://www.diygamer.com/2010/05/miles-drummonds-jigsaw/ rdein http://www.diygamer.com/2010/06/guilherme-martins-bubblegirl-rozy-chews-web/ mr. podunkian http://www.diygamer.com/2010/06/hooks-arthur-lees-streemerz/ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 10, 2010, 02:53:30 AM Can one be reinstated into the competition if dropped? Just curious. Made a significant amount of progress in the past two days.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 10, 2010, 03:53:14 AM I'm having good progress at G-force Fighters, the engine is done and now is just game play balance and menu. It should be done at Monday AT max. I'm also looking for a musician here: http://forums.tigsource.com/index.php?topic=13077.0 (http://forums.tigsource.com/index.php?topic=13077.0)
Also: :durr: http://img809.imageshack.us/img809/2484/cheetahmenmodeenabled.png Quote What kind of hori-shmups will you take inspiration from? Will there be Gradius-style ground enemies in hard-to-reach spots? Will there be many environmental obstacles? Will there be a bunch of high-hit-point threats that need to be quickly dispatched? Enemies with armour and tiny cores? Sorry for the big response delay. I'm taking inspiration from the main G-Force Fighters but making it more "arcade" and non buggy and fun. In terms of gameplay you can think about Terry's Bullet Time with a slower pace and with a health bar, among other differences. So there probably isn't going to have environmental obstacles nor enemies with armour and tiny cores, although something like high-hit-point threats sound a good obstacle for it (like a bomb that can drain the health bar if you don't hit it in time). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 10, 2010, 04:22:40 AM Can one be reinstated into the competition if dropped? Just curious. Made a significant amount of progress in the past two days. no* * oh that's real great that you've finally gotten very basic features in finally, because if i recall correctly you were too busy being an <irc drama>idiot worthless op</irc drama> in #tigirc to have done anything in the past month that i'd turned a blind eye to your lack of progress (http://forums.tigsource.com/index.php?topic=12439.msg377691#msg377691). i really don't mind if people think i'm being subjective here, because in all honesty, i am -- but i don't know what part of all of those warnings in the rules about "please have some developer experience" you didn't quite understand that you thought "hey bro, i can get away with this." in summation: no, and especially not for someone as worthless as yourself. for anyone who wants to see some desperate nerd try to save face, please keep yourself subscribed to this great thread: http://forums.tigsource.com/index.php?topic=13057.msg391543 otherwise, please do me a very kind favor and stop posting in this thread. you can relay your grievances to me via PM, but i'd like to keep this thread >>relatively<< drama free. do not post in here under any circumstances. thank you! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 10, 2010, 04:36:53 AM i hope everyone will understand that this (^^^^^^) has been a long time coming, and that i've (for the most part) kept very professional and dare i say helpful (easyname, cpw, melly, and other developers who've finished their games will back me up on this) regarding the development of these games.
however, i won't try to maintain any sort of air of objectivity -- i've kept all entrants aware of their status with the project (even in spite of the limited mass-PMing system on these forums), and i've removed entrants/entries i've felt didn't live up to the standard of games that've already been posted. as the rules state, this isn't 'babbys first gam mak experience' -- the idea was to take these terrible games and MAKE THEM GOOD above all else. if this requires me to be a bit of a fascist, so be it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Damian on June 10, 2010, 05:32:05 AM Thats understandable, anyway progress.
Enemy 3- Scissor fliers, 50 points, and hard-ish to kill. I've got a feeling that animations on this one's going to be a bitch. (http://i46.tinypic.com/30aykqf.gif) I've also created another enemy, its very simple but you'll see allot of it. I'd upload it but Firefox thinks different. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 10, 2010, 05:56:05 AM Sorry y'all for the lack of updates on non-human, I finished two minibosses for it last weekend, all thats left now is to make the final boss more exciting. The minibosses are meant to put a feeling of advancement in the game, like a pat on the back that means youre going somewhere, to compensate for the game being this seamless super long horizontal level. Maybe I should also throw in something else that shows how close you are to the end, like someone suggested on IRC I think (or was it here). Like some sort of stylized non-interactive map that shows a picture of where youre heading. Sort of like a progress bar or maybe a map like what you see between levels and whenever you die in Super Ghouls and Ghosts. Or maybe a more in-game background element that hints at your progress, Not sure yet. Anything to give you an idea of when youre halfway through the game. Maybe it could be a map you only see once before the game starts, so then you'd reckognize parts of the map you seen when you get to them. (if anyone has ideas, chip 'em in!)
Developments been slowing down because I got this big paid commission job for a metal band, with a rapidly approaching deadline (indiecade, on the 20th). I'll finish up easy mode proper for now, deal with the comission this weekend and then finish hard mode after the comissions' done. It does mean the *whole* game will be delayed, but at least its already in a form thats playable from beginning to end as of right now, hard mode being just a ridiculously time-consuming extra. The hard mode extras are taking more time to produce than the entire game itself so far god why am I doing this I am awful and worst thing is its so hard most people wont see half of it Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 10, 2010, 05:56:49 AM serg -- you should def. do a game. i really dug that one you did for that popovkast all those months back (it was like a crime detective story sort of thing) Thanks a lot! I played some of the original versions of the games that are currently free, but no great ideas came to mind. I'll definitely keep thinking about it, but I'd prefer to leave spots open for people more inspired than I currently am. Also, really sad to hear about your no reinstatements rule. I was looking forward to Arne's Megalonia so much and hoped he might be coming back to it. He hasn't posted for ages, though, so I dunno what the situation is, whereas you probably do. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 10, 2010, 06:26:44 AM I'm so tempted to take another one, especially because my first choice, City of Doom, is now available. I don't think we have enough time to do a whole other game though, since we are currently working on some other projects.
There is a very small chance Nate and I will decide to do this game, if it is still open by that time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 10, 2010, 06:35:53 AM okay, now that the list has been up for awhile, i'm allowing entrants who've finished an action 52 owns game to reserve another one. let's show these slowpoke scrubs what game dev is all about. naturally, you need to have a "mr.podunkian official certificate of worth" (which you only get if you are one of those brainwashed dummies in #pisscene) to get one more game, amirite padre Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 10, 2010, 07:12:43 AM Disregard my last post, we could not resist and decided to take City of Doom!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on June 10, 2010, 07:27:46 AM man, I'm tempted to try another one...
I think part of the reason I got mine done was because of the original time limit, is there a rough idea of when these are supposed to be completed by or are we just at the finished when it's done point? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 08:17:09 AM I believe you should give yourself a two-week limit to get the game done.
Also, I suggest we all leave the irc drama to the irc. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WindowRunner on June 10, 2010, 08:45:44 AM Alright! I'm making underground. Here I go...
Look at my profile for my website to see that I have some experience. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 10, 2010, 08:51:06 AM don't know if you guys saw this, but A52 OWNS games have been getting a lot of attention from DIYGamer: easyname http://www.diygamer.com/2010/06/clear-room-easynames-beeps-blips/ handcraftedradio http://www.diygamer.com/2010/06/curt-klings-mash-man-stomps-heartstrings/ jajitsu http://www.diygamer.com/2010/06/jason-boyer-cuts-loose-fuzz-power/ and the latest melly http://www.diygamer.com/2010/06/time-warp-tickers-flicking-kicking/ these are really great write-ups, and they should be an indication as to how amazing the finished 52 game pack will be, haha (^: indeed! also: CPW http://www.diygamer.com/2010/05/miles-drummonds-jigsaw/ rdein http://www.diygamer.com/2010/06/guilherme-martins-bubblegirl-rozy-chews-web/ mr. podunkian http://www.diygamer.com/2010/06/hooks-arthur-lees-streemerz/ Noooooo! No love for me! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 10, 2010, 08:57:13 AM Noooooo! No love for me! For me either, but it's all good. Making one last iteration of Space Dreams. YES I KNOW IT'S DONE but I finally found a bit of music for the cutscenes, and I'm adding one more easter egg. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 09:02:40 AM I can't see the articles in any of those links.
Were they removed or something? Either way, tonight I'll start work on Sharks and upload another version of TWT with several optimizations, and possibly a less retarded HUD. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: RaustBD on June 10, 2010, 09:04:57 AM hey, I'm a composer, and a while back I worked on a remix of some of the under-appreciated action52 songs. I completed remixes of ooze and space dreams before running into problems. Here's the song so far:
http://www.newgrounds.com/audio/listen/339588 If you like it, and are interested in remixes of other action52 songs, I'd be happy to help out with this epic project! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 09:12:59 AM RaustBD, I'll be checking your stuff. Depending, I could be interested in some music help.
I just played more of the original Sharks. Fuck, that game is as interesting as watching a sac of bricks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 10, 2010, 09:34:13 AM For me either, but it's all good. Not to sound like a Badgering Barnaby but I've reflected on Space Dreams a bit more and could you humour me by reducing the player's moving-around speed by say 25%? I think that would make the controls just a big tighter and give the kind of precision I was hankering for in my previous impressions. That's all, just that.Making one last iteration of Space Dreams. YES I KNOW IT'S DONE but I finally found a bit of music for the cutscenes, and I'm adding one more easter egg. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 10, 2010, 10:13:02 AM For your perusal: The first 3 hours of Silver Sword development. (http://l.j-factor.com/gamemaker/SilverSword.zip) Currently it's just a splash screen and a walk through an empty forest.
X - lock your direction, shoot sword beam. Arrows - stumble around. The plan is this. The eponymous sword possesses three elements: fire, silver and ice, which harm ice, mutant and fire foes, respectively. The sword's beams are fire-type when launched, but rapidly cool to silver, and then congeal to ice at their farthest reach. This means that each element is tied to distance - fire for near, silver for mid, ice for far - so you'll need to approach the enemies at varying distances to be most effective against them. Sometimes this means getting into their firing range, or sometimes it means having to get some distance between them! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 11:20:47 AM I like your ideas L.
I was thinking of getting SS myself before. My idea was more of a simple smashTV/dungeon crawler mix thing with maybe very simple attributes and leveling stuff. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 10, 2010, 11:28:39 AM no* * oh that's real great that you've finally gotten very basic features in finally, because if i recall correctly you were too busy being an <irc drama>idiot worthless op</irc drama> in #tigirc to have done anything in the past month that i'd turned a blind eye to your lack of progress (http://forums.tigsource.com/index.php?topic=12439.msg377691#msg377691). i really don't mind if people think i'm being subjective here, because in all honesty, i am -- but i don't know what part of all of those warnings in the rules about "please have some developer experience" you didn't quite understand that you thought "hey bro, i can get away with this." in summation: no, and especially not for someone as worthless as yourself. for anyone who wants to see some desperate nerd try to save face, please keep yourself subscribed to this great thread: http://forums.tigsource.com/index.php?topic=13057.msg391543 Great trollin' broski. You sure got me. "Desperate nerd" and savin' face, it's what I do best. Maybe if you weren't busy being such a baby in IRC, I wouldn't have had to deal with it. And now you pull out your classic "HUH HUH LOOK AT THE NERD HUH GUYS." You're such a child. Not like I'm going to make excuses. I put off development because I didn't feel motivated until just recently. I sincerely fucked up there, and I fully support you taking me off the project. Now I'm doing it, not because I want to "save face," but because I have all these sprites (courtesy of Mesh, Ein, and Ghostwheel) and I don't really want to discard them offhand. I see L has taken Silver Sword, so I'll change the name of my project so nothing gets confused and speak no longer of being reinstated. I asked because in the 2 days I'd been removed, I was actually working on it while nobody had taken it. Now that someone has, I'll leave it to him! If you didn't want to drag drama into the thread, you shouldn't act like... well, you. I wish Super Joe were unbanned. For your perusal: The first 3 hours of Silver Sword development. (http://l.j-factor.com/gamemaker/SilverSword.zip) Currently it's just a splash screen and a walk through an empty forest. X - lock your direction, shoot sword beam. Arrows - stumble around. The plan is this. The eponymous sword possesses three elements: fire, silver and ice, which harm ice, mutant and fire foes, respectively. The sword's beams are fire-type when launched, but rapidly cool to silver, and then congeal to ice at their farthest reach. This means that each element is tied to distance - fire for near, silver for mid, ice for far - so you'll need to approach the enemies at varying distances to be most effective against them. Sometimes this means getting into their firing range, or sometimes it means having to get some distance between them! That looks good! The cooling mechanic on the sword looks interesting, although I'm wondering how fun it'll be in practice. Are you planning on doing a set of linear levels like the original game? It's interesting how different people have different takes on the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: RaustBD on June 10, 2010, 02:43:14 PM hey, guys, I tried playing the silver sword thing on my mac using crossover, and it froze my computer.
Is there any way at all you could make this collection mac compatible? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 10, 2010, 02:47:04 PM Probably not. Only a few are Mac-compatible by default (the ones in flash, for example).
Some would have to rebuilt from scratch in new engines. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: RaustBD on June 10, 2010, 02:57:36 PM oh hey, hangedman, what did you think of my space dreams remix?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 10, 2010, 03:08:24 PM oh hey, hangedman, what did you think of my space dreams remix? Was very cool, but a bit fast-paced for the leisurely pace of the game itself. Still, awesome remixes. You should keep at it :wizard: Speaking of which... VERSION 1.FINAL! Finally found the music I wanted for the cutscene, so I put it in, polished up the movement and fixed a bug in the combo system. http://dl.dropbox.com/u/7216965/SDDK13.rar (http://dl.dropbox.com/u/7216965/SDDK13.rar) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mkoi on June 10, 2010, 04:40:46 PM Here's my reviews and playtests of all the games so far (exluding timewarp tickers)
Spacedreams - Great game, very hard to keep your combo. I love hearing the baby laugh and cry during slow mo. Only thing that I found that was wrong (but trivial) was being able to shoot after my 5 lives were up. Bubblegirl Rozy - Fantastic job on this game, was a great play through. Enjoyed the new power ups you got from enemies and liked the inclusion of trophies. Boss was great, rather easier, but he's still fun to fight. I also enjoyed the cave-story like graphics. Hambo - I actually couldn't play this one for more than 6 minutes. I got motion sickness from spinning the same direction over and over and had to stop. Fuzz Power - I didn't like the singing in the beginning, but I liked the singing at the end. The game itself was good, took me a while to figure out how to kill the boss though. :p Again, I liked the cave story like design, I also noticed that they used this game's theme song as the title song for Cheetah Men II. Dedant - wasn't able to play due to my graphics card not having "VBO" whatever that is. Beeps and blips - Very fun, but very very hard. I gave up at the boss once he started shooting the white bomb type things because I kept dying because I often lost where I was due to the screen shaking so much. I'd suggest you make the screen not move as much, that's pretty much my only suggestion. Silver Sword - Simplistic and boring, but hey, that's what the original game was too! I like the graphics a lot though. Jig Saw - Perfect mind racking puzzle platforming game, and great art to boot. Took me way to long to beat it than it should have, I found no flaws. Mash Man - Great art, great music, good story line, but sad, sad ending. I didn't really like the sound of the scrolling text, but it was tolerable. Shooting Gallery - Nice art, simplistic but at least better than the original haha. I liked the addition of the Keep up game, found no flaws. Streemerz - Man this was one hell of a game, took me almost an hour to beat. It was hard as hell but satisfying to beat in the end, I liked the dialogue and the 8 bit graphics as well, it really felt like I was playing an NES game. Found no flaws, but I didn't go for all the money. AtmosQuake - Difficult controls, bland graphics, you can shoot just by holding down x, and just plain boring. Sorry but this game just seems like it was soppily made and just rushed as fast as possible. Jupiter - Nice graphics, but there are a few flaws. Some meteors go astray to where you can't shoot them any more, but they don't damage the buildings. A big problem is not being able to move fast enough to shoot comets, and not being able to shoot repeatedly fast enough also. Star Evil - Whenever I go to play single player easy, a colored circle appears with a score up-top saying 000000, but nothing happens. I've tried rebooting it and pressing all the buttons but nothing happens. Whenever I do single player hard, the same thing happens but just a darker colored circle appears and nothing works. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 05:43:34 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SirNiko on June 10, 2010, 06:02:43 PM Also, Melly, your HUD is not retarded. It's just in need of a little tweaking! I really hope the new design isn't too far from the old one. All it needs is a little bit of adjustment so that it's clear which point means "empty" and which means "full".
Making it flash or beep when down to one hit left might also help. Possibly use a clockish ring effect to keep with the theme? -SirNiko Edit: Also, while it's on my mind, I'd like it if maybe when you move over a Time? or heart you can't get (because you're full) it'd be nice if it made a little "gruff" sound and shook a bit to say "Hey, I know you touched this but you can't have it because you're full". But that's on the "Stuff that would be cool but totally unnecessary" list. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 10, 2010, 06:11:48 PM Dedant - wasn't able to play due to my graphics card not having "VBO" whatever that is. Out of curiosity, what kind of card do you have? That's mostly a driver feature, and it's been supported since the early 2000s on pretty much everything. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 10, 2010, 08:31:09 PM Here's the latest version of Non Human (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_80.zip)
It has two new minibosses and a bunch of lil tweaks and a title screen. Its the last update for a while because I got this huge commission I need to take care of that's running late. Some stuff is a bit rough around the edges because I sorta rushed this, I didn't plan working on this tonight! I'll get this more polished in about a week or so when I'm free again. Then Ill finish that ridiculous hard mode I keep talking about, which should take about 2 more weeks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 10, 2010, 08:53:54 PM Loving non-human. Best sprite-work in the whole competition. My eyes are bugging out!
Only real complaint I have is that the game is ludicrously easy. You have way too much health. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 10, 2010, 09:19:40 PM Star Evil - Whenever I go to play single player easy, a colored circle appears with a score up-top saying 000000, but nothing happens. I've tried rebooting it and pressing all the buttons but nothing happens. Whenever I do single player hard, the same thing happens but just a darker colored circle appears and nothing works. ;_; Does the title screen's Attract Mode play, at least? Anything different happen when you use the level skip cheat? (Push 'right' on the title screen 5 times.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 10, 2010, 11:51:44 PM Here's the latest version of Non Human (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_80.zip) Things are looking quite a bit more interesting this time around. I like the minibosses, though some of their attacks are a bit tough to dodge. The final boss got a lot tougher. It's more interesting to fight him now, but I still honestly hate that it's so hard and annoying to hit him, and that issue is just worsened now that his attacks are more deadly. I'd really advise making him easier to hit overall. Also, got a bug after dying on the final boss: Code: ___________________________________________ ERROR in action number 1 of Draw Event for object Obj_Display: Error in code at line 86: Obj_Hero.x = vObj_RespawnPoint.x; at position 53: Unknown variable x Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 11, 2010, 03:56:20 AM I keep forgetting to correct that one, it was even reported here before I think! It should be gone now, updated the download link.
Is it too easy? Other than the enemies it doesn't have, at easy level all enemy damage is halved, your bullets hit twice as hard, shoot twice as fast and has longer range, and subweapons cost less to use. You're not even meant to need to use subweapons to get through the game. Its meant to be easier, but I don't think its quite easy enough to breeze through, except maybe for the first few areas? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mkoi on June 11, 2010, 04:28:42 AM Sorry, I just played every game in one night then that was the last one left to play but I was super tired. I'll play it along with non human and give my review/playtest then. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mikademus on June 11, 2010, 06:28:11 AM So many new posts! O.o
Tried TimeWarpTickers. Great concept! Good production values! I got stuck close to the beginning and had no idea how to kick an eye into that yellow button, tried for five minutes and turned it off. So initial very good impressions, but which were annulled by annoyance with the game not teaching you how to solve problems. Thanks for the compliments. Didn't you try to hold up while flicking? I'm trying to see if I can teach the player the game's mechanics through the level design, without holding their hand and saying "Hey retard, this is how you do this shit!". You do mean the first yellow button, right, and not the second? Also, did you really try for five minutes or is that hyperbole? I'll be reworking the first level entirely eventually, but until then I welcome suggestions to make learning the game's concepts easier without me putting a huge sign saying "Press UP and FLICK". No, really five minutes! I really tried to get the eye into the yellow button. As for which button, well, it was in the ceiling, and there was a door (?) to the right of it on the ground. And yeah, I held the clock face arrow up when flicking, but the eye still goes off at 45 degrees, so it was impossible for me at least to get it into the passage above. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 11, 2010, 07:49:52 AM Another Silver Sword build (http://l.j-factor.com/gamemaker/SilverSword.zip).
Yellow enemies are weak to silver. Cyan enemies are weak to fire. Also, ice can be used to make ice bridges across creeks. No life meter just yet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on June 11, 2010, 08:03:29 AM I'm back working on the last levels of Operation full moon, in case anybody's wondering.
Should be finished in less than a week. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 11, 2010, 08:28:01 AM Still working on Bits and Pieces, still planning on finishing this weekend. Basically I just need to do some art, and some more music...
and some more levels.... :tired: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 11, 2010, 08:51:29 AM Another Silver Sword build (http://l.j-factor.com/gamemaker/SilverSword.zip). Yellow enemies are weak to silver. Cyan enemies are weak to fire. Also, ice can be used to make ice bridges across creeks. No life meter just yet. Alright, played the latest build. Some feedback:
I like the gameplay ideas you have, and I think they can work out with tweaking. No, really five minutes! I really tried to get the eye into the yellow button. As for which button, well, it was in the ceiling, and there was a door (?) to the right of it on the ground. And yeah, I held the clock face arrow up when flicking, but the eye still goes off at 45 degrees, so it was impossible for me at least to get it into the passage above. Huh. That's very odd. Constant testing shows me the aiming is working as intended, and I've had no one else here or elsewhere complain that they couldn't aim the flicks properly. I'm not sure what to say. Next build should come with temporary instruction screen to make the game easier to grasp, so maybe you'll have a better shot then. Did you REALLY hold the UP key on the keyboard while flicking? O.o Sorry if it seems I'm calling you stupid, it's just that I really don't understand how this wouldn't be working for you. In other news, been doing work on Sharks, mostly research and testing work into seeing how exactly I'll structure it. I was thinking of implementing procedural generation of levels, but that ideas seems best left for if I still have extra time when I'm done with the rest of the game itself. I should have a prototype tonight and then people can let me know if they like the gameplay I'm going after. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mikademus on June 11, 2010, 09:03:30 AM Huh. That's very odd. Constant testing shows me the aiming is working as intended, and I've had no one else here or elsewhere complain that they couldn't aim the flicks properly. I'm not sure what to say. Next build should come with temporary instruction screen to make the game easier to grasp, so maybe you'll have a better shot then. Did you REALLY hold the UP key on the keyboard while flicking? O.o Sorry if it seems I'm calling you stupid, it's just that I really don't understand how this wouldn't be working for you. Np, if someone told me a key mechanics that worked for everyone else apparently didn't work for him, then I too would be sceptical. Anyway, yeah I did hold the up key, but I'll try next release too, and if I still have problems we can look into it then. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: offal on June 11, 2010, 09:49:43 AM boss is coming along
(http://i47.tinypic.com/k2me0h.jpg) it's a combo based run n gun that does some dynamic camera stuff. basic enemies, obstacles, and level gen are in. i started a few days ago, and there are probably a few more worth of work left. away for the weekend so i probably won't be on irc. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 11, 2010, 01:54:55 PM Oh, cool. You aren't letting payleaf/payleft/PF/Quentin/whatever's sprites going to waste are ya? Looks good so far.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 11, 2010, 06:12:36 PM SOULEYE GET!
Expect a sweet new track from Souleye (did the music for VVVVVV) in the finished version of Lollipops! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Danrul on June 11, 2010, 07:50:31 PM I grabbed Slashers, its going to be a bit like Too Many Ninjas. Will report in later with some sexy sexy screenshots.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 11, 2010, 10:19:25 PM Newest Ninja Assault:
http://dl.dropbox.com/u/254701/blog/action52/6_11/index.html It's been slow going mainly because I started on another project with a vastly more interesting implementation-time-to-results ratio. That in turn means that I'm going to have to keep my interest on this one up by making this game's design cooler than the average beat-em-up. I'm thinking of something where bashing the enemies flings them into targets and you try to min/max the supply of enemies against the available targets to get a high score on each "course," rather than just do a boring progression through the levels. I'll have to work out how to make the enemies behave interestingly enough so that this is challenging and fun though...I think that can be done. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 11, 2010, 10:37:26 PM I hope you implement something like Beeps and Blips's aim-lock system, because having to run away and then turn around to fire a projectile gets dull very fast, especially when you actually need to make some distance between you and the enemies. Well, there's already something like that already - holding down X locks your facing direction.Thanks for the ideas! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on June 11, 2010, 11:09:01 PM I'm a bit over halfway done with Thrusters now.
Work In Progress-version: http://www.tntgames.dk/games/thrusters.exe (http://www.tntgames.dk/games/thrusters.exe) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 12, 2010, 01:54:53 AM Quite lively! Definitely a full-blooded game.
Suggestions: * Yellow bullets only take off one twentieth of your life? This seems to make the game a bit unpleasantly complicated. One of the strengths of the shooter formula is that every visible moving projectile and obstacle is, for the most part, roughly equal in lethality. Having to think about numbers and evaluate the cost/benefit of different kinds of bullets whilst playing is a bit much to ask. ...So, let me propose something else: one yellow bullet takes off one fifth of your life (-20%) but you get 2 seconds of mercy invincibility flashing whenever you get hit. * Also, it's kind of hard to spy the health meter amidst the other three meters. I suggest giving the bar not just a different colour but a different style - make it consist of several 'blocks' of health instead of being just a continuous rectangle. * The reload meter is also kind of hard to see, and it's hard to instantly apprehend its connection to the charge shot. Instead replace it with a 'heat meter' which swells to full when you fire a shot and then slowly dissipates. (...Personally, I find it kind of inexplicable why you even have to prevent the player from using the Charge Shot for 2 seconds after firing. The mere act of charging it leaves you weaponless as it is, and there aren't really any threats that require the Charge Shot instead of just applying 2 seconds' worth of bullets.) * Suggestion: take a leaf from the Famicom game Recca and make the Charge Shot ball block all contacting bullets while it is being charged. It thus acts as a defensive ability. * Also, more audio feedback. Some kind of buzzer when you try to engage an overheated Charge Shot would be very nice. * Also, it wouldn't hurt in the slightest if the ship was surrounded by a Darius-style shield aura that reflected the current health points - wide and green for 100%, narrow and red for 10%, for instance. More visual feedback about this most important aspect of the player's state is good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on June 12, 2010, 05:39:38 AM Quite lively! Definitely a full-blooded game. Thanks, feedback was just what I needed!Suggestions: [...] I'll see if i can find head and tail of your suggestions, and redo the parts that needs to be redone. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: RaustBD on June 12, 2010, 07:01:09 AM so I take it there are no takers for music help?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 12, 2010, 08:18:21 AM I am still working on Chill Out. I am hoping to get a demo out within a few days.
http://gzstorm.com/screen/progress_1.png The colouring is probably going to be fixed up and some of the graphics edited, but this is fairly representative of how it will look. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on June 12, 2010, 09:01:24 AM Newest Ninja Assault: http://dl.dropbox.com/u/254701/blog/action52/6_11/index.html It's been slow going mainly because I started on another project with a vastly more interesting implementation-time-to-results ratio. That in turn means that I'm going to have to keep my interest on this one up by making this game's design cooler than the average beat-em-up. I'm thinking of something where bashing the enemies flings them into targets and you try to min/max the supply of enemies against the available targets to get a high score on each "course," rather than just do a boring progression through the levels. I'll have to work out how to make the enemies behave interestingly enough so that this is challenging and fun though...I think that can be done. is the ninja suppose to be dancing to the music in tights? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 12, 2010, 10:58:48 AM CRITICAL BYPASS progress report
(http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-WIP3.png) First level of the game is now fully playable, here's the new builds (same links as before): Web: http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html) Mac: http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip) Windows: http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip) Controls are arrows keys to move, X to lock on to enemies, and release X to fire This is finally coming together so I really want to finish this off over the next few days. My new to-do to finish this off: - Balance/improve attack patterns - Improve HUD graphics - Add three more levels based on same code - Make HUD scale to higher resolutions - Keep track of high scores I'm pretty sure the extra levels will be fairly easy, going to reuse most of what is there already with some different environments. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 12, 2010, 11:20:35 AM Newest Ninja Assault: http://dl.dropbox.com/u/254701/blog/action52/6_11/index.html It's been slow going mainly because I started on another project with a vastly more interesting implementation-time-to-results ratio. That in turn means that I'm going to have to keep my interest on this one up by making this game's design cooler than the average beat-em-up. I'm thinking of something where bashing the enemies flings them into targets and you try to min/max the supply of enemies against the available targets to get a high score on each "course," rather than just do a boring progression through the levels. I'll have to work out how to make the enemies behave interestingly enough so that this is challenging and fun though...I think that can be done. the run animation doesn't match the character's speed, just pointing it out Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on June 12, 2010, 01:32:10 PM Updated Hambo: Download .zip (http://www.worldofarcana.com/code/hambo52.zip)
Changes: - Updated menu to A52 style (change with "C"; select with "X") - Changed control system based on podunkian's suggestion: -- ^ and V move you forward and backward -- < and > rotate you counterclockwise and clockwise, respectively -- C + < or > strafes left and right -- X jumps - Added collectibles & two additional achievements - Minor behind-the-scenes script cleanup & a few model improvements i kind of wish the game had more to do with the source material. the original game was quite donkey kong-y. My first test level for the game was a 3D model directly copying the first level of the original Hambo, but I found that the ladder-climb gameplay didn't translate very well--it was just really tedious. I decided to do more traditional horizontal gameplay, but tried to retain the idea of climbing upward by making the gameplay on multiple floors of a factory and using multiple levels in the rooms. Just to explain the reason behind that. In closing, tomorrow I am packing up (well, technically I've already packed) and moving to a temporary residence for the next few weeks. I'll have my laptop with me, but it's processor is not quite up to the task of running Unity. For all intensive purposes, (because I think the hope is that, by the time I have my desktop up and running, this collab would be over) you can consider this the "final" (v1.0) version of the game. I'll try to keep up with this thread from afar, but best of luck to all the other devs until I'm back again! :gentleman: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 12, 2010, 01:47:59 PM Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339
Anyone have any tips on packaging an flash game as an exe? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 12, 2010, 01:53:52 PM Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339 Just open up flash projector, I think that allows you to open stuff and export as exe.Anyone have any tips on packaging an flash game as an exe? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 12, 2010, 01:54:58 PM SO i might as well post this. First two levels of Rocket Jockey.
git it here (http://dl.dropbox.com/u/3125554/rocket_jockey_june12_beta_fix.exe) Let me know what you think. I already know the first boss is lame. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 12, 2010, 02:26:16 PM Very nice, pgil. The music is great, the controls are great and the pacing is just fine IMO. The graphics are very nice too (specially the space backgrounds).
I didn't like a lot the first "mini boss" (the bulls). It's a bit hard to hit them, taking me a few minutes to get past it. The first boss is a bit boring, yeah, but mainly because you need to wait til you can hit it. Maybe have it move more, or change its patterns faster? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 12, 2010, 02:43:10 PM the run animation doesn't match the character's speed, just pointing it out Thanks, I never got around to tuning it and then stopped paying attention. It'll be better next build. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 12, 2010, 02:54:41 PM For turning flash into exes you can do the projector way or this which lets you better handle it:
http://www.goldshell.com/versiown/main.htm also its free Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on June 12, 2010, 04:41:23 PM HandCraftedRadio and I are beginning to work on our second game, City of Doom. Got finished with a mockup. If our plans go accordingly it should have a pretty interesting mechanic to it. I'm going with a slightly modified gameboy palette for this one.
(http://i121.photobucket.com/albums/o214/ndk5027/other%20work/mockup_cityofdoom2.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 12, 2010, 04:46:24 PM Looking cool, Nate!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 12, 2010, 04:47:44 PM the two lightest greens are too close imo. Otherwise it tres bien.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 12, 2010, 05:00:50 PM Anyone have any tips on packaging an flash game as an exe? Open the SWF in a projector, go the the File menu, and there should be an option to create a projector, which will basically create another projector that runs your game as an exe. And then you can use a program like Versiown to alter the exe to add your own icon and copyright information. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 12, 2010, 06:47:55 PM consider this the "final" (v1.0) version of the game. I'll try to keep up with this thread from afar, but best of luck to all the other devs until I'm back again! :gentleman: I just played this through. Kind of felt like you could have done a lot more with it than just maintaining the jumping over balls mechanic. However that aside, this still feels fairly rough in places. Especially the menus and ending (both the external area and the text that follows). If you've not got the ability to work on this anymore would you perhaps be willing to share the source and maybe I could help you polish it up a little? Not suggesting I'd make any major changes but could at least give you a nicer opening menu and ending. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 12, 2010, 06:59:11 PM I quit playing the Hambo game, because the controls were so frustrating. Spins way too fast. I guess it's not absolutely terrible, but if I was Podunk I would drop you and open up the slot for someone more capable of producing a better game.
If you can tell by the others, they took inspiration from the source material and expanded on it. You just took the ball jumping over balls mechanic and made a pretty uninspired fps jumping game. Hambo's Adventure has a lot of potential, with a pig as a main character. I don't really see it being as successful with a first person perspective game. Just played Storms Over Desert and the latest Rocket Jockey-great games! edit: apparently someone else has a project called action 52 revisited, there's a couple of videos here: http://www.youtube.com/user/vvvexp97 Looks like a solo thing, interesting to note though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 12, 2010, 08:50:44 PM SO i might as well post this. First two levels of Rocket Jockey. Stylish!* The horsemen need some kind of warning before they appear. I suggest recalling Gokujou Parodius and its flashing exclamation marks and arrows on the edges of the screen. One of those before each of those guys pops in would be fine. * In stage 2 a bullet ended up just sloooowly drifting across the screen for about a minute. Give them a limited lifetime of 5 to 10 seconds? * The 2nd boss needs another period of vulnerability in-between its two attack phases. Otherwise, it just takes too long. * Bug: losing a life to the 2nd boss makes Game Maker call an error. * What exactly is the ship's hitbox? This is very important! Is it just the entire sprite or what? (If so, I think you should possibly make it a bit smaller to give folks some leeway.) Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339 * I appreciate the automatic targeting, and think its scope ought to be just a bit wider.* I've come to the conclusion that the rocks are really more pestersome than they ought to be. Remove some of them, please. * Also, the power poles continue to be one-hit-kills despite being quite finicky to navigate around. Can't they just do damage and be destroyed? * Enemy tanks, from the moment they are hit, should instantly lose collision-detection. I've lost a bit too many tanks to running into an already-dead enemy. * Any cheats? * Also: some kind of opening jingle. Not sure what, though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 12, 2010, 09:35:53 PM i think you're kind of missing the point -- the game has almost no elements of the original gameplay material in it, and i think the game is far too rough to be anywhere near a first finished version of the game. i think i'm going to remove your game from the list for the same reason i removed allen early on in the competition, sorry! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AtionSong on June 12, 2010, 09:57:37 PM No skin off my back. I hope you find what you're looking for.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Akakoma on June 12, 2010, 09:59:04 PM Hello, gentlemen! :gentleman:
I know that when all games will be completed, it will be bundled with an launcher, but until that time comes, for those who can't wait, here's my little launcher: http://www.megaupload.com/?d=D5IBSMQC (http://www.megaupload.com/?d=D5IBSMQC) Just put games into precreated folders in the <games> folder. Also there's an dummy file <select.ogg> in the <data\music> folder, you can replace it with a music one. Cheers! :coffee: PS. Sorry for my bad English. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 12, 2010, 10:12:29 PM A manbaby posts, as his first post, a "launcher" for a project that already has one (later on, when Podunk makes it). A launcher that is not really needed, I might add.
Sounds awfully fishy to me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 12, 2010, 10:22:22 PM A manbaby posts, as his first post, a "launcher" for a project that already has one (later on, when Podunk makes it). A launcher that is not really needed, I might add. Sounds awfully fishy to me. You shouldn't quote podunkian's future posts, dude. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 12, 2010, 10:26:45 PM Haha the launcher is badass though. Unless MrPodunkian is going to come up with something better? This thing is perfect. (Edit: aside from the fact that is does not play the intro music/animation..it just has the cheetahman "make your selection now" which is still cool, would rather have the whole thing)
It even relaunches itself after the game is closed by pressing Main Menu. Just tested it with streemerz and it works great. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 12, 2010, 10:31:15 PM Awesome! Sorry if I came off a little strong, it's just that it was sort of suspicious judging by the aforementioned qualities.
If it's super-rad, maybe we should consider using it! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 12, 2010, 10:43:22 PM I just tried it with all the released games so far, and it works perfectly.
The only game that had an issue was Mash Man, because I didn't notice it had a hidden "data" folder inside the zip. So you have to unhide the folder and make sure you copy it correctly. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 12, 2010, 11:41:41 PM Thanks very much for the feedback on Storm.
I just tried Rocket Jockey, and had a lot of fun with it. I especially like the sound. One thing is that I found the hud rather small. I tended not to notice what was happening on it, which probably meant I missed out on understanding some of the game mechanics. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 13, 2010, 12:41:30 AM Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339 Played it some more. Amazing graphics so far. The gameplay with controlling all the tanks as one formation is very interesting, but also very frustrating to try and weave around those tight obstacles with four tanks. Also, those mounds of dirt that hurt the tanks at the beginning are almost the same color as the ground. Make them more apparent, I lost a tank there twice before I figured out what the crap was going on. The collision detection with the soldiers seems a bit off. They sometimes die when I'm only somewhat close to them. Difficulty ramps up a bit too quickly, I think. It's good stuff, overall, and has awesome potential. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 13, 2010, 01:59:23 AM Also, those mounds of dirt that hurt the tanks at the beginning are almost the same color as the ground. Make them more apparent, I lost a tank there twice before I figured out what the crap was going on. The collision detection with the soldiers seems a bit off. They sometimes die when I'm only somewhat close to them. Yeah, the mounds are meant to be mines. I'm planning to put in a better explosion when they trigger, which might make it more clear what they are. Maybe something in the intro text too, if I get aroud to adding any. The soldiers are probably getting killed by your machine guns, which work automatically. I put in the effects for them on the cheap, and I guess it shows. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 13, 2010, 06:02:03 AM Look out, world - Silver Sword build 3 (http://l.j-factor.com/gamemaker/SilverSword.zip)
New features include: diagonal aiming; tweaked physics; more foes; sound effects; helpful signs; health meter. (But dying/respawning is yet to come.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 13, 2010, 07:15:04 AM Look out, world - Silver Sword build 3 (http://l.j-factor.com/gamemaker/SilverSword.zip) New features include: diagonal aiming; tweaked physics; more foes; sound effects; helpful signs; health meter. (But dying/respawning is yet to come.) You going to do any more work on the enemy AI? They all currently just move directly towards you if they can which isn't that fun. You just end up doing loops around to get enough distance to shoot at them. Personally I think it would be better if the different enemy types had some different behvaiours, even if one of two are just walking patrol paths and engage when you get very close. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 13, 2010, 07:58:07 AM I personally think that for just the first level I can make do with putting the current enemies in situations where it is quite impractical to try and kill them outright. A good deal of these situations involve the "Big Guy" - an enemy that (as you can see in the later screens) runs faster than you. But I'll be sure to think of other possibilities for the later levels.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 13, 2010, 08:02:41 AM Live via twitter.com/increpare: beat-em-up programming made
http://yfrog.com/9gr3jp http://yfrog.com/g03skp http://yfrog.com/75dw9p Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 13, 2010, 09:41:22 AM I personally think that for just the first level I can make do with putting the current enemies in situations where it is quite impractical to try and kill them outright. A good deal of these situations involve the "Big Guy" - an enemy that (as you can see in the later screens) runs faster than you. But I'll be sure to think of other possibilities for the later levels. The problem I had is that once a few of them got free from the obstacles I just had a zombie like horde constantly moving at me, and the patterns I had to move to keep some distance and shoot them wasn't particulary enjoyable. Would have just felt better for me personally if everything on the screen wasn't constantly trying to stand where I was. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 13, 2010, 10:53:22 AM Live via twitter.com/increpare: beat-em-up programming made http://yfrog.com/9gr3jp http://yfrog.com/g03skp http://yfrog.com/75dw9p This sounds exactly like where I was about two weeks ago :biglaff: And after starting on the AI state machines(examples here (http://bitbucket.org/triplefox/fireball/src/tip/nina/src/app/Player.hx) and here (http://bitbucket.org/triplefox/fireball/src/tip/nina/src/app/EnemyBlue.hx)), I realized "this could easily be another month if I went through and tried to formulate all the enemies like a 'proper' beat-em-up, and it would still kind of suck and have 1000 tuning issues." Which is why I'm changing the design tack really sharply now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 13, 2010, 11:11:08 AM didn't get too much actual level design done, but I did get the text boxes to work:
(http://dl.dropbox.com/u/2074248/textworks.png) I also got the attack working too (http://dl.dropbox.com/u/2074248/attack%20works.png) Now, should I keep in the, "air stall" when you attack in mid air? I actually sorta want to Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CPW on June 13, 2010, 11:43:52 AM Yes, you should.
Looking good, by the way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on June 13, 2010, 12:02:03 PM just found this today.
action 52 on first place... http://www.ugo.com/games/the-worst-video-games-of-all-time?page=11 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 13, 2010, 12:11:29 PM awesomeness My only question is, isn't that a weird resolution? I think you need to do 320x240 and then scale it to 640x480? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 13, 2010, 12:34:49 PM Looking interesting, scattle : )
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 13, 2010, 12:46:43 PM That's looking pretty good Scattle. Is that a post-apocalyptic vibe I'm getting from that character design? Has the world been sunken into the Sweetness Apocalypse, and now candy mutants rule the sugar wastelands?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 13, 2010, 01:44:09 PM Hey, Thanks guys!
@Rdein The resolution is weird, because it's the resolution of the NES (256x240) so, I just scaled it x2 haha @Melly yeah, there is a bit of that going on, and that is one sick idea! Keep it coming, because I really have no idea where to take the story :lol: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 13, 2010, 02:32:14 PM I believe Podunkian put in the rules that all games should be 640x480 windowed. But you can always put some black borders to keep the NES res.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 13, 2010, 02:59:33 PM How have the rest of you implemented Pause? Early in this thread, someone suggested using Esc to pause, with the second Esc quitting the game, or X or C to unpause. This is pretty awkward. A dedicated pause/unpause key (like Start on the NES) would feel a lot better.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Danrul on June 13, 2010, 04:54:38 PM OK, I have something to show on Slashers << Demo Here (http://dl.dropbox.com/u/7990067/slashersptp7.exe)
Press X to enter combat stance. Up and Down keys are high and low slashes, Left and Right keys are forward stab and turn respectively. C is dash when combined with left and right. I recommend dying so you can see my bitching health bar :p Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 13, 2010, 06:02:03 PM OK, I have something to show on Slashers << Demo Here (http://dl.dropbox.com/u/7990067/slashersptp7.exe) Press X to enter combat stance. Up and Down keys are high and low slashes, Left and Right keys are forward stab and turn respectively. C is dash when combined with left and right. I recommend dying so you can see my bitching health bar :p That's quite cool so far. Like the simple graphics style and the combat mechanic. Are you going to make C jump when not in combat stance? Really felt like I wanted to jump. ^_^ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on June 13, 2010, 09:37:33 PM I've called dibs on #47: Hambo's Adventures. Hope I can do it justice!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 14, 2010, 12:20:10 AM I've called dibs on #47: Hambo's Adventures. Hope I can do it justice! radical, it's always great to get more celebrity devs up in here. GOOD LUCK (though you prob. won't need it)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 14, 2010, 05:24:10 AM I haven't been able to work on mine as much as I'd like in the last few days, but I am getting steady progress. Here is the demo:
http://gzstorm.com/screen/ChillOut_000.zip The core gameplay is mostly done, I am using the platform code from Matt Thorson's Grandma Engine as a base. The only controls not listed are pressing C (jump) in mid-air to throw a rope that grapples trees, and pressing down lowers down from platforms. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 14, 2010, 05:48:49 AM This is promising!
* Make sure you open with a level that requires basic understanding of the rope and its use to pass. * Bug: your rope is thrown if you simply hold down C rather than pressing it again. This is... undesirable. Is the goal going to be to defeat all enemies, or reach the top? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 14, 2010, 06:05:06 AM There will be a small tutorial mountain that explains the basics of the game (ie. falling far is lethal, snowbanks break your fall, rope, etc). The general idea I have right now is a few mountains (levels) and a boss level. The goal is going to be reaching the top.
I haven't gotten into any of the story stuff yet but there will be some kind of story in the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 14, 2010, 07:56:46 AM In case you couldn't be bothered playing this last time: Silver Sword build 4 (http://l.j-factor.com/gamemaker/SilverSword.zip).
Now with death and respawn points. Some of the rooms have been made more interesting, several other rooms have been added, and a few more enemy entities appear. Also, there is what could be called a "boss" from arcade lore of yore. There's a level skip cheat. Simply shoot this part of the screen 4 times: (http://l.j-factor.com/gamemaker/silversword0.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 14, 2010, 09:00:02 AM I haven't gotten into any of the story stuff yet but there will be some kind of story in the game. "Old man winter is at the top and is your goal, but it keeps snowing and he's blowing. You must reach the top before you get snowed under." Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: 3dpursuit on June 14, 2010, 10:37:07 AM I registered last night. Turns out I have a commitment, and im low on ideas for effing- Evil Empire. :\ take me off?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WindowRunner on June 14, 2010, 11:49:37 AM A little update. Here's a level mockup of our vision of Underground.
Our Version: (http://img85.imageshack.us/img85/51/undergroundminemockup.png) Old Version: (http://img819.imageshack.us/img819/3144/1991underground.png) Code side, I've finished making an animation tool that saves ani info for sprite-sheets. Screenshot (http://dl.dropbox.com/u/4359355/AnimationToolScreenShot_051110.png) Exe (http://dl.dropbox.com/u/4359355/Exe/AnimationTool.exe)(If you want to try it out yourself) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 14, 2010, 01:37:16 PM That's looking amazing, WindowRunner.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 14, 2010, 01:46:59 PM My excitement for new Underground is palpable.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 14, 2010, 02:14:36 PM A little update. Here's a level mockup of our vision of Underground. Our Version: /Deliciousness Excuse me, I need to grab my chin from orbit after it went through the core of the Earth and come out at China. In other news, I'm thinking of trying to get the enhanced versions I have planned for both TWT and Sharks sponsored by a flash portal. What are you guys' thoughts on this? Think someone in that company Active merged with still holds the rights to this stuff? Think they give enough of a shit? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 14, 2010, 02:30:38 PM Undergound looks so prety, like, wow. :tearsofjoy:
@Melly - I'll say go for it. Your and Active's game are completely different, and I doubt that they would go all Tim Langdell over it anyway. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on June 14, 2010, 02:33:17 PM Hey are Flash Projectors cool? They are EXEs, though you need Flash Player installed for them to run I think.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 14, 2010, 02:49:40 PM As far as I know, you don't need Flash installed to run Flash Projectors, because it's their job to run the swf as a standalone.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on June 14, 2010, 02:56:40 PM Oh, cool beans then.
EDIT: Concept art: (http://mattmakesgames.com/matt/HAMBO.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 14, 2010, 03:06:20 PM Unfortunately I couldn't get G-Force Fighters done on timescale that I said some posts ago, since I didn't got anyone to remake the game's track until early today. Although I have uploaded a near finished build without music, and that way I can receive feedback that I can use for the final version. There isn't documentation yet, since is something that I plan to do when the game is done.
http://dl.dropbox.com/u/3268838/G-Force%20Fighters%200.9.zip Some notes: - X to shoot. - The Wave-o-Gravity only lasts 3 seconds, when the Point Magnet lasts until the player gets hit. - Big orange bombs take five hits to explode, and it destroys the enemies around it. - Sometimes green enemies shoot backwards like the original game, although I may remove it if nobody likes it, or at least I'll try to make it better. And I think it's all. Enjoy. :) (and try to find the two hided Cheetahman easter eggs) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 14, 2010, 03:24:35 PM Supermini: I played for a while, and there didn't seem to be any variation.. just a straight hallway with green ships and orange bombs. Is there a goal I'm missing?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 14, 2010, 04:59:05 PM Finally, after several hours of wrangling, I'm back where I was at the start, but with more bookkeeping to do and a lot more flexibility. Hurrah for cheetahmen.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 14, 2010, 05:01:55 PM unless you've got it in you to very radically redesign g-force fighters, i'm afraid your game's gonna get cut as well (making g-force fighters the only game in this competition to have two rejected, finished games).
the game is far too unpredictable, and it's impossible to pick up what exactly is going on. enemies move too fast, and in too great a quantity, and there seems to be no real skill involved with playing the game, and most of all, it's just not FUN to play in any capacity. like everyone else, you can continue to develop your game, but it won't be featuring on the final A52O package. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on June 14, 2010, 05:06:45 PM Finally, after several hours of wrangling, I'm back where I was at the start, but with more bookkeeping to do and a lot more flexibility. Hurrah for cheetahmen. So pumped! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 14, 2010, 05:49:29 PM unless you've got it in you to very radically redesign g-force fighters, i'm afraid your game's gonna get cut as well (making g-force fighters the only game in this competition to have two rejected, finished games). the game is far too unpredictable, and it's impossible to pick up what exactly is going on. enemies move too fast, and in too great a quantity, and there seems to be no real skill involved with playing the game, and most of all, it's just not FUN to play in any capacity. like everyone else, you can continue to develop your game, but it won't be featuring on the final A52O package. I don't think that's the right way to act; I haven't played his game yet but it seems he is able to make a game, so why not just give feedback to him and let him improve? If it's not at the level of craftsmanship you want yet, well, do something to help (and you provided feedback, so it's ok). I just don't think it's right to let some dude work on it and just say "SORRY, YOU AREN'T WORTH DONT TRY ANYMORE". I believe with enough feedback, he can possibly make it a great game in no time. It's up to him, really, but we need to help too. That's how I feel about it, anyway. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 14, 2010, 06:58:49 PM Unfortunately I couldn't get G-Force Fighters done on timescale that I said some posts ago, since I didn't got anyone to remake the game's track until early today. Although I have uploaded a near finished build without music, and that way I can receive feedback that I can use for the final version. There isn't documentation yet, since is something that I plan to do when the game is done. http://dl.dropbox.com/u/3268838/G-Force%20Fighters%200.9.zip Some notes: - X to shoot. - The Wave-o-Gravity only lasts 3 seconds, when the Point Magnet lasts until the player gets hit. - Big orange bombs take five hits to explode, and it destroys the enemies around it. - Sometimes green enemies shoot backwards like the original game, although I may remove it if nobody likes it, or at least I'll try to make it better. And I think it's all. Enjoy. :) (and try to find the two hided Cheetahman easter eggs) A few things: - The orange bombs don't cause nearly enough destruction. You should increase the blast radius. - There's no enemy variety. - It's kinda boring after a while. I love the breakneck pace the game plays at, and the power-ups, but there's not a whole lot of interesting stuff going on. Maybe include some different enemy types, or make some levels by hand? Right now there's not a lot of incentive after the first minute or two to keep playing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 14, 2010, 11:48:12 PM I don't think that's the right way to act; I haven't played his game yet but hey bro, let me save you the trouble of typing out a lot of uninformed and pointless blabbering and just stop you right here!!!INSTEAD let me point you to the countless earlier iterations of his game, where people were doing just that! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 15, 2010, 01:57:57 AM Thanks for the feedback guys. Since I have been kicked out the compo I don't know if I'll continue to make G-Force Fighters. I'll still come here to give feedback to the devs, and hope somebody makes justice to G-Force Fighters. :tired:
@Mr.Podunkian I understand, then. But I didn't complete two games (the first build was just a level). Best of luck for the project anyway. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Damian on June 15, 2010, 12:12:26 PM Progress is going well. All of most sprites are made. A few animations need finishing.
At the moment I'm replacing my place holders. And fine tuning the game engine, I'd like quick gameplay, but for the game to last far longer and have more than two levels. But We'll see I guess. I'm doing this along side my computing project worth 40% of my marks, and so far it seems to be giving me inspiration to actually do more for this project. Fingers crossed and there will be a video soon. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Danrul on June 15, 2010, 01:31:03 PM Slasher Level Snippet (http://dl.dropbox.com/u/7990067/slashers0.1.exe)
There are 2 collectible secrets in this level (snippet). X to enter combat stance, arrow keys to control sword. C to Jump. X+C to dash. Release X mid dash (while holding C) to 'dashjump', which increases the size of the jump. Also, watch out in the beginning of the level, there's a big blue cube charging towards you (graphics incomplete). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 15, 2010, 04:37:06 PM Finally getting to the other dungeons and stuff in Meong, progress updates will be few and far between until I actually have some more weighty news to report on.
Goddamnit, PigsceneIRC >=( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on June 15, 2010, 10:58:35 PM I'm announcing my withdrawal on Ninja Assault. Even after planning out a radical new design, my estimate for content development is gonna be another two weeks of full-time work, and there is no guarantee that that will finish the game off and make it remotely fun. I've spent about five weeks on it already, lost my motivation, and need to move on anyway.
My successor is welcomed to review/reuse all assets and code here: http://bitbucket.org/triplefox/fireball/src/tip/nina/ My main recommendation: don't actually try to do a full-on traditional beat-em-up, they aren't amenable to a short production cycle because everything revolves around unique animation/collision/state interactions per character, rather than a compact set of tunable physics/logic rules like a platformer or shmup. You can cut a lot of stuff to make it work but gameplay will suffer - just look at the original Ninja Assault to see what happens when taken to the extreme. A stealth/platforming game, or something totally off-the-wall like I was planning, might be a good alternative for the theme. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 16, 2010, 12:00:22 AM Progress in Sharks has been steady, though as usual slower than I had anticipated (everything will take longer than you first assume, eh?)
I still have roughly one week and most of the gameplay's already there, so I'm feeling confident I can finish this in time and make it fun. How I wish I had all day long to work on this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 16, 2010, 12:30:42 AM Spent most of yesterday sorting out new computer, but got some bugs fixed in game. Progress continues slowly.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 16, 2010, 01:24:23 AM Hey, "Fire Breathers" Radnom: I was thinking of putting in a subtle cameo of those dragons in my game. Could I see what your sprites look like right now?
My main recommendation: don't actually try to do a full-on traditional beat-em-up, they aren't amenable to a short production cycle because everything revolves around unique animation/collision/state interactions per character, rather than a compact set of tunable physics/logic rules like a platformer or shmup. You can cut a lot of stuff to make it work but gameplay will suffer - just look at the original Ninja Assault to see what happens when taken to the extreme. A stealth/platforming game, or something totally off-the-wall like I was planning, might be a good alternative for the theme. Maybe a basic platformer with simple but pronounced melee combat mechanics, like for instance Zelda 2?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 16, 2010, 01:35:51 AM Another progress report, but not much to say. I'm still working on Chill Out, but at a slower pace. I've been busy with other things but I don't think this will be a huge delay.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 16, 2010, 06:11:04 AM Another progress report, but not much to say. I'm still working on Chill Out, but at a slower pace. I've been busy with other things but I don't think this will be a huge delay. if i could make a suggestion, please increase the framerate from whatever it is now (30?) to something higher. games that run at 30 frames per second feel really amateur game-makery. besides that the concept of your game is cool, but the grapple controls are a bit fidgety.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on June 16, 2010, 07:23:52 AM Another progress report, but not much to say. I'm still working on Chill Out, but at a slower pace. I've been busy with other things but I don't think this will be a huge delay. GZ you got any of the rest of targ working on it with you?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 16, 2010, 08:52:05 AM The first level of Billy Bob is complete. I have no death animations at the moment so I'm not going to post it download.
(http://img64.imageshack.us/img64/5640/billybob.png) The final game will release this weekend. It may not be as expansive as I like, but because of personal reasons, this week is the last I can work on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 16, 2010, 09:12:48 AM oh man it looks awesome. i can't wait!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 16, 2010, 09:28:43 AM Tadakuni that's looking great.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 16, 2010, 10:52:25 AM The first level of Billy Bob is complete. I have no death animations at the moment so I'm not going to post it download. (http://img64.imageshack.us/img64/5640/billybob.png) The final game will release this weekend. It may not be as expansive as I like, but because of personal reasons, this week is the last I can work on it. Reminds me of La Mulana wii + Spelunky, haha. Looking great. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 16, 2010, 01:21:21 PM I'm in the final home stretch on Critical Bypass now. Got all four levels in there now fully playable. All I've got left is to balance out the difficulty on the levels, add in an ending cutscene and then polish/bug fix.
Was hoping to have a fully playable beta up tonight but thinking more like tommorow now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 16, 2010, 03:54:28 PM There is a lot of high quality stuff here so far. I'm looking forward to a lot of these games!
Quote if i could make a suggestion, please increase the framerate from whatever it is now (30?) to something higher. games that run at 30 frames per second feel really amateur game-makery. besides that the concept of your game is cool, but the grapple controls are a bit fidgety. I probably would have forgot this, my laptop is old and overheats easily and I don't do 60FPS games on it because of that. I changed it though, and the game runs in 60FPS now. Would it be alright if I included a toggle button (ie. F2) to switch between 30 and 60 FPS on the full game (defaults 60FPS)? The game can run in both with the way I have it set-up, but if you think this goes against the design of the A52O package I'll just release it as only 60 FPS.Quote GZ you got any of the rest of targ working on it with you? I'm the only one, everyone else is busy with other things or is unable to help.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 16, 2010, 06:06:44 PM Thanks! It looks like I might have hit a little snag in development though. Game maker has suddenly reverted to lite mode with no explanation. Unfortunately since this is the 7th time this has happened, I'm not sure if softwrap will renew my code again, but lets hope so!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 16, 2010, 08:04:56 PM Hey guys,
After some thought, I dont really like how the character/enemies are looking for Lollipops (I'm REALLY not an animator, haha) UPDATE: Cow is now animating for Lollipops! Thanks Cow! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 16, 2010, 11:02:56 PM Progress is going well on Robby 'n' the Robots. I'm still using placeholder graphics at the moment, so I don't have much to show yet, but my next post should be filled with eyegasmic screenshots.
(I'm REALLY not an animator, haha) Heh, neither am I, but I'm still planning on hand drawing and animating most of my game's assets. Hopefully it will work out... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 16, 2010, 11:37:44 PM Quote if i could make a suggestion, please increase the framerate from whatever it is now (30?) to something higher. games that run at 30 frames per second feel really amateur game-makery. Would it be alright if I included a toggle button (ie. F2) to switch between 30 and 60 FPS on the full game (defaults 60FPS)? The game can run in both with the way I have it set-up, but if you think this goes against the design of the A52O package I'll just release it as only 60 FPS.If it supports 30 and 60, does it support everything in between (and below)? If you've got your update loop nicely decoupled from the framerate (with a delta_time variable or something like that) it might be better to just put an automatic frame rate limiter in there that draws as fast as it can up to 60FPS. That way there is no configuration needed and the game runs as close as possible to 60 on any given machine. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 17, 2010, 05:07:50 AM A full level complete - Silver Sword build 4 (http://l.j-factor.com/gamemaker/SilverSword.zip).
I added a direction lock key, C. You might need it to succeed against the screens immediately after the first boss. (http://l.j-factor.com/gamemaker/silversword2.png) (http://l.j-factor.com/gamemaker/silversword3.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 17, 2010, 05:32:01 AM L: I'm really digging both the element-changing and save/respawn mechanics!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 17, 2010, 06:24:11 AM L: When I select One Player on the menu, the game just freezes up, like it's stuck in an infinite loop.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 17, 2010, 07:00:59 AM Hmmm.... okay, I've updated the executable with something that might solve that problem. (Download again.)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 17, 2010, 08:27:47 AM Tried the new version. It works :beer:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 17, 2010, 11:54:34 AM That's actually looking pretty interesting L. I'll give it a try when I can.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 18, 2010, 04:15:47 AM Query for Mr. P: What are the allowed controls for simultaneous two-player? (Fire Breathers, any other game that wants it)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 18, 2010, 08:35:34 AM Critical Bypass v1.0 - Done
SCREENSHOTS (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-SS1_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-SS2_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-SS3_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CB-SS4_thumb.png) DESCRIPTION I have tried to take a very bland top down scrolling shooter and turn it into an epic on the rails 3D shooter akin to Rez or Panzer Dragoon. I've kept a lot of elements from the original, especially in the first level, including the UFO ship following a road attacking coloured blobs and blocks and I've created some music that includes the original melody. Obviouslly I've added a lot more on top and padded this out to a 4 level adventure taking the player across the galaxy. DOWNLOADS Action 52 Owns Windows Build (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassA52O.zip) Stand Alone Windows (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip) Stand Alone OSX (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip) Web Player (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html) DEVELOPMENT NOTES Built using Unity, Sketchup, Sculptris and Photoshop. I've been working at this as my main project for a month now and feel like it's time to move on. There are still some areas that could be polished some more and I'm hoping to spend a bit of time tuning and improving this for an updated release. Right now though I want to jump into some other stuff that's been on hold. Otherwise I could spend another month fine tuning this as 3D seem to be such a tremendous time sink. The stand alone versions have a resolution selector while the A52O build jumps straight into the game so it fits the compilation better. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 18, 2010, 09:35:17 AM It was pretty good... but... you regenerate health far too quickly?! It's pretty much impossible for the enemies to kill you. In fact, I ran the first level and just didn't fire at all, and it took until the last four-fifths of the level for enough enemies to appear to blow up the UFO.
My advice: toss out regenerating health outright. Slice it out and leave nothing behind. Then, my friend, we'll have a game on our hands! Also: the health "bar" isn't even a bar graph but a rectangle that changes brightness depending on damage, despite the fact that A) it's the same shape as a bar graph, and B) a bar graph is probably much easier to read than having to differentiate between different shades of cyan. (If you're awfully keen on the colour thing, I suggest making it fade from cyan to red instead.) Alsoalso: learn from the ultimate lock-on targeting game, Increpare's Trigger, and make the combo lasers do more damage - 1 laser does 1HP damage, a 2-combo shoots 2 lasers that do 2HP damage to 2 foes, and a 3-combo shoots 3 lasers that each do 3HP damage. Then give the enemies 3HP apiece to 3 foes. This will be entertaining! Alsoalsoalso: a few comma and grammar mistakes here and there. The opening story switches from present to past tense halfway through. And in the ensuing dialog: "What's going on? Are we under attack?" And in the level proper: "Release X to fire. Lock up to 3 enemies for combo." Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 18, 2010, 09:46:40 AM My advice: toss out regenerating health outright. Slice it out and leave nothing behind. Then, my friend, we'll have a game on our hands! Yeah that's not a bad idea, set amount of hits per level. Can do that. Quote Also: the health "bar" isn't even a bar graph but a rectangle that changes brightness depending on damage, despite the fact that A) it's the same shape as a bar graph, and B) a bar graph is probably much easier to read than having to differentiate between different shades of cyan. (If you're awfully keen on the colour thing, I suggest making it fade from cyan to red instead.) It's not actually changing brightness but alpha, was hoping it would give you a decent sense of amount of damage you've taken rather than an exact amount but if that's not working can change it work as a shrinking bar. Quote Alsoalso: learn from the ultimate lock-on targeting game, Increpare's Trigger, and make the combo lasers do more damage - 1 laser does 1HP damage, a 2-combo shoots 2 lasers that do 2HP damage to 2 foes, and a 3-combo shoots 3 lasers that each do 3HP damage. Then give the enemies 3HP apiece to 3 foes. This will be entertaining! Probably not going to do this. It actually sounds good but requires a huge amount of additional work, would need to reanimate all the attack patterns to keep them on screen longer so you have time to get the multiple shots in, and rewrite all the enemy handling code. You are definitely right and once I'd got it running I realised why Rez runs through long slow routes with enemies attacking you slowly, gives you a lot more time to take multiple swipes at them. At this point I've backed myself into a corner and hopefully it's fun enough without that. Will post an updated build this weekend, give other people a chance to post some feedback too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 18, 2010, 10:40:32 AM I just tried critical bypass -
It took me a while to work out what was going on. The instructions say to sweep the cursor, but moving the cursor keys moved my ship as well, more than it did the cursor, so I was distracted by this and wasn't sure I was understanding correctly. Plus I worried the ship would bump into something. I know it's difficult to get right with the cursor keys, but the cursor movement felt a bit stiff and awkward; maybe a larger or faster-accelerating cursor? Something felt a bit weird about sweeping the cursor over targets much bigger than it. Then the game kept suddenly finishing without me knowing why. I thought I was bumping into the scenery or those big white cylinders. Eventually I realized that sometimes the extra lines on the screen were other things, I guess at me, and that I must be taking damage; I don't think I would ever have worked out where the damage was shown on the screen if I hadn't read the posts above. One suggestion - have the glow when an enemy is destroyed happen while you are firing at it (rather than at the end, when it is destroyed), and have a similar glow on the end of lasers fired at you. This way you can see straight away who is firing at whom; I also think seeing something like this straight away would give a nice bit of extra feedback when you release x and let off your shots, since at the moment it feels like things take a while to happen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 18, 2010, 10:57:43 AM I know it's difficult to get right with the cursor keys, but the cursor movement felt a bit stiff and awkward; maybe a larger or faster-accelerating cursor? Something felt a bit weird about sweeping the cursor over targets much bigger than it. I'll try upping the speed a bit if you think it will help. Quote One suggestion - have the glow when an enemy is destroyed happen while you are firing at it (rather than at the end, when it is destroyed), and have a similar glow on the end of lasers fired at you. This way you can see straight away who is firing at whom; I also think seeing something like this straight away would give a nice bit of extra feedback when you release x and let off your shots, since at the moment it feels like things take a while to happen. Okay I'll give it a try and see how it looks, there are some issues with it to do with object parenting and movement but I'll experiment and see how it looks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Supermini_man on June 18, 2010, 11:15:55 AM I tried Critical Bypass and it was pretty cool. At first I didn't understand very well the HUD, but then as I played I knew it better. I also liked the story and the humor on it, and the Rez-like gameplay was really fun. Although I think that the second level is a bit too dark (I couldn't see some enemies until they were next to me). Overall it was a very nice interpretation of the game. :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 18, 2010, 11:21:13 AM I really enjoyed it. Second and third :handclap: level was pretty cool, I wasn't expecting that.
It felt a bit easier than previous versions. In previous versions I would be pretty screwed if I didn't take out the towers, in the latest that wasn't the case. I did die in the third level though. But not because of difficulty, was my own failings. Easy, yeah. But good. So it's ok. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 19, 2010, 05:16:24 AM Presenting
Bits and Pieces - Final v1.0! Unofficially subtitled "I have no hands only a head." Download here. (http://davidrlorentz.com/files/bits_v1.0.zip) A slightly inferior web-based version is also available here (http://davidrlorentz.com/files/bits_v1p0.html). There's no preloader, only a blank white box for you to stare at while it loads. Parts of this game are painfully unpolished; on top of this I'm sure I'll get great feedback, so I will continue to fix the game up as time allows. But time will not be allowing much for the next few weeks, unfortunately. Some day, I'll make a post-compo version with more levels and more polish; as is, there's not enough content to support all the powerups and gameplay types. You might find the beginning rather boring and/or frustrating. If you stick with it, it should get more interesting later on. Likewise, if there's anyone who played one of my work in progress builds and thought it was horrible, I encourage you to give this a shot as it has changed a whole lot. Everything in the game is by me. Programmed in AS3 with some Flixel. Thanks to Zaratustra for the A52 font. 2010 version: (http://davidrlorentz.com/files/bits_ss_v1p0_6.png) (http://davidrlorentz.com/files/bits_ss_v1p0_1.png) 1991 version: (http://davidrlorentz.com/files/bits_ss_original_6.png) (http://davidrlorentz.com/files/bits_ss_original_4.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 19, 2010, 05:39:52 AM Presenting Bits and Pieces - Final v1.0! Really enjoyed this, quite a fun set of mechanics, really charming little game. One really really minor thing, I understood pressing Escape was supposed to take you back to the main menu. I know you explain how to quit out if you do press escape but I think it would be nice if that was consistent across all the final games. Will be annoying if each game does it their own way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 19, 2010, 06:07:43 AM Your Bits and Pieces is pretty cute! I played it for quite a while, but I find it too difficult and frustrating to get very far through... I'm not seeing a lot of resemblance to the original game though, could you clarify that for me?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BMcC on June 19, 2010, 06:20:09 AM Somebody give up so I can make something awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 19, 2010, 06:27:56 AM Somebody give up so I can make something awesome. There's 5 games free. An Evil Empire sits there waiting for you to conquer it! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BMcC on June 19, 2010, 06:33:12 AM Oh dag, really? I checked last week and could swear they were all gobbled up! Well, right on. :gentleman:
Now are these games still free 'cause they suck (like, more than Action 52 already does)? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 19, 2010, 07:26:57 AM Holy fucking shit. BMcC will make a game? Either Megalonia or Ninja Assault would turn out awesomely.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 19, 2010, 08:09:25 AM Critical Bypass v1.1
Action 52 Owns Windows Build (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassA52O.zip) Stand Alone Windows (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip) Stand Alone OSX (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip) Web Player (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html) Unity Source (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassSource.zip) Changes:
I spent over an hour playing about with adding a particle effect to show when the player is hitting the enemy or vice versa to no satisfactory result. Doing something that doesn't look terrible might take too much time. Hopefully the improved health bar along with the sound effects should keep the player clued in to what is happening. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 19, 2010, 11:59:00 AM Oh dag, really? I checked last week and could swear they were all gobbled up! Well, right on. :gentleman: Now are these games still free 'cause they suck (like, more than Action 52 already does)? Most of them were just unfinished and Podunk decided to remove the developer from the project, like Arne and Megalonia. The ones that were finished tended to be better than the Action 52 counterpart, but not by a whole lot, so Podunk dropped them. The concepts of the currently-free games for remaking aren't necessarily worse than the rest of Action 52, if that's what you mean. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on June 19, 2010, 12:04:39 PM Sweet we got BMcC on board! Now we need some more developers to get some of these games done so this doesn't turn to vaporware.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on June 19, 2010, 02:24:51 PM THEY CAME
the space shooter with an unfortunate name, is now done. WINDOWS BUILD V1.3 (http://uploadrobots.com/64CLZ2) Thanks to easyname for the music, and the #pigscene guys for bugtesting! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 19, 2010, 04:14:06 PM Heysoimadeonereferencetozeldaintheircandnowi'mnotallowedonatall.
Can I drop from this project? >=/. TSDR; So I normally go onto the IRC to discuss and just update on the progress of Meong, but then of course, I make one reference to Zelda (which I didn't realise till after broke this rule of "no memes") and now whenever I enter I'm banned on sight. Fun right? So, I can't discuss concepts, ideas or elaborate on mechanics in live chat, which I'm fine with but the general vibe? Not liking it. It's pretty much killed my drive to collaborate on this project if that's how it's going to be, jesting or not. So yeah, Meong is on hold pretty much due to that. If you want to remove it from the list because you feel like it, that's fine by me. If that -is- what's to happen, then I'm fine with that. Wish the best of luck to everyone on their projects for this, it's been awesome so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 19, 2010, 04:58:30 PM No need to further explain why you have lost interest in your project, why didn't you just say you lost interest and leave it at that?
Not to fuel the flames, but it was your own fault for getting banned due to you acting like a jerk-off, has nothing to do with the 'general vibe' of the irc. It is a shame you decided to quit though, I thought your game looked pretty promising. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 19, 2010, 05:00:35 PM Acting like a jerk? I didn't do anything insultive or aggressive. I've not said a thing that should be considered offending on the IRC, so why come to the conclusion? I'm just explaining why I've lost that drive. The comment, was only this "It's a secret to everybody." That's it. Nothing more or less. If I can't explain the situation and why I've felt like this, then I'm not sure if that's fair.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 19, 2010, 05:51:35 PM (http://img192.imageshack.us/img192/4011/billybobfinalscreenshot.png)
Unfortunately I cannot complete this project, even though it's about 75% done. I've asked Pgil to take over or pass the torch to somebody else who is good enough at game maker to make sense of my (hopefully not too) messy coding. Meanwhile here's the most complete version I'll be involved with. http://www.mediafire.com/download.php?iugx1lxnrjw P.S: I apologize in advance for the terrible puns. They will be changed in the future. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 19, 2010, 05:54:31 PM Acting like a jerk? I didn't do anything insultive or aggressive. I've not said a thing that should be considered offending on the IRC, so why come to the conclusion? I'm just explaining why I've lost that drive. The comment, was only this "It's a secret to everybody." That's it. Nothing more or less. If I can't explain the situation and why I've felt like this, then I'm not sure if that's fair. Don't fret young padawan. Come back to IRC and all will be well. I hope it's not too late for you to reconsider. And Tadakuni, it says invalid or deleted file, perhaps you pasted the wrong URL? It looks good, I don't see why you quit when you were so close to being finished. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 19, 2010, 06:08:59 PM I believe the game should have been called "Billy Bob and the Temple of Aaaaarrugh".
And then I'm killed with rocks for an overused reference. EDIT: Gave the game a chance. I imagine there's no way to attack the enemies, so I feel those snakes are in too great numbers and it's very difficult to avoid them, if it's even possible. The graphics look amazing, and I like the Prince of Persia feel to the controls. I was hurt just by touching the pillars on the side when they were on the ground. I should only be hurt by them if they crushed me. I got to the leap of faith, then the game showed an area with water but my character was gone and nothing happened. Overall it's really promissing and I hope someone takes the game and finishes it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 19, 2010, 06:22:16 PM I believe the game should have been called "Billy Bob and the Temple of Aaaaarrugh". The controls will be hopefully be clarified by the person who takes the game next. You can pick up rocks from the piles of rocks with C and then press C again to throw the rock at the closest enemy and kill it.And then I'm killed with rocks for an overused reference. EDIT: Gave the game a chance. I imagine there's no way to attack the enemies, so I feel those snakes are in too great numbers and it's very difficult to avoid them, if it's even possible. The graphics look amazing, and I like the Prince of Persia feel to the controls. I was hurt just by touching the pillars on the side when they were on the ground. I should only be hurt by them if they crushed me. I got to the leap of faith, then the game showed an area with water but my character was gone and nothing happened. Overall it's really promissing and I hope someone takes the game and finishes it. The big pillars will have spikes on the edges of them in the future as well. For now they're just placeholder graphics. Also the area with water should not mark the end of the game. There are still two more levels after that. I guess you might have encountered another one of those bugs that occurs during the transition from level 1 to 2. I might clean those up tonight, but that's probably the last I'll be doing. If you try again and just walk off the side rather than jump, hopefully your character will appear in the next area. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on June 19, 2010, 06:22:53 PM A lot of people seem to be dropping out late in development. Even though I am far over the deadline and still have A LOT left to do I figured I will still keep working on Ooze a little bit each day. There are currently five games free, so I would not really be stealing anyone else's opportunity to work on something. If people keep quitting this project will never be completed. I say forget the deadline, do whatever needs to be done, and keep working on it a little at a time. But that's just my opinion.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on June 19, 2010, 07:38:40 PM I fixed up the level switching glitch with a quick but not too clean fix. There should be no more bugs unless they were intentional (Like the collision event with the skeleton that will automatically warp the player to the next level).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 19, 2010, 08:26:29 PM Really enjoyed this, quite a fun set of mechanics, really charming little game. One really really minor thing, I understood pressing Escape was supposed to take you back to the main menu. I know you explain how to quit out if you do press escape but I think it would be nice if that was consistent across all the final games. Will be annoying if each game does it their own way. Thanks man, I'm glad you enjoyed it. There's a lot more I wanted to do, but I guess that's always the case. Have most games actually been implementing Escape this way, quit to front screen? I think I remember there being some inconclusive discussion about this before. The problem is that people complained about accidentally losing progress, plus it seems awkward (and un-NES-like) not to have a pause key. If I were to follow the proscribed scheme, I would be tempted to add an option to the front screen - "restart last level played." Whatever the consensus is, I'll adhere Bits 'N Pieces to it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 19, 2010, 09:00:46 PM Your Bits and Pieces is pretty cute! I played it for quite a while, but I find it too difficult and frustrating to get very far through... Sorry about the difficulty. I guess player movement is extremely hair-triggerish. After spending a long time fooling around with the basic locomotion, I decided that these wild, slightly floaty and ultra-responsive leaps make for the most interesting gameplay, supportive of my vision of steering through clouds of enemies. But it's extreme. I might try globally slowing down the game. Do you think that might help? Quote I'm not seeing a lot of resemblance to the original game though, could you clarify that for me? As a gamer and developer I'm very abstract and analytical, so for me the remaking process was naturally more about analyzing and expanding on the gameplay mechanics than developing the original's story, setting, or visuals. Playing the original, the only faint hints of fulfilling gameplay that I encountered were the moments when the player needs to not just blindly jump forward, but actually steer his jumps backward to avoid a crowd of marching enemies. Strategic jumping in crowds. I took this concept and expanded it as far as I could. For more complex jumps I made the fov much larger, gave the player crazy powerful jumps with precision controls, and added enemies to fill up the sky instead of just the foot soldiers. The original vision was a platformer bullet hell, where you're jumping through patterned clouds of enemies. Visually, the original had two level palettes, the gray rocky dismal one and the green grassy happy one. I went with the same two paradigms, starting happy and green, and getting progressively darker and less colorful and more ominous as the game goes on. (The original goes the other way, from grey to green, then it loops back to level 1.) Story/setting, well, I tried to maintain a creepiness in the atmosphere. Instead of the scary purple and green monsters, I made creepy little mysterious things. Also I riffed on the game title. The game is all about the bits and pieces that make up our bodies and our souls. Those of humans and those of the hive. As the bird consciousness puts it, "Your bits are neurons and muscles; my bits are bird brains and feathers." Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 19, 2010, 09:24:40 PM THEY CAME Quick questions:the space shooter with an unfortunate name, is now done. WINDOWS BUILD V1.3 (http://uploadrobots.com/64CLZ2) Thanks to easyname for the music, and the #pigscene guys for bugtesting! * Are you supposed to be able to fly off the top left corner of the screen and be invincible for the entire game? I think not. * Do the powerups really do anything? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 19, 2010, 09:25:48 PM In Bits and Pieces it's a frankenstein-type (I think) figure being attacked in a graveyard by werewolves, skeletons and swamp things. :shrug2:
I think the goal was to remake the games into better versions of themselves. Even though Critical Bypass was a major remake, I can still see the original's influence. When I play Bits and Pieces, I don't see that. I see no connection to the original in your remake. Not a bad game, but do you think it would be appropriate for the goal of this project? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 19, 2010, 09:55:59 PM Billy Bob felt like it needed more fluid jumping. That was my main complaint while playing it. Otherwise, it was pretty awesome!
Neon, you should keep working on Meong. It looks awesome! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on June 19, 2010, 10:16:46 PM I vote for neon to stay working on his game as well! :wizard: :handthumbsupR: Sorry you had a rough time with some people here but its not all bad. It does sound pretty harsh for being banned for such an arbitrary and irrelevant rule. I don't even quite get how zelda is a meme or why it matters but anyways please stay and finish! :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 20, 2010, 01:06:15 AM Storm over the Desert: http://www.swfcabin.com/open/1277020693
I still need to put in the music, but otherwise I think we're done. I made the beginning of the game slightly easier. The delay when playing back mp3s in flash sucks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 20, 2010, 01:32:38 AM Storm over the Desert: http://www.swfcabin.com/open/1277020693 The delay at the start or in general? The delay in general can be fixed by setting an MP3 to stream instead of just play. Delay at start is a loading issue.I still need to put in the music, but otherwise I think we're done. I made the beginning of the game slightly easier. The delay when playing back mp3s in flash sucks. As for your game, it has a really awesome concept, the art is fantastic and amazing, and I love the whole formation deal. It does get a little boring after a while, though. I started losing interest a few minutes in, and only stuck with it to see if the enemies changed. I was only really engaged immediately before the fortress where you destroy the robot head. Still, I think it's amazing. Up until after you destroy the second wall, though, is just so tedious. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 20, 2010, 01:39:01 AM The delay at the start or in general? The delay in general can be fixed by setting an MP3 to stream instead of just play. Delay at start is a loading issue. My problem is that I want, say, the firing sound to start at the moment that you press the key. But the mp3 sound was created by Audacity, which introduces a short silence at the start. I also get the impression that flash can introduce some delay each time (although I may have misunderstood this). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 20, 2010, 01:47:58 AM My problem is that I want, say, the firing sound to start at the moment that you press the key. But the mp3 sound was created by Audacity, which introduces a short silence at the start. I also get the impression that flash can introduce some delay each time (although I may have misunderstood this). Curiously, I've never had this issue with Audacity. What OS are you using, and what version of Audacity? Flash can indeed cause delay, although you can alleviate (or eliminate) this by adding a preloader if it is online. Does it delay in HDD playback, or only through browser? Also, see above post edit for feedback on the gameplay. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 20, 2010, 02:08:05 AM As for your game, it has a really awesome concept, the art is fantastic and amazing, and I love the whole formation deal. It does get a little boring after a while, though. I started losing interest a few minutes in, and only stuck with it to see if the enemies changed. I was only really engaged immediately before the fortress where you destroy the robot head. Still, I think it's amazing. Up until after you destroy the second wall, though, is just so tedious. Thanks very much for the feedback. The art is by unsilentwill. I kind of agree about the feel of the game. The last part with the waves of tanks feels like silly, wacky action, while the rest ends up a bit slow and empty. The idea is that it should be fun just to navigate around obstacles, but this doesn't quite come off. I wonder if this could be fixed just by changing the tone of the game, with music or with, say, text taunts from Saddam. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 20, 2010, 02:14:22 AM Curiously, I've never had this issue with Audacity. What OS are you using, and what version of Audacity? Flash can indeed cause delay, although you can alleviate (or eliminate) this by adding a preloader if it is online. Does it delay in HDD playback, or only through browser? Also, see above post edit for feedback on the gameplay. It's audacity 1.3.12 on Windows 7. Probably what's relevant is the version of Lame, which I don't know but which should be recent. I made it in FlashDevelop with flixel, and have only tested it in the debug flash player - not sure what you mean by HDD playback. The sounds are all embedded. What happens is - take a 44100 Hz project in audacity, and export it as an mp3. If you then open the mp3, there's 0.05 seconds of silence added at the start (although the delay in the game feels like more than this). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 20, 2010, 03:05:54 AM Pishtaco, I really like the feel of the game (though I'm finding it pretty damned hard).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 20, 2010, 03:43:02 AM Storm over the Desert: http://www.swfcabin.com/open/1277020693 Nice. One final suggestion: mention in the opening text that the tanks' machine guns automatically fire on infantry.I still need to put in the music, but otherwise I think we're done. I made the beginning of the game slightly easier. The delay when playing back mp3s in flash sucks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 20, 2010, 05:22:44 AM Pishtaco, I really like the feel of the game (though I'm finding it pretty damned hard). I echo this sentiment, really like it but very hard. Not that to me that's a criticism. I'm now currently pondering whether or not to pick up one of the other spare games now Critical Bypass is done. But do something in 2D I could finish in 1 week rather than 4. Guess I should have a look what's available and see if I could find one that inspires me. EDIT: Currently uploading Critical Bypass v1.2, with some more feedback changes: - firing time shortened, and made framerate independent (oops!) - some unfair cannons removed, some moved and some scaled up - player health increased - firing window enlarged (so you should be able to grab the purple things swinging left) - cannon lasers changed to same colour as monster lasers for player feedback consistancy Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 20, 2010, 12:50:54 PM Given the treatment you gave Critical Bypass, Perrin, I'd be excited to see your take on Megalonia. Just my 2 cents
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 20, 2010, 01:09:32 PM Given the treatment you gave Critical Bypass, Perrin, I'd be excited to see your take on Megalonia. Just my 2 cents Yeah but to be honest I'd be much more interested in NOT doing another shooter. ^_^ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on June 20, 2010, 01:13:16 PM We may already have to many shooters already. There's always the important option of changing gameplay completely but keeping the same fever-dream universe , if not expanding it.
There's still so much untaped potential and I want to see more! Also, many games are at their 2 week mark, woo! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 20, 2010, 03:08:11 PM Think I'd like to take a crack at Alfredo actually. Though will need Mr. P to mark Critical Bypass as done before the system will let me reserve another game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 20, 2010, 03:47:19 PM Your Bits and Pieces is pretty cute! I played it for quite a while, but I find it too difficult and frustrating to get very far through... Sorry about the difficulty. I guess player movement is extremely hair-triggerish. After spending a long time fooling around with the basic locomotion, I decided that these wild, slightly floaty and ultra-responsive leaps make for the most interesting gameplay, supportive of my vision of steering through clouds of enemies. But it's extreme. I might try globally slowing down the game. Do you think that might help? Quote I'm not seeing a lot of resemblance to the original game though, could you clarify that for me? As a gamer and developer I'm very abstract and analytical, so for me the remaking process was naturally more about analyzing and expanding on the gameplay mechanics than developing the original's story, setting, or visuals. Playing the original, the only faint hints of fulfilling gameplay that I encountered were the moments when the player needs to not just blindly jump forward, but actually steer his jumps backward to avoid a crowd of marching enemies. Strategic jumping in crowds. I took this concept and expanded it as far as I could. For more complex jumps I made the fov much larger, gave the player crazy powerful jumps with precision controls, and added enemies to fill up the sky instead of just the foot soldiers. The original vision was a platformer bullet hell, where you're jumping through patterned clouds of enemies. Visually, the original had two level palettes, the gray rocky dismal one and the green grassy happy one. I went with the same two paradigms, starting happy and green, and getting progressively darker and less colorful and more ominous as the game goes on. (The original goes the other way, from grey to green, then it loops back to level 1.) Story/setting, well, I tried to maintain a creepiness in the atmosphere. Instead of the scary purple and green monsters, I made creepy little mysterious things. Also I riffed on the game title. The game is all about the bits and pieces that make up our bodies and our souls. Those of humans and those of the hive. As the bird consciousness puts it, "Your bits are neurons and muscles; my bits are bird brains and feathers." sorry bro. this isn't bits and pieces. this is... not bits and pieces. i'm gonna free up that slot. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 20, 2010, 03:48:45 PM Think I'd like to take a crack at Alfredo actually. Though will need Mr. P to mark Critical Bypass as done before the system will let me reserve another game. i've marked you as done.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 20, 2010, 04:11:49 PM Since apparently there's no deadline anymore , I'm going for "Evil Empire" , Thought I won't be able to finish it before 1/7 because of me being busy with exams and stuff , is that ok ?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 20, 2010, 04:52:55 PM Progress goes (absurdly) slow on my end, but I'm one step closer to having something fun.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on June 20, 2010, 05:15:25 PM Given the treatment you gave Critical Bypass, Perrin, I'd be excited to see your take on Megalonia. Just my 2 cents Yeah but to be honest I'd be much more interested in NOT doing another shooter. ^_^ Yeah, I totally know what you mean. There are a LOT of shooters in Action 52, haha. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 20, 2010, 05:45:14 PM Progress on some music, still very WIP like, and not sure if I'm gonna stick with the current iteration of the Fire Dungeon theme, depends on the reaction to it.
Metal Dungeon WIP - http://kiwi6.com/file?id=7eir2p745l Fire Dungeon WIP - http://kiwi6.com/file?id=84x9az5cgc Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 20, 2010, 07:23:13 PM In Bits and Pieces it's a frankenstein-type (I think) figure being attacked in a graveyard by werewolves, skeletons and swamp things. :shrug2: sorry bro. this isn't bits and pieces. this is... not bits and pieces. i'm gonna free up that slot. Again, it's an interesting contrast - to you, games are stories; to me, they're game mechanics. To you Bits and Pieces is a game about a Frankenstein figure and monsters; to me Bits and Pieces is a game about jumping strategically to avoid objects. So, as I described a few pages ago, I took the strategic jumping idea and ran with it. Obviously I took a lot of crazy liberties in my interpretation. But that was kind of the point. Bits and Pieces is where I came from; this is the way I as an individual cover Bits and Pieces. Remakes and covers, to me, are most interesting when they bear very little resemblance to the original, instead showing you the unique way someone else experienced it. Sometimes they can go too far and bear no resemblance whatsoever--but they're still remakes, if honestly inspired by the original. For this reason, in a festival of remakes, it makes no sense to dictate the limits of interpretation. This would be so obvious in most creative contexts that it seems bizarre we even have to discuss it. Having said all that, I should be clear that I don't consider my Bits and Pieces to be a good game; it's rough and seriously flawed in many ways. I don't expect that anyone would learn anything fascinating about me or the original game from this remake. I would understand if my game were rejected purely for quality. But I find it unfortunate that you would put limits on how unlike the original a remake can be. In general, the lack of open-mindedness in the "Pigscene" group has surprised me. The exclusivity, the passive aggressiveness, that a couple guys have been filling this thread up with, is something I associate more with pretentious art students than indie game development. I used to feel like everyone I meet in this scene is not just brilliant, but so cool and friendly. Here I feel like I'm in a group of annoying film students. Not all of you, of course. Mostly, I love you guys. :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 20, 2010, 07:28:27 PM It has nothing to do with "lack of open-mindedness". You totally miss the point of this thing. It was to make these games better, in the spirit of the original. Your game does not do this, at all.
Quote the point of this game jam is to create a resultant game that maintains the integrity of the original game intact, while making some allowances for the sake of gameplay/fun. again, i will repeat: PUT EFFORT INTO THESE REMAKES AND MAKE THEM LEGITIMATELY FUN GAMES TO PLAY there is only one way to interpret this, and you failed in the hardest way possible. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: droqen on June 20, 2010, 07:29:24 PM I should be clear that I don't consider my Bits and Pieces to be a good game Quote from: mr. podunkian we are going to make a GOOD ACTION 52. There is some disagreement with the very definition of this 'festival of remakes' and your remake! ._. Also, this is my first post in the thread. Also also, allen beat me to pretty much exactly what I meant but I'm posting anyway. To you Bits and Pieces is a game about a Frankenstein figure and monsters; to me Bits and Pieces is a game about jumping strategically to avoid objects. And I kind of really want to mention, as much as how the game plays is important to me, to me a game is the game itself, not just one part of it. Can't Bits and Pieces be a game about a Frankenstein figure jumping strategically to avoid monsters? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on June 20, 2010, 07:30:42 PM I haven't seen your entry dude but if you think remakes needn't be at least thematic then you have no idea what a remake is.
I know it must be a bit frustrating to have your game outright rejected after laying out however much effort you put into it, but you yourself don't even like your submission, so at least take it like a man, bro. There's no call to start accusing people of being film students. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on June 20, 2010, 07:32:48 PM and by the way, don't peg any of this on the 'pigscene' group -- we had absolutely no hand in the creation of this garbage, and did not at any point intervene or otherwise interact with you this game's development. but cheers! :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hamburger on June 20, 2010, 08:25:51 PM Can't Bits and Pieces be a game about a Frankenstein figure jumping strategically to avoid monsters? It can be, but my point is, it shouldn't have to be. I'm not allowed to throw anything out? Quote from: Radix I haven't seen your entry dude but if you think remakes needn't be at least thematic then you have no idea what a remake is. My remake is thematic, it's about jumping and avoiding stuff; this was the theme of the original for me. I did put effort into this, and I thought I was embracing the original in an interesting, if not fully realized, way. Obviously you guys are drawing the line somewhere in the middle; I draw the line at the intent of the creator, and I thought everyone drew it there, but I was wrong. And sorry about the tirade. This was mainly separate from Bits and Pieces and should have gone in a separate post. I'd been wanting to get it off my chest for a while, after reading some of the earlier posts in this thread. I don't really know what pigscene is, and I have no idea what the relationship is between Arthur and Derek. All I was really referring to is Arthur and maybe some other guys being aggressive and unwelcoming. Be nice, guys. I'll shut up now. My Bits and Pieces will go to a Flash portal. Good bye and have fun with the rest of these games. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 20, 2010, 09:10:07 PM The game isn't terrible and I appreciate the amount of work it takes to create such a thing. I played it for a minute or two and it was entertaining. I just think you were missing the point.
Anyways, there's not much more to discuss about this.. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Radix on June 20, 2010, 09:57:23 PM My remake is thematic, it's about jumping and avoiding stuff; That's not what that means and you know it. ...And now you've put yourself in a position where all you can really do is play semantics: don't bother. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on June 20, 2010, 09:58:21 PM Been working on sprites for the weekend... and there's a title screen ;
(http://img19.imageshack.us/img19/754/cb2nd.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 20, 2010, 10:07:27 PM Progress on some music, still very WIP like, and not sure if I'm gonna stick with the current iteration of the Fire Dungeon theme, depends on the reaction to it. So you've decided to still work on the game? I'm glad. EDIT: Oh wow, I dig this Metal Dungeon music. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 20, 2010, 11:16:52 PM Pishtaco, I really like the feel of the game (though I'm finding it pretty damned hard). People finding it very hard: how far are you getting? I could put in one or two checkpoints. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 21, 2010, 12:34:31 AM People finding it very hard: how far are you getting? I could put in one or two checkpoints. uh - encountering my first infantryman, then getting killed shortly thereafter.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on June 21, 2010, 04:39:20 AM Quote People finding it very hard: how far are you getting? I could put in one or two checkpoints. I played this game a while back and forgot to comment, anyway my best was a little past the second wall you blow up. I only played 3 or 4 times, but I also played the earlier version of the game a couple of times. I'd say what got me stuck initially was having 4 tanks, it's difficult keeping track of all of them and it seems more problematic having 4 than having less. The time I did the best was when I had two tanks and money to buy a reserve tank, so when I got down to one I bought another tank ad kept repeating this. The extra firepower of four tanks is not really worth the maneuverability you lose, I found.I'm not sure how well this suggestion would work, but I'd consider cutting it from 4 tanks maximum to 3 tanks maximum, and starting the player with one reserve tank ($2000). Also posting to say I'm still on Chill Out. I've been having a bit of trouble finding time to work on it, but I'm getting steady progress. Once I get my music I'll post up a new version which should be about 70% of the full game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on June 21, 2010, 08:56:32 AM Had a great idea for Evil Empire. Late by 5 hours :'(
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 21, 2010, 12:06:51 PM Been working on sprites for the weekend... and there's a title screen ; (http://img266.imageshack.us/img266/4999/cb2p.jpg) Haha, awesome! This definitely makes me want to try the game out, so I think it gets the job done as a good title screen :beer:. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 21, 2010, 01:52:37 PM Had a great idea for Evil Empire. Late by 5 hours :'( Haha .... sorry for that , maybe you should make your version too , I'm not sure if I'll finish mine any time soon because of the exams ...Edit : also , here's a screenie from the game : (http://i.imgur.com/AgVvN.png) Still need to add some enemies and tweak the level design more Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BMcC on June 21, 2010, 05:55:36 PM Holy fucking shit. BMcC will make a game? Either Megalonia or Ninja Assault would turn out awesomely. Heck yes! Well, maybe. Evil Empire is actually most appealing to me. I've got a real soft spot for extra tiny simulated people. The only thing is I'm on the VERY last step of a huge (read: 1.5 year) milestone for the big project I'm working on and my partner is sitting on go. (I didn't realize the deadline for this was so close.)But, man, I do very much want to start making small games again. This would be healthy. Maybe if I cut out sleep? :droop: EDIT: Okay, there are TWO other Evil Empire projects now? Since the weekend?! Goodness. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: godsavant on June 21, 2010, 06:33:47 PM Ugh.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on June 21, 2010, 06:46:04 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on June 21, 2010, 07:08:13 PM EDIT: Okay, there are TWO other Evil Empire projects now? Since the weekend?! Goodness. haha I don't want to compete with Saker. I'm not going to remake EE. Plus I have nobody to code for me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 21, 2010, 07:48:37 PM oh , god .... Where were you people all these days ?
Maybe I shouldn't have taken that game slot . Now I've to make a better game than planned so nobody can blame me :facepalm: or maybe a collab ?! Edit : haha I don't want to compete with Saker. I'm not going to remake EE. Why ?! ... That would be awesome ,I know my version would suck hard next to yours but that would be a great motivation for me :eyebrows: .Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BMcC on June 21, 2010, 07:58:20 PM Um, am I missing something here? ???
oh , god .... Where were you people all these days ? No, man, go right ahead. Just do it justice. (Which shouldn't be hard for an Action 52 game!) :PMaybe I shouldn't have taken that game slot . ... I'll figure something out. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 22, 2010, 12:54:55 AM (http://dl.dropbox.com/u/511152/test.png)
Does this look like underwater CAVES for you guize? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 22, 2010, 01:50:37 AM Certainly seems enough like a cave to me. :) Looking good so far, and I'm looking forward to Sharks.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on June 22, 2010, 03:20:02 AM Quick questions: * Are you supposed to be able to fly off the top left corner of the screen and be invincible for the entire game? I think not. * Do the powerups really do anything? * Woah. No, you're not supposed to be able to fly off- I've fixed that now. * The powerups give you extra points. THEY CAME - NEW WINDOWS BUILD V1.4 (http://drop.io/7wjjgvh/asset/theycamev4-zip) (also added a handy spawn indicator that shows where the next enemy is going to appear, so the game is more fair now.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on June 22, 2010, 07:38:19 AM Melly's wet caves
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BoxedLunch on June 22, 2010, 07:53:34 AM Does this look like underwater CAVES for you guize? that looks like underwater awesome to me. :gentleman:Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 22, 2010, 08:04:11 AM Some more They Came comments:
* Currently, the game mostly consists of flying around until the player is entirely crowded out by foes and dies. While that's all well and good, it's still fairly basic and inevitable. I think it could be considerably more compelling if the player had access to some kind of method by which these crowds could possibly be broken or eluded, affording a means of cunning escape from such tight situations. Just one of these ideas should be sufficient: - Asteroids-style screen wraparound. Fly off the top, come out the bottom. Having a means of fleeing from constricted corners could make this game much more lively. - A charge shot that pierces multiple foes but takes a few seconds to charge up, possibly even requiring motionlessness. Just by punching a hole in the crowd, the player can create a window of opportunity to retreat. * Interface suggestion: while the player flies under the score text, the score text should fade out. * You forgot the "Try" at the beginning of "Try killing all of the green-eyed monsters only to be attacked by their leader." * You don't actually get attacked by their leader, do you? ;_; (But that's an integral part of the story!) * The powerups seem to be in such hard-to-reach places that perhaps the player ought to be rewarded mechanically as well as meritously. Even just something simple as increasing their fire rate by a little bit - and it doesn't even have to stack with multiple powerups.) * On the other hand, if you just want them to award points, might I suggest making the classic "1000" numerals appear temporarily after collecting them? Then people won't be quite as confused as to their purpose. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 22, 2010, 10:13:10 AM Silver Sword build 5 (http://l.j-factor.com/gamemaker/SilverSword.zip)
There are now 2 game modes in this game! Journey will be the ordinary three-level linear mode, and Treasure Hunt is more of a short one-level "Metroidvania" sort of thing. You start Treasure Hunt with no weapon and must collect the fire, silver and ice powerups as you go along, as well as two other powerups. There are also illict gold trinkets to obtain. You can play 80% of Treasure Hunt now. (http://l.j-factor.com/gamemaker/silversword4.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on June 22, 2010, 12:31:25 PM sharks will be awesome whether you like it or not, melly.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 23, 2010, 08:49:18 AM This summer ALFREDO will be well and truly IN THE FETTUCINI!
(http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoWIP1.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 23, 2010, 09:20:11 AM -awesome- :o you're making the graphics, right? looks effin' cool. also, aquaria rip-off. (sorry, I had to say this hahah) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 23, 2010, 10:18:35 AM (http://imgur.com/M4wUm.png)
So , Evil Empire was all about A Ninja invading the Arab land by shooting stars at flying carpets and green ghosts (Genies?!) :facepalm: Edit : Also I found this : http://www.youtube.com/watch?v=d6hB72xtMt8 , If you're afraid of the mental harm caused by playing the original games , someone played it for you . Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 23, 2010, 04:16:42 PM Perrin, Alfredo looks pretty bizarre.
Awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 23, 2010, 05:54:05 PM This summer ALFREDO will be well and truly IN THE FETTUCINI! Ohhh, I love the Pixar-credit-esque look you have going for the lights and pictures, with the angular non-right angle shapes. Do you think you could do the same thing for the main tiles? That would seriously scream awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 23, 2010, 05:56:16 PM This summer ALFREDO will be well and truly IN THE FETTUCINI! Ohhh, I love the Pixar-credit-esque look you have going for the lights and pictures, with the angular non-right angle shapes. Do you think you could do the same thing for the main tiles? That would seriously scream awesome. Yeah planning to use it throughout, my main inspiration was actually Andrius's Assemblee entry (http://forums.tigsource.com/index.php?topic=9437.0), I really liked the style. For the title sequence I might look for older examples of it, I know some of the pink panther credits sequences employed elements of this style. I presume there's some kind of name for it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on June 23, 2010, 06:27:59 PM CITY OF DOOM! (still work in progress image)
(http://i121.photobucket.com/albums/o214/ndk5027/other%20work/titlewipcity1.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on June 23, 2010, 08:52:26 PM heh, I posed for that.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on June 23, 2010, 09:03:33 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on June 23, 2010, 09:49:38 PM It's true... I have a picture of jajitsu's butt from an extreme angle sitting on my desktop at this very moment. Strictly for artistic purposes only of course.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CK on June 23, 2010, 10:24:19 PM CITY OF DOOM! (still work in progress image) wow, that's incredibly beautiful :crazy: i just really love it - it has some effect on me :handmetalL: :wizard: :handpointR: boop Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 23, 2010, 11:48:03 PM It's true... I have a picture of jajitsu's butt from an extreme angle sitting on my desktop at this very moment. Strictly for artistic purposes only of course. Would you mind sending me that picture? So I may... use it? Strictly for artistic purposes only of course. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WindowRunner on June 24, 2010, 03:15:23 AM An update on our progress for Underground.
Just finished the core functionality of the level editor. -Painting tiles -Adding Scrolling backgrounds -Modifying Collision -File saving/loading Screenshot (http://img.photobucket.com/albums/v365/WindowRunner/LevelEditorScreenShot_052410.png) Going to add functionality to place animated tiles. Have a "background scroll test" mode. Add more options for modifying tile/sprite details, such as a picking a special shader. Be able to place game specific triggers. I'm really enjoying this project. I've been wanting to make tools with C#/XNA for a while now. The main window is drawing with XNA. Didn't know how hard it would be to use XNA with a windows form but it turned out not to be a problem. =) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 24, 2010, 04:24:57 AM I'm really enjoying this project. I've been wanting to make tools with C#/XNA for a while now. The main window is drawing with XNA. Didn't know how hard it would be to use XNA with a windows form but it turned out not to be a problem. =) Are you going to make the actual game in XNA? I ask because with all the pre-reqs that must be installed before an XNA game will run under windows what happens on a lot of machines is the game will just crash on launch. With XNA games under windows you kind of have to rely on an installer to get the person's machine ready to play the game, but you can't use installers for this comp. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WindowRunner on June 24, 2010, 05:32:43 AM only the tool will be using XNA. the actual game will only have DirectX as a requirement, so it shouldn't be a problem.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on June 24, 2010, 05:39:57 AM only the tool will be using XNA. the actual game will only have DirectX as a requirement, so it shouldn't be a problem. that's fair enough then. Hope we can see some game screenshots soon. ^_^ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on June 24, 2010, 09:35:18 AM ...nice.
Progress has been slowed due to antagonist factions opposing resistance on the secondary roads. I have completed 2 more levels. Only two (simpler) levels left to go. But today I woke up with dengue fever. I'll try to do as much as I can but most of my work will probably be part of an elaborate hallucination. stay tuned. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on June 24, 2010, 10:48:59 AM hallucination = win
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on June 24, 2010, 01:00:28 PM Well, I just broke the personal 2 week deadline. It shouldn't take much longer to finish the game, but it'll still take some more days.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 24, 2010, 11:17:55 PM (http://img229.imageshack.us/img229/1848/illum3.gif)
It's Illuminator time again! http://www.l-ames.com/logan/illum-3.zip Same as last time: C is flashlight (leave it off to overcharge it to kill ghouls), X is action (to pick up/use items, and open/close doors). Most of the game is there. Sounds, enemies, levels, tiles, and all that rot. It still needs some polish, and things like a menu and a story and a boss to frame it all. But essentially you're this kid who's chasing after these ghouls to rescue his kidnapped sister. The ghouls travel from house to house by tearing through the fabric of space, but they stitch it up afterward. So you have to find the hole in space in each level, and kill enough of the ghouls that the stitches come undone. There's eight levels here. I'm not sure if I want to force the players to take 'em all at once, or what, but if you want to skip through levels, you can use the numbers 1-8 in-game to skip levels if you're into that sort of thing. For now. If anybody has any good ideas for more ghouls, or extra things that can be plugged into the wall, I'm open to ideas. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PleasingFungus on June 25, 2010, 12:16:21 AM I think I am now terrified for life
(amazing game) (got to level 4 I think) (but now I am petrified with fear) (so, I guess I cannot play any more) (aaaaaa) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on June 25, 2010, 09:38:44 AM that game shitted me up
.....when that blue skull exploded oh my god, and then i opened a door and i got hit as soon as i opened it and my hand automatically went to bash escape...... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on June 25, 2010, 04:00:29 PM Amazing game, got to level 4 aswell before finding myself unable to continue, congrats! :coffee:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 27, 2010, 08:07:23 AM (http://imgur.com/0V2Oz.png)
Unfortunately I'll be busy as hell this week :( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 27, 2010, 12:45:45 PM It's Illuminator time again! Heck YES. The first time I found the rift in the wall I literally jumped. Awesome game. What exactly do the Christmas lights do? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 27, 2010, 01:03:12 PM Storm over the Desert is done!
Download .exe (http://www.box.net/shared/p72m7ks1uq) Play online (http://www.swfcabin.com/open/1277668117) (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on June 27, 2010, 04:27:52 PM I'm trying to figure out what I want to do. I lost a lot of interest in working on Ooze and development has practically come to a standstill. Too much needs to be done to realistically be able to finish in a reasonable amount of time and I would like to take a break from it for a while. On the other hand, what I have is fairly decent and I would rather not have this work go to waste. If I had the option of being able to shelf it for a couple of months then go back to it later I'd choose to do that, but that doesn't seem to be in line with the spirit of this group project.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 27, 2010, 06:07:27 PM Storm over the Desert is done! Download .exe (http://www.box.net/shared/p72m7ks1uq) Play online (http://www.swfcabin.com/open/1277668117) (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. Just finished this, It's short, but awesome! It really felt like an arcade game (specifically, something from Taito), which is certainly a good thing. I almost expected to see a notice saying 'Insert Coin' when I died. I really liked the fact that it isn't too difficult to get new units; money is pretty easy to come by, and the units aren't too expensive. All in all, this was great. Give yourself a pat on the back, man. You've earned it. EDIT: I have discovered a combo system of sorts exists. This game is now even better. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 27, 2010, 06:19:17 PM Storm over the Desert is done! Download .exe (http://www.box.net/shared/p72m7ks1uq) Play online (http://www.swfcabin.com/open/1277668117) (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. I'm not too fond of the "YOU NEED TO GET HURT TO PROCEED" design thing. It was cool but I didn't beat it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on June 27, 2010, 06:32:48 PM weren't you curious about the ending :whome:
It's good to be done, and I kind of want to start another? The rest of you, there's so much to be interested in for each project so I suggest you work through it and finish soon!! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 27, 2010, 06:34:56 PM I agree with EruditeDragon, that game is awesome. Really fun. Great graphics and cool explosions. Kinda like Xoldiers in a sense that you have to sacrifice tanks to proceed sometimes.
Also, one of the best game over screens. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on June 27, 2010, 06:58:46 PM I'm trying to figure out what I want to do. I lost a lot of interest in working on Ooze and development has practically come to a standstill. Too much needs to be done to realistically be able to finish in a reasonable amount of time and I would like to take a break from it for a while. On the other hand, what I have is fairly decent and I would rather not have this work go to waste. If I had the option of being able to shelf it for a couple of months then go back to it later I'd choose to do that, but that doesn't seem to be in line with the spirit of this group project. post what you have so far and let people give it a run. The response may be enough to give you a push in either direction. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 27, 2010, 10:01:51 PM Cheetahmen is driving me crazy. I'm giving myself until Sunday to get it done (+/- polish). Sorry it's taking so long.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 27, 2010, 10:06:45 PM I'm not too fond of the "YOU NEED TO GET HURT TO PROCEED" design thing. It was cool but I didn't beat it. Oops, it's not supposed to be like that. There shouldn't be any obstacle which you can't get past with four tanks. However, the rocks at the start are placed randomly - I tried to do it in a way which always leaves a big enough path through, but maybe didn't tune it quite right. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: PleasingFungus on June 27, 2010, 10:41:47 PM What exactly do the Christmas lights do? They're like the windows and clock and so on: they let you see ghouls that walk in front of them. Standing in the middle of a long string of christmas lights can be an effective tactic, though it's not as safe as hiding in a closet.Storm over the Desert is done! Download .exe (http://www.box.net/shared/p72m7ks1uq) Play online (http://www.swfcabin.com/open/1277668117) (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. ~~VICTORY~~ (the bit just after the second checkpoint is completely delicious) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 27, 2010, 11:11:02 PM Storm over the Desert is done! Download .exe (http://www.box.net/shared/p72m7ks1uq) Play online (http://www.swfcabin.com/open/1277668117) (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. Oh hey I can finish this game. Neat. I enjoyed it! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 27, 2010, 11:23:29 PM Cheetahmen is driving me crazy. I'm giving myself until Sunday to get it done (+/- polish). Sorry it's taking so long. WIP build maybe?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on June 27, 2010, 11:31:51 PM WIP build maybe? Right now? I don't even have anything properly playable (Not for want of trying). Full steam ahead, though...Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 28, 2010, 03:58:05 AM Cheetahmen is driving me crazy. I'm giving myself until Sunday to get it done (+/- polish). Sorry it's taking so long. I think I will also aim for this deadline. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 28, 2010, 06:18:45 AM Nice job with Storm Over the Desert! :wizard: :handthumbsupR:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 28, 2010, 09:59:12 AM Greetings! Please peruse the latest Silver Sword build. (http://l.j-factor.com/gamemaker/SilverSword.zip) Featuring the all-new Level 2!
Here's a level-skip cheat if you already played Level 1: on the title screen, mash the Up key until your menu cursor changes. (http://l.j-factor.com/gamemaker/silversword5.png) (http://l.j-factor.com/gamemaker/silversword6.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 28, 2010, 10:24:05 AM Greetings! Please peruse the latest Silver Sword build. (http://l.j-factor.com/gamemaker/SilverSword.zip) Featuring the all-new Level 2! Here's a level-skip cheat if you already played Level 1: on the title screen, mash the Up key until your menu cursor changes. I just tried this. I got as far as the ice snakes, but didn't see how to proceed after that, although I didn't look too hard. I like the idea of the different engagement distances a lot, and it's very satisfying when it works. I didn't understand it at first; the text doesn't explain much, the graphical effect is a bit subtle unless you're looking for it, and the enemies in the first room stuck so close to me that I never saw it, fighting them. In general, the character feels too slow to be able to choose what distance he's fighting at; in fact, slow enough that just moving around can feel frustrating. Also, what's up with shots recharging; are they timed, or is it something else? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 28, 2010, 12:02:10 PM Hey guys, here's a lil' playable buid of Lollipops (though some bugs still exist.. :facepalm:) Anyways..
(http://dl.dropbox.com/u/2074248/screenshot100.png) (The demo ends when you reach the end of the screen..blargh) Get it here: http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip (http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip) Big thanks to Roy Nathan de Groot (Enemies), Cow (Player Animation) and of course, HyperDuck Music Studios (Awesome Music) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 28, 2010, 12:28:32 PM Hey guys, here's a lil' playable buid of Lollipops (though some bugs still exist.. :facepalm:) Anyways.. (http://dl.dropbox.com/u/2074248/screenshot100.png) (The demo ends when you reach the end of the screen..blargh) Get it here: http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip (http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip) Big thanks to Roy Nathan de Groot (Enemies), Cow (Player Animation) and of course, HyperDuck Music Studios (Awesome Music) Just played this, it's fun. However, I found the collision on the candies (the ones that let you charge again) to be a bit suspect... I went through the candies on more than one occasion, and didn't get the extra boost. Also, would it be possible to get a charge attack that creates a longer wave? As it stands, the range on the main attack seems a bit low, but it may just be me. By the way, is the music a heavily remixed version of the original theme from the A52 version? Not that it matters - the A52 Lollipops theme was probably pretty forgettable... I certainly don't remember it :) Liking the music in your version, though. Fitting for a post-apocalyptic Candyland. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 28, 2010, 12:48:51 PM Played lollipops. The art and music is great, but I found the gameplay pretty lacking. The attack could be abit more ranged imo. Right now it's too short and you can easily get hit by enemies.
Another thing that happened is, I couldn't jump/dash midair for some weird reason. It happened some times and I ended up dying. Well, in the end I expected a way longer game. This is too short for a game almost 1 month in the makings. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 28, 2010, 01:32:57 PM If you would have paid attention he said it's not done, it's a demo.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 28, 2010, 05:36:00 PM If you would have paid attention he said it's not done, it's a demo. Don't put words in my mouth. I didn't imply it was done. I just expected it to be longer since he's working on it for so long. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 28, 2010, 08:25:07 PM I just tried this. I got as far as the ice snakes, but didn't see how to proceed after that, although I didn't look too hard. You gave up on the fifth screen of level 1? ...Well, anyway, what you should do there is aquire the skill of shooting forward while moving backward - use the C button to lock your firing direction (as the title screen tells you).I like the idea of the different engagement distances a lot, and it's very satisfying when it works. I didn't understand it at first; the text doesn't explain much, the graphical effect is a bit subtle unless you're looking for it, and the enemies in the first room stuck so close to me that I never saw it, fighting them. In general, the character feels too slow to be able to choose what distance he's fighting at; in fact, slow enough that just moving around can feel frustrating. Also, what's up with shots recharging; are they timed, or is it something else? Also you have a maximum of one sword beam onscreen at a time. You can fire another beam in half a second, or when the first beam vanishes, whichever comes later. Also: there are 19 screens in Level 1 and 20 in Level 2. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on June 28, 2010, 08:54:52 PM Hey guys, here's a lil' playable buid of Lollipops (though some bugs still exist.. :facepalm:) Anyways.. Hmmm... good.* I'm looking at the original Lollipops, and something's missing from yours... distant purple stars in the sky! That'd make that flat expanse of grey look more interesting. * I like the non-at-all subtle musical reference to "Theme of Simon Belmont". * I don't see the point of the high platform just after the first pit. It seems to me a bit of a trap - new players could dash right into it and then fall uselessly into the pit. * I can also report a bug that prevents jumping occasionally. It tends to happen when you airdash and fall onto the ground. * I totally got beaned by an enemy while the "Dash into candies" message was onscreen. Boo! * Humiliating game over screen pechance? Possibly showing a busted green lollipop? * Idle animations? * Put in some top secret Bubblegum Rosie references somewhere. (Maybe make Rosie quickly float past on the top of the screen in a bubble at some point, and popping her gives you a 1UP?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 28, 2010, 10:06:24 PM I fixed that "trap" pit, as well as added a longer range to the attack, and fixed the dash-candy bug. Fixed the occasional jump bug as well! :tearsofjoy:
Maybe I'm missing something, but where is this flat expanse of gray you're talking about? I mean, it's probably the purple, but yeah... I'll add the stars in the 2nd stage (takes place at night) And, that's a no go on the Bubblegum Rosie reference... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 28, 2010, 10:23:04 PM Well, I did a quick Lollipops bughunt just now (and my last one for now, I need sleep). I found three things, two of which can be reproduced:
1. Similar to L's 'cannot jump' bug, I may have run across a 'cannot dash' bug. Not sure what causes this, or even if it's really a bug (I could just suck that much). File this one under cannot currently be reproduced. 2. It appears that if you airdash, and then immediately try to attack once the dash stops, you just go back into the airdash pose. I reproduced this multiple times. 3. I ran into a nice little Game Maker warning notice when I airdashed off the side of the screen at the end of the demo. Unfortunately, I don't have the error report. My bad. (I'm a budding programmer; you'd think I'd pay more attention...) Finally my suggestions, which you can add to L's lengthy list. 1: I'd eventually like to see a death animation. To build on L's suggestion for a game over screen, why not have the lollipop weapon break, then have the hero fall to the ground? Or explode? Or, maybe, do both? 2: The main attack needs either longer range, or a longer enemy stunlock period. It's too easy to get hit right now. 3: If the dash doesn't have an invulnerability period, it could use one. I remember a few times where I got hit in the middle of my dash from below, and died (but again, maybe I just suck :( ) 4: Finally, I've got more ideas on a possible charge attack for you to use. Essentially, the wave from this attack should be longer and more powerful (at the least, it should kill the roving gumballs - and it's so tempting to type goombas there... I need sleep - in one hit). Not sure how to balance this, though. At the moment, I'm just about asleep at my keyboard. More ideas forthcoming... once I get some shut-eye. Still enjoying the game, BTW. It's fun, despite the unfinished-ness. You've got the makings of a good game here. Just need more stuff. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 29, 2010, 12:05:28 AM Hey EruditeDragon,
In response to your list of bugs: 1 - UNKNOWN, PROBABLY FIXED 2 - FIXED 3 - FIXED In reply to your list of suggestions: 1 - Game Over screen will be in game soon, Death animation will probably be a remake of the original death animation, seriously. 2 - Range has been increased 3 - Eh, dunno about that 4 - No charge attack, but maybe a secondary weapon like in Castlevania [I UPDATED THE LINK WITH THE NEW BUILD!] http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip (http://dl.dropbox.com/u/2074248/Lollipops_Demo.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on June 29, 2010, 06:40:36 AM I finished 7 gigantic animations this weekend, 3 more to go and the hard diff enemies are all done. Theyre all new animations for the zombies only.... At hard difficulty, they become by far the biggest threat in the game
Then its finishing up the bosses, and then some lil things there and there. I might have this finished by next weekend. Otherwise I will at least have a new version by then. (ya, I can work on this again!) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 29, 2010, 10:10:00 AM Storm Over the Desert
Very fun! After getting used to controlling all the tanks at once (which took a bit of practice), I found that you actually had quite a bit of maneuverability. I managed to get to the second wall without loosing a tank my second time through (as my first time was rudely interrupted). And yes, the part after that is delicious. Kudos! Silver Sword The changing elements is an interesting idea, though frustrating at times. I think you could do more to exaggerate the changes, both visually and sound-wise (like having a different non-critical hit noise for each element). I didn't like how helpless I seemed when trying to get to the right distance with most enemies. Since the player already locks direction if you hold the attack button, I think you'd do well to use that second button to add some sort of dodge/move maneuver, like a roll; it wouldn't be too game-breaking to allow such a kindness to the player. As it is, the game is VERY difficult. I was able to get through the whole thing, but only just barely in a lot of cases. The caterpede just seemed too ruthless, and I was only able to beat Hogan by hiding somewhere where he couldn't move, and picking him off with -1s. Difficulty may be what you're shooting for, but don't get carried away; you may find the difficulty just right, but those not so close to the project will have a much tougher time. And the save points are clever. Lollipops Enjoyable, I guess. I'm afraid I don't have a whole lot to say about it, but it seems to be going in the right direction. What exactly do the Christmas lights do? They're like the windows and clock and so on: they let you see ghouls that walk in front of them. Standing in the middle of a long string of christmas lights can be an effective tactic, though it's not as safe as hiding in a closet.Heh, spot-on. But if you keep hiding in closets, I'm gonna come up with enemies that will find you in there. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 29, 2010, 11:56:08 AM (http://img.photobucket.com/albums/v89/smind/RocketJockeyTitle.png) Rocket Jockey is finished :beer: Yes, I did take long enough. I think I fixed most of the problems that were in the last build. The first boss is more aggressive, but also easier to attack. I also added the third level and final boss, changed how the lasso works and made an intro animation. You can get it HERE (http://dl.dropbox.com/u/3125554/Rocket_Jockey_0_95.zip) On a related note, I kind of inherited Billy Bob, so if it's all right with podunkian and everyone else, I'll take that on as my next project. The engine is already complete (thanks to Tadakuni Amano), so I'll mostly be building new levels. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on June 29, 2010, 12:04:08 PM You gave up on the fifth screen of level 1? ...Well, anyway, what you should do there is aquire the skill of shooting forward while moving backward - use the C button to lock your firing direction (as the title screen tells you). I got that, it's just that the character would back away so slowly that he would run out of space before getting enough distance from the enemies. Edit - Sorry, I wrote this without reading your post properly, and the thing I wrote above was more about the first screen with enemies than the fifth screen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 29, 2010, 12:23:23 PM Hey, pgil, played Rocket Jockey. It's fun. I'm horrible at it, but it's fun.
I ran into two glitches regarding the boss of level 2 (I haven't made it to level 3 yet). 1. It seems that whenever you die against the boss and respawn, 3 - 5 ghost riders (the enemies that appear behind you and charge you, and cannot be killed) spawn on your position. They don't damage you though. I'm not really sure if this is a bug (to be honest, it actually looks kinda cool), just thought I'd mention it. 2. During one of my fights against the second boss (Marge, right?) I ran into a Game Maker error popup. I'll transcribe it here: ___________________________________________ ERROR in action number 1 of Step Event for object ob_boss_marge: Error in code at line 56: turret_angle_a = point_direction(x,y,ob_player.x,ob_player.y) ^ at position 58: Unknown variable x If it helps, I was killed when one of her missiles turned and hit me in the back. I think I was carrying a barrel, but I don't recall. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 29, 2010, 12:53:06 PM 1. Oops, yeah. The ghost riders always acted weird after you respawn. I just changed how they spawn, and that seems to fix it.
2. Fixed. I'll upload a new version soon. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 29, 2010, 12:58:12 PM Don't forget to make it so that you can quit from the main menu with ESC!
Anyway, Rocket Jockey was quite fun, and felt really great! The colors you used, and the music, and the whole feel of cruising through the asteroids (with the foreground stuff and all) really came together well. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 29, 2010, 05:30:39 PM Stage 2 preview
(http://dl.dropbox.com/u/2074248/screenshot101.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: oranda on June 29, 2010, 08:42:28 PM What exactly do the Christmas lights do? They're like the windows and clock and so on: they let you see ghouls that walk in front of them. Standing in the middle of a long string of christmas lights can be an effective tactic, though it's not as safe as hiding in a closet.Heh, spot-on. But if you keep hiding in closets, I'm gonna come up with enemies that will find you in there. Skeletons in the closet? Make it so! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on June 30, 2010, 05:15:16 AM @Scattle :
(http://imgur.com/4GMDs.png) on Win7 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 30, 2010, 06:54:01 AM Yeah, a couple of people have been getting that, REALLY gotta fix that... :wtf:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 30, 2010, 09:38:27 AM Rocket Jockey Final? (http://gamejolt.com/freeware/games/rocket-jockey-action-52-owns/download/2734/)
Fixed all known bugs. Let me know if it crashes or shits itself. Otherwise I'm done :gentleman: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: hyperduck on June 30, 2010, 09:56:55 AM In response to Lollipop music feedback:
By the way, is the music a heavily remixed version of the original theme from the A52 version? Not that it matters - the A52 Lollipops theme was probably pretty forgettable... I certainly don't remember it :) Liking the music in your version, though. Fitting for a post-apocalyptic Candyland. The elements of the original themes are covered here, Scattle made sure I did that. There is a line between remaining faithful to the "music" in the original of this and accidently sounding terrible in the process.. that line, it scared me so much :'( glad your enjoy the post-apocalyptic Candyland sounds :D * I like the non-at-all subtle musical reference to "Theme of Simon Belmont". There was never an intention for subtlety :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on June 30, 2010, 11:54:31 AM http://dl.dropbox.com/u/1550500/sombrero.exe (http://dl.dropbox.com/u/1550500/sombrero.exe)
(http://dl.dropbox.com/u/1550500/sombreros3.png) So here's the first level of sombreros. Looking for feedback before I duplicate frames. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on June 30, 2010, 12:13:22 PM Supoib!
It's good fun, and the music fits nicely. For things to change, I'd kinda like it if, during the time-freeze aiming bits, holding a single direction would continue to rotate around in a circle. Like, holding right from the top would continue going past the right and down to the bottom, until you let go of the direction. I can see this as presenting a lot more confusion upon releasing the direction, though, where pressing it again would go opposite, so... maybe the way you have it is best. The only other (really minor) gripe I had was that in the little showdown cinematics, the characters faces felt really weird being so far off to the sides. Like they were ready to fall out of the frame. I'd say move 'em in a little more, if you can. But, again, really minor. But that's all. I loved everything else about it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on June 30, 2010, 12:18:41 PM "bury me con mi sombrero..."
Whoa, Dustin, that was awesome. Nice work. Can't wait for more levels. You could add a "skip cutscene" thing before the boss, though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on June 30, 2010, 12:33:16 PM You can skip cutscenes with escape. I should probably indicate that.
"The only other (really minor) gripe I had was that in the little showdown cinematics, the characters faces felt really weird being so far off to the sides. Like they were ready to fall out of the frame. I'd say move 'em in a little more, if you can." I see what you mean, I was just too lazy to draw the entire heads. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 30, 2010, 12:36:45 PM Sombreros looks really good. Love the music, cutscenes, and everything. I agree with ein on being able to skip cutscenes, though.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on June 30, 2010, 12:49:10 PM when you are first able to play go down and left and there is an overlapping tile.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 30, 2010, 01:11:23 PM I don't think this is supposed to happen :(
(http://dl.dropbox.com/u/2074248/sombug.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on June 30, 2010, 01:12:12 PM How'd that happen?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 30, 2010, 01:15:08 PM haha, no idea. Got killed by an explosion, loaded it up again, and ended up there
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on June 30, 2010, 01:17:57 PM Did you start at the very top like the checkpoint position got reset to 0?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on June 30, 2010, 01:29:10 PM I think so... I'll try and do it again, to make sure
EDIT: seems like I cant get it to do that again :( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ronny14 on June 30, 2010, 06:38:28 PM I will take a shot at lazer league. I don't have a way of making music, if somebody could help, that would be awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Falmil on June 30, 2010, 06:45:58 PM Have you made any games before, Ronny14? It might help to say so since this is your first post here. People might think you have no experience and are wasting their time.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ronny14 on June 30, 2010, 06:55:26 PM I have. I have made several games before and use game maker 7.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ronny14 on June 30, 2010, 07:09:46 PM I apologize for double posting, but my rather immature brother put me up for lazer league. Please ignore me, I am not actually doing it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on June 30, 2010, 07:41:40 PM Man, if only there was an edit button, right?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 01, 2010, 12:32:03 AM So here's the first level of sombreros. Looking for feedback before I duplicate frames. The first level is quite pretty and has a nice amount of variety... however, I feel that the most efficient and safe way to play this is to not shoot the guys at all but to just run past them. In fact, the mere application of a gate past that bridge, forcing progress to a halt, results in the second-most climactic scene in the level after the boss. I think you could create something joyously tense if you made the second or subsequent levels auto-scrolling. Either that, or stop the enemies from halting whenever they loose a bullet. The time-freeze-targeting seems to slow the pace of the game down. It makes sense for the very promising 'duel' event, but not quite so much for the easily escaped mooks in the remainder of the level. Maybe if there was some sort of bonus for using it instead of just free-shooting, and maybe if it didn't pause the enemies and bullets outright but slowed them down to a trickle, so that you had a bit of pressure to line up your targets quickly. One word about the boss: while the word "pry" is part of the meme you're referencing, it doesn't make any sense at all in the context of hats and heads, which don't have fingers or hooks or anything to pry apart. Good job on the production values for the graphics and music, by the way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on July 01, 2010, 07:05:09 AM Sombreros was awesome! Graphics and music were excellent. I did find the same thing as L, though, that it was easiest to just run past all of the enemies. The gates did help to prevent this a little bit, but the main reason that I just ran past all of the enemies was because the aiming wasn't very easy. I thought it was a little weird that you had to stop shooting to aim your gun in a different direction. It seems to me like it would be easier if you just shot in the direction you were walking in. Great job though, I really liked it!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 01, 2010, 01:53:19 PM I've finally finished my exams , now I can get to work on the game , I Made some changes today :-
(http://imgur.com/llcYN.png) Is this better or the original smaller version ?! ( I prefer this on as it's less boring ? ) oh , And I swear the next time I post here , there'll be a game for you to download :P Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on July 01, 2010, 02:13:15 PM It's really hard to tell what's going on, or what you're trying to do. The graphics are definitely many steps up from the original, but it still seems to suffer from tiny sprites and confusing objectives.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 02, 2010, 07:37:27 AM Well , The objective is to kill everybody and get enough points to move on to the next stage , with some ninja skills and (puzzles?! maybe) ...about the size , here's the original size I was talking about :
(http://imgur.com/0V2Oz.png) so ,Which one do you think is better ?! For the original one it's too hard to have a good level design out of it , what do you think ? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 02, 2010, 10:43:56 AM I give up. Cheetahmen is not working out for me at all. I'm sorry for using up the space for so long.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 02, 2010, 12:54:23 PM I give up. Cheetahmen is not working out for me at all. I'm sorry for using up the space for so long. sorry to hear that -- i've freed up your slot.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 02, 2010, 05:00:25 PM Rocket Jockey and Illuminator both made it on indiegames.com/blog today. How many does that make now?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Demon Lizardman on July 02, 2010, 05:48:08 PM Wasn't Konjak doing Cheetahmen?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on July 02, 2010, 05:54:51 PM Wasn't Konjak doing Cheetahmen? he said he couldn't make the deadline and freed the spot. now that there isn't much of a deadline anymore he should pick it back up the main characters looked great. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 02, 2010, 07:32:04 PM Well , The objective is to kill everybody and get enough points to move on to the next stage , with some ninja skills and (puzzles?! maybe) ...about the size , here's the original size I was talking about : I prefer this version (the bigger one)(http://imgur.com/0V2Oz.png) so ,Which one do you think is better ?! For the original one it's too hard to have a good level design out of it , what do you think ? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on July 02, 2010, 07:36:01 PM Yeah, me too. But you seem to keep the dumb limitations of the first game of keeping it all on one screen. As long as it keeps the same style as the original, the gameplay can change as much as you want. Have fun with it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on July 02, 2010, 09:11:50 PM I've gotten caught up with a lot of stuff I can't postpone recently, so Sharks development has been suffering, and I prefer not to rush it and release a half-baked job. As such, it may take a good while longer, so if you feel you should you're free to free up the slot Podunkian. I will finish it, just not sure how much longer it'll take.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on July 02, 2010, 09:30:11 PM Rocket Jockey and Illuminator both made it on indiegames.com/blog today. How many does that make now? Say wha? But I'm not finished yet! I give up. Cheetahmen is not working out for me at all. I'm sorry for using up the space for so long. Aw, sorry to hear that; I was looking forward to it. I wonder who's gonna take it now, this crown jewel of the Action 52 cartridge? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 02, 2010, 09:38:36 PM I would like to see a prototype of cheetahmen at least.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 02, 2010, 10:50:39 PM I wonder who's gonna take it now, this crown jewel of the Action 52 cartridge? Wasn't Konjak doing Cheetahmen? he said he couldn't make the deadline and freed the spot. now that there isn't much of a deadline anymore he should pick it back up the main characters looked great. : ) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Borgi on July 03, 2010, 03:30:18 AM hello there,
i've made the music for bits and pieces: http://www.mediafire.com/?wybwtk04wnf heres the original: http://www.youtube.com/watch?v=LVg03aEGu4Q Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on July 03, 2010, 04:38:04 AM Posting just to say things are still moving along on Chill Out but at a slow pace. Still having a hell of a time finding time for it, but I have the music now and the levels figured out. I feel really awful for taking this long, I just haven't had much free time, but things are getting done.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 03, 2010, 05:03:03 AM hello there, This is pretty good. What's your plan for this game? i've made the music for bits and pieces: http://www.mediafire.com/?wybwtk04wnf Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 03, 2010, 08:15:08 AM Some Illuminator suggestions:
* There should probably be a more distinct sound effect for taking damage. It doesn't seem to be notified quite enough. * I don't get the point of the second flashlight meter - the one for simply casting light. It recharges almost instantly (compared to the flash meter) and you're already flicking the flashlight on and off pretty regularly to use your attack, and its steady decreasing bar seems to serve more as a distraction away from what's important (the flash meter). Having just one meter would be a bit cleaner. * The flash meter's charging sound effects sound too, to put it in words, 'ghostly'. For a good amount of time I thought they were the cries of ghouls. It should sound a bit more sharp and clear. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 03, 2010, 11:55:54 AM Okay I have reached the point where I can't keep continue working on this anymore, just thinking about it makes me sick, that's how burnt out I am.
Fortunately I think I have managed to take it to a point where it can be released. There are only 7 levels (instead of 8 ) and no end game or cinematic (it just loops to the title screen after the 7th level) but I don't think I can do anything more. I hope it is satisfying for podunkian, and I hope thatI won't have been just a waste of everybody's time. But if someone thinks they can do better, they are welcome! This is the release candidate. DOWNLOAD OPERATION FULL MOON (http://jovianblue.com/index.php?option=com_content&view=article&id=70) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on July 03, 2010, 01:15:05 PM Okay I have reached the point where I can't keep continue working on this anymore, just thinking about it makes me sick, that's how burnt out I am. Fortunately I think I have managed to take it to a point where it can be released. There are only 7 levels (instead of 8 ) and no end game or cinematic (it just loops to the title screen after the 7th level) but I don't think I can do anything more. I hope it is satisfying for podunkian, and I hope thatI won't have been just a waste of everybody's time. But if someone thinks they can do better, they are welcome! This is the release candidate. DOWNLOAD OPERATION FULL MOON (http://jovianblue.com/index.php?option=com_content&view=article&id=70) I'm not getting any sound, and on the title screen the sideways scrolling yellow text shows up corrupted (I think it's instructions about keys). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on July 03, 2010, 02:41:53 PM stuff i'm getting an error: "an unexpected error occured and the application was terminated. we apologize for the inconvenience. please report this problem to the application developer (moi)" Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 03, 2010, 03:43:57 PM Do anybody else get these errors?
The text should not be corrupted , I have made sure of it, as for the error, It shouldn't happen, try running the program once again. I'm flabbergasted. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 03, 2010, 05:10:52 PM no music (was there any?) but it worked fine for me.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 03, 2010, 05:16:04 PM Do anybody else get these errors? now begins the real hard work : P The text should not be corrupted , I have made sure of it, as for the error, It shouldn't happen, try running the program once again. I'm flabbergasted. I look forward to trying out the game next time I'm near a windows pc - Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Demon Lizardman on July 03, 2010, 07:27:01 PM Wasn't Konjak doing Cheetahmen? he said he couldn't make the deadline and freed the spot. now that there isn't much of a deadline anymore he should pick it back up the main characters looked great. Let's beg him, if there is one thing he is perfect at, it's creating action packed fighting games with massive bosses. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on July 03, 2010, 07:43:00 PM FUCKIN AGREED
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 04, 2010, 08:02:29 AM Working on Billy Bob.
Spent the morning scaling down the graphics in Tadakuni's engine (he had each sprite scaled up 2x, which I don't like, since I like to scale the whole screen at runtime). Reduced the values in the platform engine to match the graphics. Jumping doesn't work anymore... I broke something, now I have to figure out what I screwed up :facepalm: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on July 04, 2010, 11:50:25 AM Got basic level loading and player movement done for Hambo's Adventures. Pretty busy but I'm finding a few hours here and there to work on it. Next up: evil candles and beach balls!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 04, 2010, 10:24:50 PM My only request for Hambo is that you record yourself making "ooweee" and "weeee" noises and use them as sound effects, in a manner similar to this game (http://www.newgrounds.com/portal/view/505307).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on July 05, 2010, 05:39:33 AM I spent the weekend on lil extras for Non Human! Almost finished the last of the games' horribly long animations, finished one of the hard-only boss battles and some other things. Hopefully I can have this really finished within a week. I think some enemies are still lacking a proper death anim too.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 05, 2010, 08:22:36 AM For some reason I felt the urge to add a bunch of bosses.
(http://l.j-factor.com/gamemaker/silversword11.png) (http://l.j-factor.com/gamemaker/silversword10.png) (http://l.j-factor.com/gamemaker/silversword9.png) (http://l.j-factor.com/gamemaker/silversword8.png) (http://l.j-factor.com/gamemaker/silversword7.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on July 05, 2010, 09:59:17 AM My only request for Hambo is that you record yourself making "ooweee" and "weeee" noises and use them as sound effects, in a manner similar to this game (http://www.newgrounds.com/portal/view/505307). Great idea Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on July 05, 2010, 11:20:56 AM Do anybody else get these errors? The text should not be corrupted , I have made sure of it, as for the error, It shouldn't happen, try running the program once again. I'm flabbergasted. Welcome to the fun part of game development! ;D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 08, 2010, 04:06:32 AM DOWNLOAD OPERATION FULL MOON (http://jovianblue.com/index.php?option=com_content&view=article&id=70) Works good for me. Haven't gotten very far though (not past the first level yet). Lack of sound is sad : (Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 08, 2010, 10:58:12 AM No music? there is supposed to be a music at least.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 08, 2010, 11:04:13 AM No music? there is supposed to be a music at least. Maybe I had my headphones down. I'll try again tomorrow.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 08, 2010, 11:26:14 AM okay, thanks for trying
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 08, 2010, 01:36:11 PM when i played it there was no music :whome:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on July 08, 2010, 03:04:40 PM moi is sabotaging me
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 08, 2010, 06:17:00 PM I don't know what to say, the music works fine for me. Construct becomes very unstable when the project grows.
Also, I recommend turning the speakers on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 09, 2010, 03:09:36 AM Another Silver Sword build!! (http://l.j-factor.com/gamemaker/SilverSword.zip)
(http://l.j-factor.com/gamemaker/silversword12.png) This one has loads of improvements. * A more professional-looking main menu. * Selectable playable characters with different HP, footspeed and respawn abilities. * Infinite respawn added for 'Treasure Hunt' mode. * 'Treasure Hunt' mode completed with a final boss and an ending. * 'Boss Gauntlet' mode: a short hard game where you battle various familiar-looking monsters in succession, none of which appear in any other mode. Currently lacks an ending. * Unique 'weak hit' colours and sounds for the 3 elements, to more properly distinguish them. Right now all that's left is a third level for Journey and an ending for Boss Gauntlet. Oh, and some proper music! (Do I have any generous donors in the audience?) P.S: Here are some hints for Treasure Hunt: - If you don't know Silver Sword's mechanics yet, play Journey's first level. - North of the Restful Peace Grove is the Fire Brand, the Loop, and the Ice Brand. South is the Sandals and the Silver Brand. The intended order is Fire -> Sandals -> Silver -> Ice -> Loop. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 09, 2010, 04:00:29 AM I don't know what to say, the music works fine for me. Construct becomes very unstable when the project grows. i removed ya from the project, and let's leave it at thatAlso, I recommend turning the speakers on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JaJitsu on July 09, 2010, 11:25:47 AM I think we are moving backwards.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Mar on July 09, 2010, 05:46:03 PM Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 09, 2010, 08:21:45 PM I don't know what to say, the music works fine for me. Construct becomes very unstable when the project grows. i removed ya from the project, and let's leave it at thatAlso, I recommend turning the speakers on. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 10, 2010, 02:47:37 AM Heya,
I'd been following the updates from indiegames.com and jumped at the chance when I saw there were some slots free. I'm really excited about this project, and have picked Dam Busters. There's something about a bear shooting fireballs out of his belly that inspires me ;) Anyway, I'd just like to ask about the rules of the project. You mention that you'd like it to run just by clicking an exe file. Does this mean developing in XNA is a no-no? Just thought I'd ask, as I like working with XNA, but am happy to work in something else if it's a problem. I started looking through the thread to see if people have already asked, but it's 89 pages long ^^; Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 10, 2010, 05:09:49 AM Anyway, I'd just like to ask about the rules of the project. You mention that you'd like it to run just by clicking an exe file. Does this mean developing in XNA is a no-no? Just thought I'd ask, as I like working with XNA, but am happy to work in something else if it's a problem. I don't think anything has been said officially but personally I'd recommend against XNA. Simply because XNA games have a habit of just crashing on people's machines if they don't have the right frameworks installed before they run the game. So not sure it would give the smooth experience of jumping between games that is intended. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on July 10, 2010, 06:46:54 AM I always thought it was a beaver, but after watching the game's two sprites, who the hell knows. Good luck!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 10, 2010, 06:59:33 AM Why the heck would a beaver want to bust a dam.
I didn't put a question mark there because there is no answer. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on July 10, 2010, 09:54:15 AM Aw... I was eying Dam Busters.
Ah well. And expect Illuminator to be finished later today, once I work out a few more bugs. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 10, 2010, 10:17:07 AM Why the heck would a beaver want to bust a dam. I didn't put a question mark there because there is no answer. maybe they're busting an enemy colony's dam. Or maybe they're like Greenpeace beavers. Yes, I've thought about this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on July 10, 2010, 10:18:50 AM City of Doom update. I think it shouldn't take too much longer now.
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/gameplay_doomcity.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 10, 2010, 12:23:38 PM Anyway, I'd just like to ask about the rules of the project. You mention that you'd like it to run just by clicking an exe file. Does this mean developing in XNA is a no-no? Just thought I'd ask, as I like working with XNA, but am happy to work in something else if it's a problem. XNA is a problem for some but you should do it anyways. I still can't fathom why people have XNA issues these days. Put a readme in with your game instructing those to install the XNA runtime, problem should be fixed. No? Just don't use the silly xna deploy thing, hate that. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on July 10, 2010, 01:41:49 PM the rules explicitly say you shouldn't have to install anything.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 10, 2010, 04:41:43 PM who cares, fuck that rule.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 10, 2010, 04:50:54 PM Sure, but if too many people have trouble running your game, Podunkian will drop it (see: moi's game one page ago).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 10, 2010, 05:09:20 PM Sure, but if too many people have trouble running your game, Podunkian will drop it (see: moi's game one page ago). and it definitely wasn't the fact that it was, you know, unfinished or anything.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on July 11, 2010, 12:01:55 AM Okay, I'm calling Illuminator "done".
There's one bug that's been happening to one friend of mine (that I hope won't happen with anyone else), so I'll keep looking into that... But otherwise it's done enough. (http://www.l-ames.com/logan/illuminator-title.gif) ILLUMINATOR (http://www.l-ames.com/logan/illuminator.zip) As always, C is flashlight; leave it off and it will overcharge, which you can use to can kill ghouls. X is action: pick up/plug in items, open/close doors. Esc is pause. Kill enough ghouls to weaken the stitches on the tear in space, so that you can follow the ghouls through the houses and rescue your sister. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on July 11, 2010, 11:20:09 AM That's rather brilliant, that is.
No pun intended. Somehow reminds me a bit of Ghost House. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on July 11, 2010, 12:28:23 PM Heh, that game did come to mind when I was first working on this, actually, so it might have ended up as a slight subconscious influence.
Even if there's no jumping on flying darts and daggers involved. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 11, 2010, 03:17:00 PM Heh, that game did come to mind when I was first working on this, actually, so it might have ended up as a slight subconscious influence. awesome game, i've updated the finished games list, so you can start another game if you want.Even if there's no jumping on flying darts and daggers involved. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on July 11, 2010, 03:37:04 PM Hot damn, Fifth. Illuminator is AWESOME! :handclap::)
One thing, though. Would it be possible to add a little "How to Play" section to the game? It'd probably be more of a benefit to people who're playing the game and haven't been following the project; I must confess, though, that even I had problems figuring out how to open the portals at first. I'd definitely love to see another game from you, considering the quality put into Illuminator. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 11, 2010, 03:37:27 PM hey guys, it's time for everyone to SHOW YOUR WORK! it's the same as always -- post some bit of progress if you haven't in the past, i don't know, two weeks, or else i'll be removing you from the master list.
as always, if you're not feeling up to the challenge anymore, post that you're calling it quits in the thread. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Scattle on July 11, 2010, 04:57:58 PM Fair enough,
Thanks to Xion, I now present you with this Image of the intro (http://dl.dropbox.com/u/2074248/screenshot107.png) working on the final stage (final boss as well) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 11, 2010, 06:29:56 PM As requested here's some progress screenshots on Alfredo.
Click for full-size versions: (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS1_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS1.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS2_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS2.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS3_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS3.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS4_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS4.png) The game is pretty much done. I'm just going through adding final polish at the moment so will publish a release candidate test version within the next few days. So people have a chance to post some feedback before I finalise it. Think this one has come out a lot better than Critical Bypass. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 11, 2010, 07:00:55 PM Since I've taken over Billy Bob:
-I merged levels 1 and 2. Level 3 is now level 4. Starting on a new level 3. There will be 5 or 6 levels total. -Spent an afternoon indenting code so I could actually figure out what it does. -Added swimming: (http://img.photobucket.com/albums/v89/smind/billybob_swimming.png) -Made music. The original game didn't have music, but I decided to have some short incidental stuff at the beginning of levels and for certain events: Listen to some (http://dl.dropbox.com/u/3125554/billybob_mus_snippets.mp3) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 11, 2010, 07:01:36 PM is Alfredo made in unity..or no? Just wondering
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on July 11, 2010, 07:58:55 PM Progress on Ooze has been going very, very slowly. Making a game entirely on one's own is a difficult challenge. If I could focus on programming, art, and animation with someone else taking over level design, story, and music it would make things a lot easier. Those are the areas of expertise I am least confident of taking on.
In many ways designing levels isn't too difficult with the engine I have. Basically it involves drawing the level in a paint program, using a Python script to convert it into tilemap data, then writing a level description text file to use the tilemap, set settings, and populate the area with objects. It's pretty easy. I've never really been all too good at making a game feel fun to play and that's largely due to poor level design. If anyone did want to try to make some levels for this game I can try to provide a Windows build with a small tutorial explaining what I've got. I would also like this person to help by giving me good suggestions on what features to add to the game's engine -- such as enemy types, etc. I think if someone did take on these tasks this game can start gaining momentum again and become more likely to actually be completed. Just tell me if any of you think you might be able to design some cool and fun levels. Writing and music composition would be good also, but those are not too urgent yet (since, currently, the game engine only has rudimentary support for music and dialog -- at the moment just initializing and linking the needed libraries.) (http://temp.natewm.com/prog/ooze_10_07_11.jpg) Download Win32 Demo Build (21.1 MB) (http://temp.natewm.com/prog/ooze_10_07_11.zip) (No guarantees it will run perfectly) If you're interested in seeing what might be involved in creating a level check start_lvl.txt in the ./media/level folder. The script to convert images to a tilemap is in ./proj -- requires Python and PIL. Converter Use: python lvl_converter.py img_lvl.png. See sample png file for colors. Some patterns do not have tiles associated with them. An error image will be produced with these tiles marked in red and they will be invisible in game. False error pixels will be produced around bubble tiles, just ignore them. I know this is not the best setup for creating levels, but when I started I thought this project would not take as long as it had so I took some shortcuts. A proper scripting language would probably be better than the level description text files I'm using, but ... oh well. ::) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 11, 2010, 08:23:21 PM I'd quite like to make some levels for Ooze.
The graphics look really nice! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 11, 2010, 08:25:25 PM just checked out ooze, and i've gotta say it's very very very well done (it almost seems professional grade). if you really need some help with sound and music i might be able to help you out (just pop into #pigscene via the link in the OP)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 11, 2010, 08:56:08 PM (http://i.imgur.com/EozZk.png)
I know , I broke my promise .. but for once , I promise Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on July 11, 2010, 09:35:09 PM Cool, L and Podunkian. Firstly, for the music I was thinking it shouldn't stray too far from the original. I still have some kinks to work out in getting audio in the game engine, but it shouldn't be too difficult. As far as "professional grade," I'm sure it's far from it! I took a few shortcuts that might limit the engines potential a little, but the end results should still be pretty good.
Secondly, a small description of level designing. If you want to play around with adding levels it's pretty easy. The game starts at "start_lvl.txt". Through door entities you can link to other levels by specifying a destination (the file to go to next) and a dest_point (a named point in that file where the player will be placed.) To add a new level simply create a text file describing it then create a door going to it in an earlier level. Each line of the level description files handles one aspect of the level. It follows the format of "type:arguments", where values are a list of variables and their assigned values. It may seem strange that the arguments are pipe separated, but I did this because it's a character that will never be used in in-game text (such as on signs or during dialog.) All lines must be all the way to the left. Following is a description of what can currently be created in the level and what their properties are: Code: # comments begin with the # symbol and are ignored If you make any levels that you think are pretty good send me a forum message and I'll tell you where you can email the text files. Also, feel free to tell me any ideas of what could be added. Thanks.# properties can be listed in any order # coordinates have 0,0 at lower left hand side of the screen. up and right are positive values, tiles are 1 square unit big skybox - The background material used for the far distance name - name of the sky box background [sky_day, sky_night] Example: skybox:name=sky_day fog - Fog affecting the appearance of objects as they go farther back from the camera type - how the fog is calculated [linear] (later I might add some other fog types) r - red color component for the fog [floating point number, i.e. 0.0] g - green color component for the fog [floating point number, i.e. 1.0] b - blue color component for the fog [floating point number, i.e. 0.5] density - thinkness of the fog [floating point number] (I don't think this is used by linear fog) start - the starting distance from camera for applying fog [floating point number] end - the ending distance from camera for fog [floating point number] Example: fog:type=linear|r=0.31|g=0.49|b=0.63|density=0.001|start=2|end=400 ambient - the ambient lighting of the scene r - red color component of ambient light [floating point value] g - green color component of ambient light [floating point value] b - blue color component of ambient light [floating point value] Example: ambient:r=0.35|g=0.4|b=0.45 light - a light in the scene name - the name you want to give the light [string] (may be removed later) type - type of light source [directional, point, spot] r - red color component of light's diffuse [floating point value] g - green color component of light's diffuse [floating point value] b - blue color component of light's diffuse [floating point value] sr - red color component of light's specularity [floating point value] sg - green color component of light's specularity [floating point value] gb - blue color component of light's specularity [floating point value] x - x position in 3d space (used by point and spot) [floating point number] y - y position in 3d space (used by point and spot) [floating point number] z - z position in 3d space (used by point and spot) [floating point number] dx - x direction of lighting (used by directional and spot) [floating point number] dy - y direction of lighting (used by directional and spot) [floating point number] dz - z direction of lighting (used by directional and spot) [floating point number] shadows - Whether the light casts shadows or not (shadows currently disabled) [1 or 0 for on or off] Example: light:name=sun|type=directional|r=0.7|g=0.65|b=0.6|sr=0.65|sg=0.65|sb=0.65|x=20|y=80|z=50|dx=-1|dy=-1|dz=-1|shadows=1 tilemap - The tilemap data for describing the terrain tiles - a file describing how the graphics and interactions of tiles [tiles.txt] map - the tile map data filename [string] Example: tilemap:tiles=tiles.txt|map=start_map.txt camera - The starting position for the camera (I might change this to use named points) x - x position for camera [floating point number] y - y position for camera [floating point number] minx - minimum x position the camera can move [floating point number] miny - minimum y position the camera can move [floating point number] maxx - maximum x position the camera can move [floating point number] maxy - maximum y position the camera can move [floating point number] Example: camera:x=7|y=10|minx=10|miny=8|maxx=118|maxy=56 point - a named point in the level -- currently used by door for where the player should be placed name - the name you want to give this point [string] x - x value for point [float] y - y value for point [float] Example: point:name=start|x=5|y=10 static - non-interactive static geometry decorations name - filename of the mesh to use [bg_hills.mesh and anything else in ./media/mesh] x - x position of mesh [float] y - y position of mesh [float] z - z position of mesh [float] Example: static:name=terrain_plane.mesh|x=-50|y=0|z=-90 entity - an interactive object in the scene type - the type of entity that should be placed down [pickle, acid, door, spawner] x - x position for the entity [float] y - y position for the entity [float] vx - x component of velocity vector (may not be used by everything) [float] vy - y component of velocity vector (may not be used by everything) [float] [arguments] - the arguments depend on the type of entity entity:type=pickle - the green blob that moves back and forth only uses basic entity arguments Example: entity:type=pickle|x=10|y=10|vx=1.0 entity:type=door - an exit door leading to another level destination - the filename for where they player will go [string] dest_point - the destination point for where they player should be placed [string] Example: entity:type=door|destination=night_lvl.txt|dest_point=start|x=124|y=17 entity:type=acid - a single drip of acid that disappears when it hits something only uses basic entity arguments Example: entity:type=acid|x=16|y=10|vx=3.0 entity:type=spawner - creates new entities at regular intervals spawn_entity - name of entity to spawn [names of above mentioned entities] spawn_freq - frequency of spawning in seconds [float] spawn_sync - time before spawning begins (used to time spawning patterns) [float] spawn_x - x position of spawning sensor (used so entities are only spawned when player is near) [float] spawn_y - y position of spawning sensor (used so entities are only spawned when player is near) [float] spawn_w - the half-width of a bounding box used by sensor (distance from player before spawning) [float] spawn_h - the half-height of a bounding box used by sensor (distance from player before spawning) [float] [arguments] - all arguments are passed to the spawned entity, so set values for the entity here Example: entity:type=spawner|spawn_entity=acid|spawn_freq=1.0|spawn_sync=0.0|spawn_x=10|spawn_y=20|spawn_w=10|spawn_h=10|x=10|y=20 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on July 11, 2010, 10:07:35 PM Here's some screenshots of Cry Baby.
http://yfrog.com/eucb5hj (http://yfrog.com/eucb5hj) http://yfrog.com/eucb4ldj (http://yfrog.com/eucb4ldj) http://yfrog.com/0rcb3dcj (http://yfrog.com/0rcb3dcj) http://yfrog.com/0rcb6tj (http://yfrog.com/0rcb6tj) Right now, I'm programming the bosses. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 12, 2010, 12:22:43 AM is Alfredo made in unity..or no? Just wondering Sadly not it's just done in classic ol' Game Maker. My next project once this is done is to make a 2D game in Unity but I didn't want to waste the time needed to figure out how to do that well for Alfredo since the goal was to get the game finished fairly quickly. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 12, 2010, 04:30:41 AM Some initial Ooze requests:
* Firstly, could you please add the missing tile patterns invoked by this WIP draft level I made: http://i.imgur.com/UKaeP.png * Secondly, a new enemy - one that is stationary but fires a projectile horizontally whenever the player enters its field of view. * Thirdly, this game could do with a larger field of view - I'd like to be able to see about 1.5 times as much terrain in-game. * Fourthly, variable-height jumps! Hold down the button to jump higher or release early to jump lower. * Fifthly, auto-fire - hold down C to fire continually at just below the maximum firing rate. * Sixthly, could you disable the mouse-interfering part of the engine? Since this isn't an FPS it doesn't need to restrict the mouse's movement to within the window. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on July 12, 2010, 09:18:38 AM Latest progress for Chill Out, work has been slow for a long time:
http://drdougbeach.tomatoland.org/ChillOut_003.zip Lot's of polish issues and things missing, since it's my current working build, but I got the graphics mostly done, music is done, gameplay is mostly done, and now I just need to build the levels and fix up the cinemas. I finally have some solid free time, so I am hoping to get this done within 7 days. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 12, 2010, 10:10:31 AM A suggestion for Chill Out: you should probably not call them "Eskimos" if they're going to be Hulk-speaking caveman-type characters. It's kind of... racially insensitive? Maybe politically erroneous?
Also: * The snowbanks don't really look like snowbanks. Could they perhaps be... whiter? Lumpier? Maybe slow down your walking speed in a very minimal but nonetheless noticable manner. * Don't make the music restart when you change levels or die. It's nice and long and should be allowed to loop. * The random gusts of wind are kind of annoying. Consider leaving them out of the first couple of levels, and even then just have them coming from one direction. * For the later levels, add a type of tree which is attached to the background and isn't resting on a platform, requiring you to chain-grab them in succession. * Also, consider designing levels where the wind is required to make particular jumps, or one level where the wind is so frequent that you need the rope to advance forward. P.S: You misspelled "Affirmative". Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on July 12, 2010, 10:42:13 AM Meong's hit a few delays, especially what with Universities in England handing out their results, problems with the systems, etc etc, so I've been running around as of late. As a result I can't give a specific date for release, but I can vouch that it will come out sometime soonish.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 12, 2010, 12:00:23 PM A suggestion for Chill Out: you should probably not call them "Eskimos" if they're going to be Hulk-speaking caveman-type characters. It's kind of... racially insensitive? Maybe politically erroneous? huh? first I've ever heard of it. also, what else could he changed it to if he cared? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on July 12, 2010, 12:11:19 PM Some initial Ooze requests: * Firstly, could you please add the missing tile patterns invoked by this WIP draft level I made: http://i.imgur.com/UKaeP.png * Secondly, a new enemy - one that is stationary but fires a projectile horizontally whenever the player enters its field of view. * Thirdly, this game could do with a larger field of view - I'd like to be able to see about 1.5 times as much terrain in-game. * Fourthly, variable-height jumps! Hold down the button to jump higher or release early to jump lower. * Fifthly, auto-fire - hold down C to fire continually at just below the maximum firing rate. * Sixthly, could you disable the mouse-interfering part of the engine? Since this isn't an FPS it doesn't need to restrict the mouse's movement to within the window. 1. I could build those tiles graphics. It may take a little time to put them together. In the mean while some of the current limitations are: The green ground currently only has vertical lines -- think slime dripping straight down from the surface. The bubble tiles are a little problematic and can only successfully be placed directly next to other bubbles. Acid pools currently only have squared off bottoms and must have at least one tile space between the top of the acid and the top of the lip of the pit the acid is in. Acid must currently be completely surrounded by either brown rock or green rock. I'm going to try to find ways of making it easier to design levels, such as creating simple tools. 2. The game needs a lot of enemy types added. I was going to revise the entity code a little, so it may be a few days before I start adding in a lot of other enemies. Currently I have a mesh for a flying bee enemy based on the Genesis A52 Ooze that needs to be rigged, animated, and coded. I was also planning on adding an option for spitting blobs, such as in the NES A52. 3. I can easily move the camera out a little. 4. I considered this before and it shouldn't be too difficult to add. 5. I can consider trying to implement auto-firing. 6. I did not want the mouse cursor to be constrained to the window but that's the default behaviour for the input library I'm using. I'll need to figure out what needs to be done to fix this. Also the second cursor is an artefact from when I was playing around with a GUI library. I'm going to try to fix these. 7. One thing I forgot to mention is that the "Enter" key reloads the current level -- which should make it easier to test revisions. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on July 12, 2010, 12:25:36 PM A suggestion for Chill Out: you should probably not call them "Eskimos" if they're going to be Hulk-speaking caveman-type characters. It's kind of... racially insensitive? Maybe politically erroneous? huh? first I've ever heard of it. also, what else could he changed it to if he cared? Inuits is probably safe. Eskimo means something like "meat-eater", and is a term that outsiders came up with to call them. From what I gather, they tend to consider it demeaning. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 12, 2010, 04:48:49 PM Alfredo in the Fettucini
v0.91 - Release Candidate Okay so here's a finished (but not final) version of Alfredo. Wanted to give you all a chance to play it through before I declared it was done, in case there's some problems that need fixing. So will post a final 1.0 in the next few days. DOWNLOAD http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe) SCREENSHOTS (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS1_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS1.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS2_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS2.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS3_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS3.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS4_thumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/AlfredoSS4.png) NOTES Once again I've tried to keep a huge amount of the spirit of the original in here. The character, setting and art style were something I paid close attention to. However gameplay wise I wanted to move away from side scrolling action to a more metroidvania thing. I also paid homage to the Genesis version of Alfredo with the boss segments. Story wise I kind of went somewhere weird. But overall I think this has come out better than Critical Bypass and should be a fitting tribute to the original. EDIT I've updated the EXE with a slightly newer version based on the some of the bits of feedback I could quickly implement. Still working on improvements right now though. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 12, 2010, 05:12:54 PM Just played Chill Out. Really impressive! The sounds are really nice and I love the wind effects and sunshine. The rope is also great fun to play with.
I think the issue with Eskimos is that they are an ethnic minority, and having them speaking in poor English (things like "me eskimo from future"), and acting brutish, could be viewed as implying that Eskimos are stupid and primitive. I think you could probably just replace the word "Eskimo" with "Ice Man" or something (like an icy version of a caveman), and nobody would find it offensive, as the game's clearly not intended as a racial slur. I don't think it's a massive deal. I love the way you've added a story to it, and how you've transformed the characters! Very nicely presented, and showing a lot of promise. I think I'd like to see the combat more exciting. It would be nice to be able to shoot faster (at the moment I need a second or so between shots), and if the enemies were more of a threat. But I guess that's to come later, as at the moment they don't hurt me. Really nice work! :D As for Dam Busters, coding begins tomorrow. I've been sketching out some ideas while polishing up another game :) I suppose it's a little early for an update from me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 12, 2010, 05:32:09 PM Perrin: Are you planning on adding checkpoints? Whatever you have now is pretty odd (see image below, happened when I died while fighting the boss)
Some kind of visual feedback when the player gets hit (like by the boss) would be helpful. Maybe a little flashing effect, that would be easy enough. I do love (http://imgur.com/pG7Yk.png) Also when this happened the splashing sound effect kept looping. Great music and sound effects and I really like the artwork. Funny and fun boss fight too. I had to quit playing because I want to play it in a more pure and finished state. Can't wait too. Don't get me wrong, I liked Critical Bypass. But this is just so much more enjoyable. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 12, 2010, 05:38:09 PM Perrin: Are you planning on adding checkpoints? Whatever you have now is pretty odd (see image below, happened when I died while fighting the boss) I'll have a play around and see if I can figure out what went wrong there. There are checkpoints in there, loads of them but they're hidden. I wanted to keep the time to retry quite low but obviously something has gone wrong there. Quote Some kind of visual feedback when the player gets hit (like by the boss) would be helpful. Maybe a little flashing effect, that would be easy enough. Yeah good idea. I considered that at one point but it just dropped off my mind. Quote Great music and sound effects and I really like the artwork. Funny and fun boss fight too. I had to quit playing because I want to play it in a more pure and finished state. Can't wait too. Don't get me wrong, I liked Critical Bypass. But this is just so much more enjoyable. Thanks. Will try and get these bugs ironed out so you can play it through. I've already has some other feedback outside the forum and I've now got nice laundry list of things to fix up and improve tomorrow. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on July 12, 2010, 06:03:18 PM The main menu is impossible to tell what you have selected because there are only two different options and color is used as the selector.
I didn't play the whole thing yet, but it was pretty fun so far. There are definitely places that could use polish. My biggest problem on that end was the dying. An animation would be extremely helpful, instead of just pausing the game and fading out. I didn't get how respawning works either, sometimes it appeared to start me at the begining of the screen and other times it seemed to make me appear in almost the same spot where I died. Also, the window's close button didn't do anything whenever I clicked it. Not that big of a deal, but it might be nice to fix or just get rid of that button completely. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 12, 2010, 08:09:02 PM Some Alfredo comments:
* I'm a little bit puzzled that the boss fights are almost entirely identical. Even some cheap tactics like making the later boss's shots faster or putting small oilpits in the floor during the 2nd or 3rd fights (as an alternative to increased boss HP) would manange to increase the variety by some degree. * Some of the text breaks past the ends of the signs: http://imgur.com/tB8Yk.png. (You are using draw_text_ext(), right?) * I noticed a few punctuation or spelling errors. Here are some corrected lines: Code: "There once lived a great Italian chef. His name was Alfredo." * There could do with some notification that you used the double jump, given that the jump sound is awfully soft. Maybe a puff of smoke at your feet?"Welcome, fool. Hope you enjoyed your visit." "But you're just a pan - how are you going to fight me?" "Stop complaining - at least we'll each get handy life bars." "Have you been using checkpoints?" "Round two, my friend. It won't be so easy now." "I'm a weapon - it's my job to destroy things." "I must serve my master. That's always been my role." "It doesn't matter. This can never be finished properly." "In that room awaits a prize worse than death." Other than that, it's quite good. Good job. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 12, 2010, 08:16:45 PM thanks , pgil Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 02:33:22 AM * I'm a little bit puzzled that the boss fights are almost entirely identical. Even some cheap tactics like making the later boss's shots faster or putting small oilpits in the floor during the 2nd or 3rd fights (as an alternative to increased boss HP) would manange to increase the variety by some degree. Nice idea, I was thinking I should vary them up a bit more but cutting holes in the floor hadn't occurred to me. Quote * Some of the text breaks past the ends of the signs: http://imgur.com/tB8Yk.png. (You are using draw_text_ext(), right?) Ah I thought I'd caught all of those. Cheers. Reason I get caught out by that is I'm probably one of the few people who codes in game maker using drag-and-drop for the most part. Where you are missing a few useful functions like that. Quote * I noticed a few punctuation or spelling errors. Here are some corrected lines: Cheers, I really need a proof reader for my game text as I'm terrible for typos and such. Quote * There could do with some notification that you used the double jump, given that the jump sound is awfully soft. Maybe a puff of smoke at your feet? Yeah going to try and add some particle effects in a few places to give player better feedback. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tuxedo-rider on July 13, 2010, 04:01:38 AM Underground update.
I’m the guy that does the graphic for underground. Windowrunner is a bit busy at the moment so I’m going to leave a status report. "Real life" made a viscous attack upon us last week but we are back on track now. At the moment I´m fiddling with the animation and Windowrunner is doing his magical coding. (http://img249.imageshack.us/img249/7874/umw02.gif)(http://img704.imageshack.us/img704/8319/uew02.gif) Hopefully we will have something playable at the end of this week. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 13, 2010, 04:11:53 AM Okay, I'm calling Illuminator "done". Just playing now. Mmm it wasn't obvious to me that I had to break open the stitches in time until I read your description.Otherwise, other than occasional non-game-breaking slowdown when I kill lots of things at once, it's all good : ) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 13, 2010, 04:31:18 AM Hello fellows. Permit me to introduce to you a little thing I call Silver Sword: The Remake: The Release Candidate: The Zip File (http://l.j-factor.com/gamemaker/SilverSword.zip).
(http://l.j-factor.com/gamemaker/silversword13.png) (http://l.j-factor.com/gamemaker/silversword14.png) (http://l.j-factor.com/gamemaker/silversword15.png) Now with a level-select that you don't even have to unlock (so you don't have very many excuses not to try level 3 out). (http://l.j-factor.com/gamemaker/silversword16.png) (I'm still wondering if anyone wants to volunteer some music, for level 3 or the Boss Gauntlet, perhaps.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on July 13, 2010, 05:58:10 AM My game is going nowhere fast... it would probably be best if I bailed. Sorry.
EDIT: For some reason I felt like posting something. I'm not on the computer I've been making the game on, but I am on the one I drew the original spritesheet on, so here: (http://img.photobucket.com/albums/v229/sergiocornaga/robby-run.png) Still should probably bail though, this thing's been a nightmare to make and I have very little to show for it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 06:42:30 AM Okay I've updated Alfredo to 0.92, here's the download and changelog:
http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe) - Replaced respawn fade with a custom swipe better fitting game style - Added noise to double jump - Added grunt when player falls in oil - Added extra instructions to first sign - Added particle effect to double jump - Added particle effect for breaking walls - Added screen shake for bomb blasts - Added screen shake for boss hits - Added shield sprite when using final power - Made current selection more obvious on menu - Made boss rooms more varied - Fixed bug with soup spray sound on boss continuing after death - Fixed bug where signs appeared over player sprite - Fixed a whole bunch of typos and grammar mistakes. Thanks for all the great feedback guys, it's been really helpful. My only main concern now before going final is that thing where allen respawned in a wall. I've no idea what caused that and haven't been able to recreate it. If allen or anyone could show me how to do that I can have a go at fixing it. :/ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tuxedo-rider on July 13, 2010, 07:06:45 AM well I got stuck in a lamp,
(http://img696.imageshack.us/img696/3725/buggy.png) I was in the middle of a jump when the boss defeated me and it seems like i respawned me in the same coordinate position but on the earlier screen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 13, 2010, 07:10:42 AM How are you saving the respawn position? Maybe you should post the code you're using.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 07:14:57 AM How are you saving the respawn position? Maybe you should post the code you're using. Well it's a combination of Game Maker drag and drop blocks and code so not easy to post but it's fairly simple. When the player collides with one of the hidden checkpoints I record their x,y pos and room number. Then when they die I move to that room and that position. In Tuxedo's case it looks like the room switched but the x,y were not handled correct. With allen's earlier post it looked like the room was wrong too. I will have a play about and see what I can find. I can try jumping an dying like Tuxedo-rider did. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on July 13, 2010, 07:27:38 AM Crazy Shuffle status
Had to take care of some real life stuff recently that cut down about 2 weeks of my development time, but I'm back up to full speed now. Pushing really hard to get a gameplay proof of concept in people's hand hopefully by the weekend. This remake is a lot more complex (for me at least, compared to Jupiter Scope) so getting the groundwork laid has taken more time then I originally planned. But it's starting to shape up and I'm really looking forward to designing the levels once gameplay is locked down. Nothing visual to show at this point, I'm still gray boxing it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on July 13, 2010, 09:32:37 AM Well Perrin, I'm enjoying the build so far; it just keeps getting better and better. I found two things.
1. It seems that Rolly's defeat dialogue is flowing out of the textbox a bit, specifically "<Depressed Moaning From the Rolling Pin>." If I find more, I'll let you know. 2. I always try to get into areas I'm not supposed to... In the screen after you beat Rolly (The start of the unfinished sector, where you get Debug Mode), you can double jump to the platform instead of falling down the pit. Proceeding to the left (and off the screen), I got this. ___________________________________________ ERROR in action number 1 of Other Event: Intersect Boundary for object obj_player: Error in code at line 1: room = rm_1_3; ^ at position 8: Unknown variable rm_1_3 Ignoring the error caused me to be stuck in the right side of the screen (I looped around, it seems). All in all, this is still pretty fun. I'll try to get a screeny of the area I discussed. EDIT: No screenshot, but a few more notes: 1. If you die in the boss fights from the hot oil, the boss battle music keeps playing until you reenter the boss room. 2. The screen doesn't seem to shake when you hit the boss. 3. You should probably disable Debug Mode during the Master fight. 4. The platforms during the Master fight should be more obvious, and longer. Personally, I think the whole room's in need of a rethink; it seemed impossible without Debug Mode. 5. Personal opinion here, but could the Master have his own hit noise, separate from the other bosses? Maybe something ripped from the original game? 6. Odd phrasing during one of Panzy's lines. Original: "Fine, take your prize. It's in the next room. Won't do you any good?" Proposed rethink: "Fine, take your prize. It's in the next room. It won't do you any good, though..." Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 13, 2010, 10:33:47 AM Just played Alfredo - it's really good fun! Perhaps a little unforgiving - some of the timing on the jumps needs to be absolutely spot on to progress. The respawning's nice and generous, which I like, but maybe the opening areas should be a little easier. The bit where you have to climb the steps and there's a pizza firing at you (before the second boss) got really frustrating. Still, really love what you did with the concept! :handthumbsupL:;)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 12:29:24 PM 1. It seems that Rolly's defeat dialogue is flowing out of the textbox a bit, specifically "<Depressed Moaning From the Rolling Pin>." If I find more, I'll let you know. Fixed. Quote 2. I always try to get into areas I'm not supposed to... In the screen after you beat Rolly (The start of the unfinished sector, where you get Debug Mode), you can double jump to the platform instead of falling down the pit. Proceeding to the left (and off the screen), I got this. Don't worry about a screenshot I know where you mean. Just didn't think it could be done. Now fixed. Quote 2. The screen doesn't seem to shake when you hit the boss. That was easy so I've added that. Quote 3. You should probably disable Debug Mode during the Master fight. 4. The platforms during the Master fight should be more obvious, and longer. Personally, I think the whole room's in need of a rethink; it seemed impossible without Debug Mode. I'll make the platform more obvious but this difficulty is by design. I like the idea that you need that final power to make the final boss a breeze. Fits the tone of the end game. Quote 5. Personal opinion here, but could the Master have his own hit noise, separate from the other bosses? Maybe something ripped from the original game? I've not only given him a more retro hit noise I'll go you one better and I've added a chiptune version of the boss music just for him. Quote 6. Odd phrasing during one of Panzy's lines. No worries, I'll change that too. Thanks for the feedback. Will do a new build later tonight if I can also figure out the respawn bug. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 12:57:39 PM Aha I cracked the respawn bug. On bosses the respawn code wasn't being called from within the player object like it is everyone else and so I was moving the boss controller not the player. So that's fixed and so here's a new build.
Alfredo 0.93 http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe) Changelog: - Fixed more text overlap issues - Added chiptune music and sound effect for final boss - Added screen shake to boss hit - Added extra wall where players could fall out of game - Made platforms is final boss room more visible - Fixed bug where boss music doesn't reset if you fall in oil - Fixed bug with player not being respawned correctly in boss fights So I'll leave it until tommorow to see if I get anything more back that's worth changing. But looking like this is done to me at least. Not planning on picking at it forever. ^_^ Oh btw did anyone who's finished it notice their completion time in minutes? Just wondering how long this game is to a first time player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 13, 2010, 01:50:59 PM is this what the screen swipe thing is supposed to look like ?
(http://imgur.com/vA5LC.png) Also, I took that screenshot when I was stuck in an infinite loop of respawning over a pit of oil and dying over and over again. It was a couple rooms after the first boss, I just got so pissed and quit. An easy fix to these many checkpoint issues is just to place them by hand yourself. The system you have now just sucks donkey dick. One time it spawned me under those yellow candy things that drop down, giving me a split second to move before being crushed. And then another time it spawned me right in the line of fire of a shooting meatball, or over a pit of oil like it happened when I took the above screenshot. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on July 13, 2010, 01:59:39 PM Well, I took one more attempt to crack your game open like a walnut. Happily, I only found two more things you may want to tweak.
1. In Rolly's boss fight, I died from an oil pit fall while I was blasting with the super soup. The sound effect continued playing (Guessing this would apply to the Master, too). 2. Also in Rolly's fight, I managed to kill him while I was jumping over a hot oil pit, which I promptly fell into, and died while the end boss dialogue played, cutting it off. I was booted out of the boss room to the checkpoint beforehand. Thankfully, the game still counted Rolly as defeated. I mention this more for the possibility that this could happen with the Master fight. By the by, the Master is beatable without Debug. Man, that felt good to do. Perrin, IMHO, you've definitely made a worthy successor to the original game. Not that that really wouldn't have taken much to do, considering the original was almost unplayable, but hey. Game's awesome, and that's all that counts. Kudos! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 02:06:48 PM An easy fix to these many checkpoint issues is just to place them by hand yourself. The system you have now just sucks donkey dick. One time it spawned me under those yellow candy things that drop down, giving me a split second to move before being crushed. And then another time it spawned me right in the line of fire of a shooting meatball, or over a pit of oil like it happened when I took the above screenshot. They are actually hand picked locations but I I think the problem right now is the checkpointing area is actually a 32x64 block and while you're touching that you're constantly checkpointing. This mean where there are thin ledges you're checkpointed position ends up being the very edge when you jump off. I think if I just change the collision map on these blocks and make it so you're only checkpointing in the very centre of those blocks shouldn't end up with these weird cases where you end up falling or being in the line of fire. Shouldn't be too tricky to fix. Will make those changes and anything else that comes up including EruditeDragon's latest notes tomorrow and call it final. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on July 13, 2010, 03:28:12 PM One more note, Perrin. At the end of the fight against Spatz, there's a line of dialogue that seems like it should be said by Spatz (something along the lines of "Hmm...this should be interesting..."). However, that line is actually said by Alfredo.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 13, 2010, 08:08:54 PM I feel awkward : http://dl.dropbox.com/u/9047337/Evil%20Empire.rar , That's the result of around 20 hours of uncontinuous work , the rest of the 4 weeks were spent on exams and real life stuff ... sorry .. but I'm gonna need some time to get this polished/enjoyable enough ... I know I needn't to show anything now but I guess I need to humiliate myself just to get motivated
Edit : Insecurity overcomed .... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 13, 2010, 09:12:00 PM Okay I've made a few more changes based on everything else covered above and so for now I'm calling Alfredo done. I'll update with bug fixes if required but I am now moving on. Thanks again everyone for all the feedback, it's really helped loads in this final phase.
(http://lockeddoorpuzzle.com/site/sites/default/files/frontpagethumbs/AlfredoThumb.png) (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe) Download Alfredo v1.0 (http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/Alfredo.exe) Visit Alfredo site (http://lockeddoorpuzzle.com/site/works/alfredo) (includes the source code) So if Mr. P is happy to mark this one as done then that's me finished for the Action 52 project. Had a lot of fun with making these two games, and seeing all the other cool stuff you guys have made. Really really hope enough additional people step in to finish the rest because so far this has been shaping up really well. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Matt Thorson on July 13, 2010, 10:49:02 PM Hey guys. I have been working on Hambo! But I don't have much time at all for it. I meet with a game development club here once a week and that's pretty much the only time I'll have for it this month. So it will be worked on, though slowly.
I know this is pretty lame of me, so I'm posting the current build (SWF) here as well as the full source (AS3, FlashPunk, with FlashDevelop and Ogmo Editor project files). If anyone wants to add something to it they're certainly welcome, and then when I do my weekly work session I'll incorporate contributions and write you down for the credits screen. If no one has the urge to help... well, maybe someone will learn from the source anyways and the game will still get done eventually :) I've spent most of my time so far tweaking the player movement, and I got it to a place I'm really happy with. It may seem sort of awkward and weird for a platformer, but I think that's what makes it interesting in a level design context. It also feels kind of old-school arcadey, which is the direction I'd like to take this game. Play Hambo's Adventures, first build (http://mattmakesgames.com/matt/hambo/Hambo.swf) (X to jump and wall-jump, Arrows to walk) Download Source (http://mattmakesgames.com/matt/hambo/HamboSource.zip) What I've done so far: -Basic player animations that will probably be redone at some point -Levels loading from Ogmo Editor -Player controls/physics working and polished (with wall jumping) -A bouncing red beach ball enemy, you can bounce on it to kill it Next chance I get I'm gonna try to add: -Level end doors -Lives and game over -Score and fruit collectibles/timer for points -Ladders -Candlestick enemies Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 13, 2010, 10:57:40 PM Just finished it, reallly fun. Enjoyed every bit of it. Except: the debug shield was a bit too over-powered, made the last fight feel a bit anti-climactic.
Took me 14 minutes to beat it, probably add a couple of more minutes on top from when I played up until the 1st boss earlier. @ Matt Really loved the controls, except not being able to jump off walls to get down faster than sliding. Interesting start, can't wait to see where it goes next. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 14, 2010, 12:45:31 AM haha matt that does feel pretty funny
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on July 14, 2010, 01:37:50 AM @Perrin:
(http://imgur.com/TQAjl.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 14, 2010, 02:02:44 AM Hmm, I tried it and I could walk around on that platform. He falls of it to the left a bit earlier than you'd expect. I think that's due some slightly odd behaviour I've never understood in the platforming engine with jump through platforms.
It's not a deal breaker and there's not a huge amount I can do about it without either redesigning that room or getting into the engine code. So I'm probably going to have to accept that bug and leave it in there. You can still get through the room fine. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on July 14, 2010, 02:12:03 AM http://dl.dropbox.com/u/1550500/sombrero.exe (http://dl.dropbox.com/u/1550500/sombrero.exe)
Probably crawling with terrible bugs but here's the 2nd level of Sombreros. Featuring Podunkian as the boss. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 14, 2010, 03:19:24 AM Mr. P can mark Silver Sword green on his big ol' list. There doesn't seem to be anything more to add.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Momeka on July 14, 2010, 03:35:13 AM I have signed up for Lazer League. Got some sweet ideas for it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 14, 2010, 06:30:49 AM Saker: The game looks really nice so far. I like the environment and characters. The film-grain effect is cool too.
Some criticism: -Are you supposed to be able to double jump? Sometimes I can jump in midair, but it's not clear why or how.. -The health bars are kind of distracting. Maybe you could have them show up for just a couple of seconds after a character gets hit. -I'm not sure why my character has a health bar. One hit seems to kill me every time :( Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 14, 2010, 10:58:19 AM Thanks pgil for trying the game , I really appreciate it :
- yes, you can double jump all the way .... actually some platforms require that ... just press the button midair at the right time - Roger , I thought so too ... maybe just the enemies should have that kind of healthbars .. for the player maybe a HUD for the health and items picked would do the job better - The cannons and the guillotines are certain death ... maybe I overdid that ... but everything else in the game should be as usual ... for this build ... only the clowns are there ... but I'm planning to add bunch of enemies and boss fights ..... hopefully Edit : http://dl.dropbox.com/u/1550500/sombrero.exe (http://dl.dropbox.com/u/1550500/sombrero.exe) this happens often ... when I load a save slotProbably crawling with terrible bugs but here's the 2nd level of Sombreros. Featuring Podunkian as the boss. (http://imgur.com/PR16Y.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: DocStellar on July 14, 2010, 02:32:42 PM @Dustin Gunn
Sombreros was fun! Admittedly like you suggested I ran across a few bugs, but overall i really enjoyed playing it. One thing that annoyed me though was every time i died (i suck i kno) it would go back to the main menu, what about just a retry with a yes/no? Oh and I didn't figure out the strafing until the second level, maybe you should add it in the help? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on July 14, 2010, 05:25:28 PM Thanks pgil for trying the game , I really appreciate it : - yes, you can double jump all the way .... actually some platforms require that ... just press the button midair at the right time - Roger , I thought so too ... maybe just the enemies should have that kind of healthbars .. for the player maybe a HUD for the health and items picked would do the job better - The cannons and the guillotines are certain death ... maybe I overdid that ... but everything else in the game should be as usual ... for this build ... only the clowns are there ... but I'm planning to add bunch of enemies and boss fights ..... hopefully Edit : http://dl.dropbox.com/u/1550500/sombrero.exe (http://dl.dropbox.com/u/1550500/sombrero.exe) this happens often ... when I load a save slotProbably crawling with terrible bugs but here's the 2nd level of Sombreros. Featuring Podunkian as the boss. (http://imgur.com/PR16Y.png) That bug is especially frustrating because it's never happened to me, but I think I might have fixed it. It might have been caused by the static camera value not being reset. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 14, 2010, 05:29:23 PM I kinda figured out a way to reproduce this bug .... just mash the "x" button as soon as you die ....
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on July 14, 2010, 05:53:20 PM I kinda figured out a way to reproduce this bug .... just mash the "x" button as soon as you die .... Seems to be caused by you holding the walking button while it's loading, and the camera doesn't reach where the player is located so the player jumps up to the bottom of the top screen per the level boundary code. Thanks though, finally got to the bottom of this. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 14, 2010, 07:21:03 PM Mr. P can mark Silver Sword green on his big ol' list. There doesn't seem to be anything more to add. i uh, can't seem the run your game. when i choose journey 1 and the default character, the game just locks up after the title is shown, but playing the boss battle mode seems to work? i don't know if it's just my computer or if it's a problem for others too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 14, 2010, 10:24:51 PM i've been hearing from people that silversword does in fact work on other machines, so it must be a problem on my end (i think it might have to do with MIDI music, but that's just a guess). allen said that the mechanic of the sword changing elements as a function of distance isn't discussed in the game in any tutorial (again, i can't verify this) -- you should fix that, as it's a pretty integral part of the game.
also, saker, don't bother finishing your game for this project. i can already tell from your discussion of it that you don't really have a clear idea of what you're doing with the game. feel free to develop it on your own time, however. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Saker on July 14, 2010, 10:31:09 PM bless ya , Mr P ... you diffenatly can read minds
anyway ... here's pgil's music for the guy who's destined to have the honour of making it for this holy project : http://dl.dropbox.com/u/3125554/dontlook/evil_title.xm http://dl.dropbox.com/u/3125554/dontlook/evil_main.xm I don't think pgil would mind . Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on July 14, 2010, 10:36:40 PM in the readme it does describe it, but when you play the game it just saves attack cold foes with fire and fire with cold. It doesn't explain how to do that though, which is why I was confused.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 14, 2010, 10:41:19 PM I was kind of intending this central mechanic to be something the player just notices by themselves. (Hopefully, by the time they reached the third screen.) I suppose I should swallow my pride and make the first sign a bit more explicit.
Also the problem is not the MIDIs but the internal MP3s. I think I'll just convert them to external Oggs or something, which might work a bit more consistently (and do the same for Star Evil too). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 14, 2010, 11:26:08 PM I was kind of intending this central mechanic to be something the player just notices by themselves. (Hopefully, by the time they reached the third screen.) I suppose I should swallow my pride and make the first sign a bit more explicit. don't do this. it's very, very bad design, and can be really dangerous in a game that superficially feels so generic as silver sword does without knowledge of this mechanic, because people might never notice the mechanic and forgo it as a boring gauntlet clone. EDIT: not, of course, to imply that your game is a boring gauntlet clone -- i mean to say that people might not "get" the mechanic, and end up quitting the game before ever having the chance to Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 15, 2010, 12:01:59 AM OK then. I was sort of hoping it would be explicit enough just from the graphics and differing sound effects, but... you're right.
http://l.j-factor.com/gamemaker/SilverSword.zip I updated the first sign, and changed the music to Ogg format. I also added a pause menu (press Escape). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on July 15, 2010, 06:02:55 AM OK then. I was sort of hoping it would be explicit enough just from the graphics and differing sound effects, but... you're right. http://l.j-factor.com/gamemaker/SilverSword.zip I updated the first sign, and changed the music to Ogg format. I also added a pause menu (press Escape). The game has a bunch of good to it. The problem as I see it right now is that it feels plodding and a bit frustrating. I think that's down to the movement rate (even of the "fast" character), and the fire rate. I can understand, say, only having one shot on-screen at a time but when there's such a long reload period it leaves the player feeling helpless and overwhelmed. A Space Invaders style reload, where the moment the shot contacts with something you're able to shoot again, would make the game feel much more dynamic. Combine that with the ability to effectively distance one's self from enemies (and not have to sit back and wait while the character meanders to the next screen), and things will go down much easier. What if the strafe key were to double as run? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on July 15, 2010, 06:15:21 AM http://dl.dropbox.com/u/8978289/Thrusters_beta.exe
90% Finished version of Thrusters, with 4 levels :) The only things I need are the last 5 levels, and possibly some bug fixes. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 15, 2010, 06:56:29 AM http://dl.dropbox.com/u/8978289/Thrusters_beta.exe I like this. Ship's movement is very agile, and the charge shot/overheat mechanic is cool. One major problem: Music takes a long time to load, and the game locks up while it's waiting. Game Maker's built-in mp3 playback is absolute shit. I'd recommend what L did with Silver Sword, and find an extension for OGG playback (I like Supersound). everything this guy said I agree. The core mechanic is nice, and the levels are well designed, but the pace is just too slow. Being able to attack a little more rapidly would be great, and beoing able to run (maybe with a time limit?) would be even better.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tuxedo-rider on July 15, 2010, 07:14:48 AM http://dl.dropbox.com/u/8978289/Thrusters_beta.exe Just like Pgil said the ships movements and charge shoots are nice.90% Finished version of Thrusters, with 4 levels :) The only things I need are the last 5 levels, and possibly some bug fixes. But if I were you I would change the color of the bosses’ bullets, since it’s hard to distinguish your own bullets from the bosses and in level three it is a nightmare since the background stars have the same colors too. Edit. maybey fix all enemy bullets just to be on the safeside Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on July 15, 2010, 07:46:41 AM http://l.j-factor.com/gamemaker/SilverSword.zip I died in the Boss Gauntlet having not touched a grave and respawned in a featureless grey room. Only happens when I've been playing Journey mode, so perhaps it took me to the coordinates of a grave from that mode? A variable that needs resetting on exit to menu, something like that? Other requests: the respawn noise is terribly piercing, and it would be nice to be able to close using the X in the corner. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 15, 2010, 07:51:42 AM Just played Silver Sword, and I like what you've done with it. I really like the sword temperature mechanic, but I think on the whole it is a little slow and can be frustrating. The first character is too slow, which can be a bit annoying, and the reload time needs to be faster. Perhaps rather than the characters differing in their stats, they should both be fast and have 5HP, but attack in different ways. Perhaps one of them could have a spinning axe that curves round the screen or something.
Also, the temperatures are really nice, but it's irritating when you don't get it spot on and need to move around before you can try attacking again. Perhaps enemies should take 1 hit from the correct temperature, and 3 from the wrong temperature (as opposed to 10). But if you get it spot on they drop a power-up of some sort. That way, instead of punishing the player for getting it wrong, you're rewarding them for getting it right. In general, you need to rework the basic stats (i.e. hp of enemies, speed of player). The idea should be to make the player feel more powerful, and then making the enemies more powerful if you need to create a greater challenge. This is more enjoyable than creating the challenge through restricting the player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on July 15, 2010, 08:23:11 AM Both problems fixed, thanks for reporting!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 15, 2010, 10:23:54 AM I appreciate all of this feedback!
Another build (http://l.j-factor.com/gamemaker/SilverSword.zip) -I've cut the firing delay by 2/3 (from 30 frames to 10). ---But I've doubled the HP of the Toadstools and the two ice-based bosses. ---And the Caterpede's segments now have 3HP instead of 1HP. -The Journey and Boss Gauntlet knights can now use the dash move that you can already get in Treasure Hunt. This is something of a Kirby-ism I haven't seen in too many other games. You double-tap one of the direction arrows to activate the dash, and you continue moving at that speed until you run into a solid or you release the arrow keys. (One of the main advantages of this is that I don't need to assign any more keys.) ---But two of the Gauntlet bosses are a bit faster now. - Added a sign explaining the dash move. - Added a sign at the Gauntlet's start. - Hopefully fixed that respawn/restart bug. Maybe another build with some further rebalances will occur a bit later. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WindowRunner on July 15, 2010, 12:45:20 PM Another update on Underground.
Test Level (http://dl.dropbox.com/u/4359355/GameTest.7z) You can only walk around. This was made to lest level loading and collision. Hit 'C' to see the collision boxes. Use arrows to move. Tomorrow I'll make the ladders climbable and other cool stuffs. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on July 16, 2010, 03:34:23 AM Why does dying in Silver Sword spawn you farther and farther back? The game's frustrating enough due to needing to gain distance on enemies then turn around and shoot them, it doesn't need that or game overs.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 16, 2010, 04:06:01 AM Another update on Underground. Movement feels very slow to my fingers.Test Level (http://dl.dropbox.com/u/4359355/GameTest.7z) You can only walk around. This was made to lest level loading and collision. Hit 'C' to see the collision boxes. Use arrows to move. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on July 16, 2010, 04:11:31 AM I appreciate all of this feedback! Oh, this was sort of fun. Feels a little slow-paced still to me - I think you could sex/tighten-up the movement - path-finding could be better - it feels weird when enemies seem to get stuck on corners.Another build (http://l.j-factor.com/gamemaker/SilverSword.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 16, 2010, 05:23:09 AM Why does dying in Silver Sword spawn you farther and farther back? The game's frustrating enough due to needing to gain distance on enemies then turn around and shoot them, it doesn't need that or game overs. I'm personally kind of weary of unlimited respawns. This is a mechanic of mine which strikes a middle ground between that and the somewhat-cruel lives systems of arcade games - a mechanic where just one death doesn't mean you have to replay very many screens, but each successive death raises the stakes higher and higher. (If you think there are any particular screens or locations which need more graves added, then by all means mention them.) There is one selectable character who has unlimited respawns, but only has 1HP - my reasoning being that if you're going to have infinite lives, you might as well be forced to get each life absolutely perfect, because you've got the resources to do just that. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 16, 2010, 07:48:00 AM Another build... (http://l.j-factor.com/gamemaker/silversword.zip)
-Differentiated Argent and Schwartz a bit more by increasing Argent's firing delay to 15, leaving Schwartz's at 10. -Added some code which should make enemies less likely to be stuck on corners. -Brought the Ice Lich's HP back down to 50. -Brought the Wizard's HP up to 20. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on July 16, 2010, 07:51:14 AM Another update on Underground. Test Level (http://dl.dropbox.com/u/4359355/GameTest.7z) You can only walk around. This was made to lest level loading and collision. Hit 'C' to see the collision boxes. Use arrows to move. Tomorrow I'll make the ladders climbable and other cool stuffs. I just get a blank white screen titled "2d Framework", and can only close it through the Task Manager. Edit: Also, Windows XP, P4, 1gb ram, kind of old integrated graphics card. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 16, 2010, 11:50:32 AM Why does dying in Silver Sword spawn you farther and farther back? The game's frustrating enough due to needing to gain distance on enemies then turn around and shoot them, it doesn't need that or game overs. I'm personally kind of weary of unlimited respawns. This is a mechanic of mine which strikes a middle ground between that and the somewhat-cruel lives systems of arcade games - a mechanic where just one death doesn't mean you have to replay very many screens, but each successive death raises the stakes higher and higher. (If you think there are any particular screens or locations which need more graves added, then by all means mention them.) There is one selectable character who has unlimited respawns, but only has 1HP - my reasoning being that if you're going to have infinite lives, you might as well be forced to get each life absolutely perfect, because you've got the resources to do just that. I can see the logic behind your choices, but I do agree with Dustin on this. I don't think that forcing the player further back through the level is a good way to up the stakes. Instead, it just forces the player to replay bits he knows he can already do, which is frustrating. At the moment it feels like you're punishing the player for dying, and players tend not to like being punished. Personally, I don't see the problem with unlimited respawns. At the very least a simple system of lives with checkpoints - where the player gets to mess up a finite number of times, but when he does he gets to have another shot with no setbacks - would raise the stakes as his lives go down, but alleviate the frustration associated to having to retrace your steps each time you die. Perhaps there could be bigger checkpoints, which you go back to when your lives run out, and smaller checkpoints where you go to if you die but still have lives left. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: aderack on July 16, 2010, 07:54:02 PM Distance seems to both be the essence and the issue with Silver Sword. You need to keep the proper distance to effectively fight anything, and yet it's hard to position the character and maintain that relative position. Thanks in part to all the laborious dancing around it takes to defeat enemies it can take a while to chop one's way through a screen, yet when one dies one is thrown back to go through all that business again.
A couple of thoughts. It would be nice if areas didn't reset when the player leaves them -- or at least didn't immediately and completely do so. This would give more of a sense of progress and accomplishment: hey, I cleared this area! And it would be nice to have some defense to allow the player to enforce a certain distance and therefore give more of a sense of control over conflict situations. Like maybe a shield or a parry move that repels and momentarily stuns enemies, to allow the player to position. Though it's a relief to be able to move faster, I'm not sure that the double-tap run is ideal -- mostly as with many conflicts the player has to scamper all over just to tread water, and the double-tap isn't as reliable as, say, a button that the player can just hold down. Again it's an issue of control; too often it feels like situations are just barely in the player's hands, if at all. It also doesn't help that hitting with a less-than-ideal element is almost useless, and that monsters have a tendency to rush the player. Which is where the distancing, perhaps repulsion, thing comes in. The modified attack rate helps a bunch when the monsters respond to fire. So that's good. For silver and ice, though, even minor enemies can become a problem. Just some thoughts. Mind you, I wouldn't be giving this so much thought if I didn't find the game so promising. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on July 16, 2010, 08:50:24 PM I'm here to say that it's become somewhat obvious Sharks will still take some time to be completed. I don't like to say that I've abandoned it, as I really don't like to abandon a project, but stuff's come up, coupled with some burnout, that make work on it slow.
As such I can't really promise a date when it will be completed, so Podunkian is free to remove me from the list if he so desires. Maybe if I complete it before another user takes it it could be used to fill the slot, but that's also up to Arthur. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 16, 2010, 11:54:39 PM I noticed that Time Warp Tickers still ends with a "To be continued". What of that?
Also: Another build (http://l.j-factor.com/gamemaker/SilverSword.zip) - Hitting a normal foe with a weak hit (an element it isn't vulnerable to) will stun it for 9 frames. - Removed the conveyor-belt wind effect from level 3, because, let's be honest, it was kind of obnoxious. - Added several more checkpoints to the levels. I'm mulling over the helpful feedback I've been given. Thanks again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 17, 2010, 12:47:56 AM http://dl.dropbox.com/u/8978289/Thrusters_beta.exe 90% Finished version of Thrusters, with 4 levels :) The only things I need are the last 5 levels, and possibly some bug fixes. * The interface is much improved from the previous version. However, some improvements yet remain to be made. The progress radar on the left, for instance - the line representing the player should probably be a different colour from the marks representing checkpoints, rather than just a different length. Also, the flashing low health border is a bit too distracting - it probably shouldn't flash at all, and just be a red tint. * The charge shot doesn't really do quite enough damage to bosses to justify its use. It takes about 5-6 seconds to fully charge, but doesn't appear to do damage equivalent or comparable to 5-6 seconds worth of bullets. * I'm not really convinced right now that the levels are sufficiently different from each other. The enemy and mine distributions appear pretty much identical between them. What I'd like to see is a bit of variety: a level which is loaded with mines, a level which has fewer mines which travel much faster, a level where the mines move diagonally, a level with few mines but lots of enemies, et cetera. * Also, I don't think the level generator properly acknowledges the difference in threat level between the enemies. That aquamarine ship which shoots one fast aimed bullet, for instance, is a far greater threat than any of the ships that just shoot downward, and yet it seems to appear in equal proportions as all of the others. * The generator could be a bit cleverer, too, with regards to where it places enemies. In Star Evil, for instance, I made it so that the generator spawned obstacles at the top of the screen at the player's current X position, so that they were already in firing range of the player. If applied to this game, there wouldn't be so many instances of dead-weight enemies that are spawned so far out of the player's range that there isn't any point engaging them. (Of course, the enemies that can aim at the player from any location should be allowed to use the advantage of distance against the player.) * Also, the generator seems to have the habit of leaving these long pauses where no enemies appear at all. Figure out a way to make it a bit more regular, I suppose. * Enemies dropped by the boss probably shouldn't award points for defeating them. You don't want the competitive players to just sit there milking the boss for points indefinitely, right? * You aren't allowed to use the P key, I think. You'll have to use Esc, and have some kind of pause screen menu. * I think the rules specify that the game screen must be exactly 640x480. In your case, this means drawing black bars to the left and right of the room. I don't advise changing the game so that it uses the entire 640x480 area like Space Dreams does - I personally think the narrower horizontal field is to this game's advantage. * Divest yourself of the Game Maker default loading screen. You can either replace it with something else of your making, or make it disappear entirely by setting it to use an alpha of 0. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 17, 2010, 09:12:19 AM I'm here to say that it's become somewhat obvious Sharks will still take some time to be completed. I don't like to say that I've abandoned it, as I really don't like to abandon a project, but stuff's come up, coupled with some burnout, that make work on it slow. i'll let it slide, since you DID get TWT done, and the early version of sharks you showed was on the road to ownage.As such I can't really promise a date when it will be completed, so Podunkian is free to remove me from the list if he so desires. Maybe if I complete it before another user takes it it could be used to fill the slot, but that's also up to Arthur. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: JMickle on July 18, 2010, 02:30:48 AM and you've got my freakin music. again
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on July 21, 2010, 04:09:41 PM Quick progress report, I have half the level content done, the dead menu, and the first cinema working. Here's a screen of the overworld to make transitions between levels make sense:
http://drdougbeach.tomatoland.org/game/progress006.png Free time hasn't been opening up even though I thought it would, but I'm getting there. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nitro Crate on July 22, 2010, 11:48:33 PM sombrero is amazing
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Addahn on July 24, 2010, 01:01:11 PM Hey guys this is my first post here. I have been reading tigsource for about a year and it has quickly become my favorite website, dont know why I havent joined sooner. Anyway, a few months ago after I learned about action 52 I got the idea to remake every game but actually fun (not in a watching a trainwreck kinda way). So you guys can imagine my shock when I stumbled upon your little jam. I mean great minds think alike but this was just weird.
So I just wanted to post to wish you all well and offer any sort of support I can. I'm deeply saddened that I won't be joining you guys as the rules state that people with no experience aren't allowed. However this is a blessing because I now have motivation to try something I have been wanting to do since I was 15; learn to make my own game. Maybe this is the wrong place to ask but any pointers on first steps toward game making would be greatly appreciated (pm me maybe?). Thanks for listening to my little rant and the best of luck to all who are involved in this amazing jam. p.s. When I do learn some basics I still intend to remake action 52 myself but until then I thank you guys for making this. -Addahn Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: DrOctapu on July 24, 2010, 11:47:39 PM Uh, hi. I was wondering if anyone was thinking about doing a remake of the cheetahmen comic that was included with the original game?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on July 27, 2010, 12:22:21 PM Hi! I am new here and wanted to check out what my ID is. :-)
So lets see if this post links to the same ID as my profile view... then I might pick a game to work on. Either Robot, Megalonia or Operation Full Moon. Edit 1: So I picked Operation Full Moon. Lets see how fast I can do it. Was there a deadline? :-) Edit 2: I saw someone else already worked on the game. But the game was not taken on the "pick a game" site. Did the original developer drop out? As for the music that was done, I would love to use it in case the project is not taken. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 27, 2010, 01:18:28 PM It was me and I dropped out, be crazy ;D
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on July 27, 2010, 02:11:43 PM It was me and I dropped out, be crazy ;D Alright, thank you for the reply and lets see if I can get as fast as you did and then some. :-) Any idea if the music was free to take?As for artwork I would also need someone. I will see if one of my friends has some spare time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on July 27, 2010, 05:45:00 PM music's from laika, you can find it somewhere in the thread lol.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on July 28, 2010, 01:05:25 PM So is this whole project still under development?
Today I started playing Operation Full Moon and took some screen shots. At least in the emulator it crashes at the end of level 8. I extracted some graphics, converted the music and created the font. Tomorrow I will put it all together for a prototype and post a link. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: L on July 28, 2010, 06:30:58 PM Something you must think about is how to make the game fun. Pretty much the central 'point' or 'thesis' of this project is to identify what sort of game your A52 game is trying to be - the Platonic ideal that it is falling short of - and then creating that ideal, perfect Operation Full Moon to the best of your abilities.
(You are using this music (http://www.box.net/shared/id7qs8s2el), right?) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on July 29, 2010, 08:38:05 AM hey, some life in this thread again! good timing cause:
Play Crazy Shuffle Gameplay Prototype (http://26k.org/dev/play/shuffle_v033.zip) but before you start, please read this wall o' text: This is purely a proof of concept for the kind of game I want to make, so there is no art and a lot of things are either incomplete, assumed, or outright missing. I feel like there is enough in there now to get a good sense of whether or not people both understand the gameplay and more importantly, enjoy it (or can see the potential for it being enjoyable.) I decided to take the gameplay in a different direction from the original, something along the lines of the Commandos series, with an emphasis on tactical shooting and stealth. This is not a run and gun. I've spent a large part of my time wrestling with how to make a game that is traditionally played with a full keyboard and mouse, into something still fun with only 2 buttons and a d-pad. I ended up throwing out a lot of core systems (ammo, inventory, etc.) and focused everything down to 2 weapon gameplay. Since it's not turn based, a lot of the things you could typically stow away in menus had to be present at all times so a few systems had to be automated. I'm considering adding the reload mechanic back in at some point tho. It's not readily apparent what the difference in the guns is for this demo, but it will be a key part of gameplay moving forward. Each weapon has a tradeoff between damage and range. Accuracy decreases over distance, lowering the weapons damage. Unfortunately, this is something that's not be represented in the game right now but try to keep it in mind. When targeting an enemy, you'll see both their health and the length of their vision. Each enemy sees in a triangular shape out to their limit. I'm trying to come up with a solution for how to visually represent this without having to raycast out a shape in 3D. In future versions, the enemies will pursue after they spot you. I'm still working out a paathfinding/node solution for this. There is no enemy collision in right now for the player, so try to not run through them when you're being sneaky. Lastly, this level design is probably a bit too linear for the kind of tactical shooting I'm ultimately going for, so it's something I'm really focusing on improving in future versions. My goal is to make each level entirely completable with or without shooting, plus rewarding for people who like to explore. Please see the README in the zip for full instructions, but basically it's: X: cycle targets C: shoot hold X+left: dagger hold X+right: gun hold X+up: swap gun :tired: so with that, give it a run and let me know what you think, areas that work and areas that need improvement. Also, let me know how it runs. Thanks! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on July 29, 2010, 12:24:36 PM Hi L.
Yes, I am using this music for now. Is this ok? As for bringing the game to life. I do not know what the goal of this whole project was. Maybe it is buried in the thread. My first step is to get some artwork from the original, which I did. And then 2nd one is make a playable demo which feels like the original game. The final step (but not the 3rd one) would be to replace the graphics by something much nicer. And also put in new sound effects and some particle effects. Is the goal to follow the original as close as possible? Or to make something totally new with the spirit of the original game? I would have thought it is to make a port of the game, and giving it a face life while staying true to its original design idea. EDIT: @lowpoly. Your game does follow the spirit of your name. :-) And I really liked it! First I was confused why by guy did not shoot, but the I noticed my guy has a knife equipped. :-) Pierre. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on July 29, 2010, 04:01:33 PM make the game not suck.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on July 29, 2010, 05:00:42 PM Is the goal to follow the original as close as possible? Or to make something totally new with the spirit of the original game? This is covered in the opening post by Mr. P. I believe the point is to remake the game so it keeps the spirit of the original game alive but while the original games were really bad your goal is to make them good. If you look through what games have been done so far people have varied in how far they've strayed from the original. I myself took a lot of liberties with both the games I worked on because I wanted them to be fun and bring something fresh to the table that wasn't there in the originals. Quote I would have thought it is to make a port of the game, and giving it a face life while staying true to its original design idea. Most of the original games were really badly designed. My money would be on improving the design rather than just updating the graphics and music a bit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on July 29, 2010, 07:59:10 PM hey, some life in this thread again! good timing cause: Play Crazy Shuffle Gameplay Prototype (http://26k.org/dev/play/shuffle_v033.zip) but before you start, please read this wall o' text: -wall 'o text pruned from quote for space- Please see the README in the zip for full instructions, but basically it's: X: cycle targets C: shoot hold X+left: dagger hold X+right: gun hold X+up: swap gun :tired: so with that, give it a run and let me know what you think, areas that work and areas that need improvement. Also, let me know how it runs. Thanks! Well now. Even as a Proof of Concept, this game is pretty fun! One thing, though. I seem to be getting a "Memory Access Violation" error, apparently at random. You may want to look into this. Unfortunately, I may not be able to test as much as I like, as I'll be on vacation for about a week. I'll try and get some testing done in my free time, though. I hope to see this game (and the A52 project in general) get better and better! Keep on making awesome things! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on July 29, 2010, 11:33:17 PM Well now. Even as a Proof of Concept, this game is pretty fun! One thing, though. I seem to be getting a "Memory Access Violation" error, apparently at random. You may want to look into this. glad you enjoyed it :) ah yes, the MAV, the wonderfully ambiguous Blitz3D error message... Any chance you remember what you were doing/pressing when it happened? I was able to produce one right now when trying to select an enemy after I had already killed everyone, (which is something I totally overlooked when I added new selection code late last night) one of many more things to fix. Thanks for checking it out! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on July 30, 2010, 02:49:12 AM Played Crazy Shuffle, and I like where it's going so far. I found the controls a little confusing though. I think you should target the enemies automatically, as I got a little confused trying to aim until I realised you had to do that. Also, I'm not sure what the advantage of the dagger is over the gun, and didn't get how to use it.
You should probably add some audio feedback for each of the actions (swapping weapons, changing targets, etc.) as that will make it easier to tell what's going on. Still, it runs fine and looks very promising. And I understand that it's a proof of concept, and it proves that the concept does indeed work! Nice to see a 3D take on one of the games, as it's a bit different. Looking forward to the next version! :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on July 30, 2010, 07:27:31 AM Played Crazy Shuffle, and I like where it's going so far. I found the controls a little confusing though. I think you should target the enemies automatically, as I got a little confused trying to aim until I realised you had to do that. Also, I'm not sure what the advantage of the dagger is over the gun, and didn't get how to use it. You should probably add some audio feedback for each of the actions (swapping weapons, changing targets, etc.) as that will make it easier to tell what's going on. Thanks for the feedback! The dagger is an instakill weapon from close range, try sneaking up behind one of the guards and using it. Auto targeting is an interesting idea but I worry about it stealing focus at inopportune times. I'll give it a look tho. And I completely agree about the lack of feedback in this build, it's something I'm working on improving right now. Ultimately, I don't want to force people to read 10 pages of instructions to figure out the game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on July 31, 2010, 01:47:48 PM Im a little late to the game, but I just snagged Ninja Assault :ninja: last night. Thus far, I have most of the player sprite blocked out and animated, although not shaded or stripped out yet, and I have the soundtrack.
In keeping with the original, Im going to try to make this a simple 4 level beatemup with some platformer influence, provided I can figure out a way to make that actually work and be fun. If not, Ill just go for a full on beatemup, as forcing 3d platforming in a 2d game tends to be pretty terrible, and is largely the reason the original was so god awful. For the soundtrack, I kept the chord progression and baseline fairly intact, but futsed with the time-signature a bit (the original pretty much made no sense music theory wise, and jumped between 4/4 and 5/4 for no particular reason, although it could have just been the sound effects interrupting it and then it looping incorrectly, Im not really sure,) and made the arpeggio in the same key as the rest of the song (It wasnt. I dont understand why, it made it sound really dissonant, and not in a good way.) I also pretty much scrapped the drum line, and made the song rock, hard. Here you go ->http://drop.io/action52ninjaassault/asset/ninjaassault-ogg (http://drop.io/action52ninjaassault/asset/ninjaassault-ogg) For sound effects, Im kind of stuck between recording myself going "pwah" and then cranking up the bass and down sampling it to hell, to make it resemble the sound in the first one, or stealing the vocal bit from the action52 menu music (wooh, jyeah, wooh, jyeah... it takes two to make a thing go right... wait....) and using that, because its kind of amazing. Ill keep everyone informed of my progress, duntcha worry. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on July 31, 2010, 08:38:26 PM That song is great, zez.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on July 31, 2010, 10:42:09 PM :-[
Thankee kindly. I have a general engine up and running right now. I think I am going to keep with the originals concept, and just make it not suck. Im writing it in as3, using flixel. It will be all projectorized as an exe for the final thing. Anyhow, I havent done the beatemup side of things yet, but platforming and movement is go. I think I managed to make a fake 3d platform engine that doesnt suck. Weird. Hit X or C to start, theres no menu yet, X is jump, arrows is move. You can double jump and also dash in whatever direction you want by double tapping said direction. Im logging keystrokes and time, so I can put in some special moves and stuff later, ala street fighter... Yeaaaah, enjoy. http://www.swfcabin.com/open/1280642090 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on August 01, 2010, 01:14:19 AM Plays really nice and smooth zez!
I am looking forward to walk around in a level and beat up some badies. :-) The music is too techo/metal for my taste. And it could be a touch faster. Pierre. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 01, 2010, 09:36:43 AM The original was pretty much techno, and at about 2/3rds the current tempo. I didnt want to make it toooo much faster because the more I tweaked the timing the less it sounded like the original, as for the metal bit, given that a fair bit of my time spent playing in bands has been playing in metal bands, and the rest has been blues, indie, synthpop, and noise, Im pretty sure metal is the closest thing to beatemup music in my comfort zone. I could have just gone for chiptune type stuff, but then what would have been the point in not just ripping the original track and using it directly?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on August 01, 2010, 11:51:49 AM Metal for beat'em'ups is good. In fact, the only recommendation I have is to make the songs more metal.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 01, 2010, 06:15:52 PM Im sure I could make it more metal, but I think Id end up having to record some real drums to get that to work, and miking drums is like 10 pains in the ass, plus I dont have enough mike's anyhow.
For some reason the colors broke when I converted to gif, probably not web safe or something... sept the first frame is right... buuuut, I have the start of attacking animations (http://zez.herobo.com/a52/atk1.gif) and the start of an enemy (http://zez.herobo.com/a52/truckerhatninja.png) He's just blocked out for now, sept for his head. He kind of mostly has an attack animation, but Im not to happy with it, so Ill show it off when its more solid. He's an orangeyred ninja in a trucker hat. Inspired by the weird looking hillbilly ninjas in the game, but pushed to the rational conclusion. I might make another ninja-cowboy looking thing as well, and probably a blue one of some sort before I start on the dogs and birds. Im kind of worried about the last boss. I think Its a dragon? Maybe? The sprite pallet on the last level is corrupted, so I have no idea... I might just make the boss look like a corrupted sprite pallet? I dunno man. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on August 01, 2010, 11:20:04 PM (http://zez.herobo.com/a52/atk1.gif) Heehee, this guy is cute. You know that at some point you're going to have to have a semi driven by trucker ninjas plow through the screen and attack you. This must happen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 02, 2010, 09:06:33 AM You know that at some point you're going to have to have a semi driven by trucker ninjas plow through the screen and attack you. This must happen. This should be in EVERY game. Ever.http://www.swfcabin.com/open/1280642090 I'm trying to follow the link at the moment but it doesn't seem to work. I'll let you know when I've had a go! The Dam Busters wheels are starting to turn now. I'm doing it in AS3. It's my first Flash project, but I've got into the swing of things pretty quickly and feel fully in control of the project. Very pleased with that :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 02, 2010, 11:39:43 AM Yeah, I like as3, its about the easiest language ever for games, and flixel (or flash punk for that matter) cuts out most of the usual annoyance. I need to make the jump to C# or something soon though, as the new build of flash has a pretty brutal memory leak associated with using draw commands along with bitmap data, meaning any fancy rendering ends up using craploads of processing power and ram for no reason whatsoever, and destroys your frame rate. That, and vectors being innately slow to render makes flash a less and less viable platform for games (plus steve job's hating it, but that didnt stop me even a little bit. Screw him.)
I actually decided to join this as a break, due to the fact that flash 10.1 coming out made my last project go from running at a constant 60fps and playing like a dream go to running at about 15fps, using 10 times the ram, and generally being unplayable, forcing me to stop working on fun stuff like level design and go back through and attempt to optimize as much code as possible to get it playable (now its up to around 30fps, and the render time is pretty much the same as it ever was, but theres clearly still something else breaking it and Im really not sure what.) .... that was a super long rant. The shorthand version is: AS3 is an easy syntax, easy to make games in, fairly intuitive, but now is a terrible time to jump on board as adobe is doing everything possible to kill it for some reason. As for the semi truck crashing through the screen.... AWESOME. That totally needs to go in this. Im kind of unsure on how to implement it visually though.... (Meaning, should the truck come out of the background and try to hit the player, then smash through the monitor... and then... umm... well I dunno how to break the 4th wall when its actually a physical wall... least not without 3d glasses.... Maybe it could come out of the background, hit the player, send him flying into the screen where he faceplants into the monitor all squishy like and slides down it? I dunno man.) *EDIT* Okay, so I need tiles to make this work, and build levels and stuff. My engine is based on square tiles, cant really do much about that without it being a pain in my buttox. Beatumup gameplay pretty much requires large ish flat areas, platform gameplay requires varying heights. This is pretty much where the original fell apart. I already have better code to deal with that disconnect then they did, and an idea of how to go about building levels that take advantage of it (large flat expanses of different heights, with scatterings of smaller expanses at different heights to make for jumping puzzles) the way the engine works, you cant go behind things that are higher up then you (on the z axis, things on the same z axis but lower on the y get rendered first ala every single side scrolling beatemup ever,) but I can get around that with level design and invisible walls at the top of things without it being super noticeable (battle toads and river city ransom both come to mind.) This is due too the fact that the game is 2d, and in keeping with the beatumup vibe Im not changing that. The catch is, now I need to figure out how to make it really clear where something is on the z axis graphically (in the engine demo I have up there, btw just hit x or c when the screen is black. You may need to click it first, the z values are 0 for the black background, then the platforms are at a value of 1, then 2, then 5,) and well... thats kind of tricky to do. I could get around it if I worked in an isometric perspective, but an isometric beatemup or platformer is kind of conter intuitive (I mean, there was the genesis game that was an isometric action rpg/platformer thing and it was friggin HARD jumping at diagonals all the time,) so I need a way to graphically represent the change, in the z axis well making the perspective basicly side view, realisticly slightly above and side view, kind of inbetween an rpg and a beatemup probably.... How the fak do I do that? About the closest thing perspective wise that comes to mind is the first contra game (http://www.videogamecritic.net/images/nes/contra.gif) but even then, they didnt need to worry about walking up and down without changing z axis..... ack. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on August 02, 2010, 12:02:56 PM As for the semi truck crashing through the screen.... AWESOME. That totally needs to go in this. Im kind of unsure on how to implement it visually though.... (Meaning, should the truck come out of the background and try to hit the player, then smash through the monitor... and then... umm... well I dunno how to break the 4th wall when its actually a physical wall... least not without 3d glasses.... Maybe it could come out of the background, hit the player, send him flying into the screen where he faceplants into the monitor all squishy like and slides down it? I dunno man.) I'm not sure if it's practical or possible to pull that off and have it look nice - my post was actually referring to a situation where the truck is coming from the sides of the screen, acting as a normal enemy (but a truck). :P One might also do a Bad Dudes-esque level where the whole level is actually set on a truck, and ninjas climb on and attack you. I also think the more references to cheesy ninja-themed beat'em'ups, the better. :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 02, 2010, 12:23:03 PM Okay, thats a little bit more feasable, although I kind of want to keep the level flow atleast fairly similar to the original (some sort of weird temple, probably vaugely roman for no reason, have the character question why he's in the roman temple - top of the temple with a mid boss - platforming only level involving jumping from log to log - mountains involving lots of variation in height, bottomless pits, and short expanses to fight enemys in that ends in the last boss...) I could probably make the semi part of the mountains level tho... or maybe the roman one?
Also, I edited my previous pose, so if anyone has any idea of what to do about my current conundrum, that would be awesome-tastic. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 02, 2010, 01:11:36 PM Yeah, I like as3, its about the easiest language ever for games, and flixel (or flash punk for that matter) cuts out most of the usual annoyance. I need to make the jump to C# or something soon though, as the new build of flash has a pretty brutal memory leak associated with using draw commands along with bitmap data, meaning any fancy rendering ends up using craploads of processing power and ram for no reason whatsoever, and destroys your frame rate. I'm still not very experienced in Flash yet, this being my first Flash game after all. But I read somewhere that Bitmap objects translate faster than MovieClip objects, but MovieClip objects scale, rotate and do other transformations faster. Perhaps that could help you. Sorry I can't remember where I read it though!C# is nice with XNA. I'm a big fan. But I like being able to run Flash games in any OS and in a browser, so I'm quite drawn to using it. It also means not having to tell the user to install anything ;) Anyway, I had a go on the demo and it was pretty fun. I'm really looking forward to seeing how it develops, especially with the pseudo-3D aspect and the sweet ninja animation! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 02, 2010, 01:19:57 PM As for your perspective conundrum I think you could start by giving each object a shadow. So you'd see exactly where the floor is beneath them. You'd be able to tell what (x,y)-plane everything's on by doing that. You could also use an obvious "wall" graphic on the sides of steps and things to show something you obviously can't run through, if you're worried walls might be mistaken for floor.
If two objects share the same z-value then their shadows should be both on a horizontal line. I think that should be pretty intuitive and clear for the player. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 02, 2010, 04:37:35 PM I'm sad to say this, but due to a series of events going on in my personal life that need dealing with, I'm going to have to put my version of Meong in indefinite hold until I can find a decent time-frame to work on it. As a result I will resign the position so that someone else can work on their own imagining of the game, as I don't want to hold up development on this project any longer. I will try to find a way of releasing Meong under a different name, when I can dedicate to the project once again.
I wish everyone the best of luck on this project, everything is looking very awesome so far, keep it going guys! :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 02, 2010, 11:27:52 PM boooh dropping out.
The bitmapdata memory leak seems to happen when using draw, and can be bypassed if you apply the bitmap data to a bitmap then draw that, but there is still something or another causing a memory leak, because although I cut the render time in half Im still getting massive slowdown and using way more ram then previously. It might be a non issue on a faster computer, but its still kind of infuriating to have the system requirements on my project jump up that drastically if nothing else. As for differentiating walls from the floor, thats not really an issue as you cant stand on walls anyhow, and clearly those will be a different tile. Im mostly worried about jumping up a few height values at once, and it visually looking like you may have made the jump, but you not having made it. In the engine demo, you can jump (well, double jump) from the tiles that are raised by 2 to the tiles raised by 5, but if you say jump from the middle of an expanse to another expanse, you frequently look like you have cleared the correct height, but mathematically havent, and it creates some cognitive dissonance, and might just break the platforming. Im thinkin maybe I could do the battle toads thing and build walls out of triangles? that way I could have both sides walls visible from the front, and it would get around the visual side of things, but it means I need to re-evaluate my code a little bit... I dunno. Still meditating on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on August 02, 2010, 11:36:46 PM indefinite hold Nooooo, I've been waiting on this since the beginning... aren't you pretty damn close? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on August 02, 2010, 11:47:10 PM memory leak a series of events going on in my personal life I'm sorry to hear that. I hope you guys can overcome your problems with strength and ultimately complete your game, in some form or another. Good show, friends! :beer: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 03, 2010, 03:33:30 AM @zez
I was having a look at the game with the shadow and I think it's looking great. It does seem to stop and start quite a bit, but I don't know if it's because my computer's busy at the moment. But to be honest I think the perspective is absolutely fine as it is, and I'm not entirely sure what it is that you're worried about. Maybe you need to draw a diagram ^^; If you design the levels cleverly you should alleviate any worries about not having cleared the correct heights. For example, you could make sure that all jumping challenges can be cleared in the (x,y) plane. That is, without having to jump diagonally. You could also make sure that, if there's any situations with a platform in the background and one in the foreground, there's a visual cue in the level to show it. In the example I drew here (http://www.alistairaitcheson.com/downloads/misc/tigs%20advice1.png), the player has to jump between two rooftops, but there's a third in the background. How do you hint to the player that he can't jump onto the one in the background? That is, how does he know it's further back and not just higher up? Well, you could add some telephone wire going horizontally from one rooftop to the other to make it clear what's in which layer. You could also add tree branches that appear behind the front two rooftops but in front of the back one. You could also add some treetops at the bottom, or a layer of cloud, so the rooftops appear to have a consistent height. Or you could simply design the levels so that these situations never come up when you have to do some platform-jumping. What do you think? Also, I drew a mock-up for the Dam Busters bear. I'm going to use this as a basis for a vector-drawn bear that I can animate using flash. (http://www.alistairaitcheson.com/downloads/misc/bear%20test%20p1%20small.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 03, 2010, 05:56:03 AM Yeah, I am very close to finishing it, which makes all the more aggravating, I only have 2 dungeons left, but combined with the issues going on around me and the inability to come up with newer, fresher puzzles for the dungeons (due to not having enough time to focus on it), it'd be better to hand the slot to someone who can get it done within a reasonable time and release the game at a later date so people can still enjoy it sometime in the future. Sorry man :/
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on August 03, 2010, 06:57:33 AM Do you think it's possible to release it as is, for now?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 03, 2010, 10:24:20 AM Potentially I could. I'd have to remove the dungeon map, dialogue, and such. Of course, if people wouldn't mind that, then I would do this, but that depends if people would be ok with that.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 03, 2010, 11:32:09 AM basically, Im worried about situations like this ->http://zez.herobo.com/a52/diamaram.png (http://zez.herobo.com/a52/diamaram.png)
where the player clears the bottom corner of the platform they are jumping onto, but still hits the side wall because of the z axis. In the thingy, jumping onto the highest platform is sometimes counter intuitive, because if you start your jump from the middle of the platform below it, its not very clear when you have actually cleared the wall. I could probably get around it like so ->(http://www.compro-nintendo.com/subastashoracio/nes/imagenesnes/battletoads/Battletoads3.gif) and may very well have too, but that requires re-tooling the engine a bit, and prevents me from making some more traditional platform elements (jumping across bottomless pits for example. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on August 03, 2010, 02:49:03 PM You know that at some point you're going to have to have a semi driven by trucker ninjas plow through the screen and attack you. This must happen. This should be in EVERY game. Ever.http://www.swfcabin.com/open/1280642090 I'm trying to follow the link at the moment but it doesn't seem to work. I'll let you know when I've had a go! The Dam Busters wheels are starting to turn now. I'm doing it in AS3. It's my first Flash project, but I've got into the swing of things pretty quickly and feel fully in control of the project. Very pleased with that :) cool -- be careful what i said about using the project as a "learning experience" though. i REALLY won't be cutting any slack in terms of cutting games being unfinished or unpolished due to inexperience (though i don't say this about your game specfically: a few of the games that've been shown'll by other users recently look like they're also falling for the same trap) SO JUST BE CAREFUL is all i'm saying, and quit if you're don't think you'll be able to pull out something that won't look horrible compared to what else has been released for the project. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Triplefox on August 03, 2010, 03:24:40 PM collision worries Dude, you've already spent too much time thinking about this. Two weeks, remember? As implemented, your model works well for the basic situations needed in beat-em-ups. If you want more switch to a pure side-view for platforming sections. That's what pretty much every beat-em-up ever has done. 3D platforming has always sucked due to lack of depth perception; even with extensive work on 3D camera tech, we've made it tolerable but not as clean or precise as pure 2D. It's not going to improve the gameplay to theorize about this any longer. You should be thinking about the combat, how to make it interesting, and how to scale it up to a variety of enemies and levels without taking on a huge workload. Those latter challenges are what broke my attempt at Ninja Assault and every attempt at Cheetahmen so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 03, 2010, 04:12:52 PM As a mark of consolation for the delays and problems I've caused on this project, I'm going to try and release all of the currently completed stages, materials, and the likes tonight, along with a few new ones for the remaining dungeon. I'm not sure if I'll make that deadline, but it will be sans the map, most of the storyline and otherwise certain elements that I had previously planned to add into the game.
I'll post a link to the topic here when I get it done. [EDIT] The stages are complete. The game, despite a few alterations, has managed to finally be finished. Whether or not Podunk allows it back in or not is unknown, but I'm glad to say that I've managed to rush through to get it to a completed state. I will upload it later on today when I have loaded the music onto the game. There's a few bugs and glitches, but I hope those can be ironed out in due time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 04, 2010, 03:08:15 AM cool -- be careful what i said about using the project as a "learning experience" though. i REALLY won't be cutting any slack in terms of cutting games being unfinished or unpolished due to inexperience Don't worry, it'll be fine. I've been programming games for a long time now, and I've organised the AS3 code so I can tackle it like I would any other project. So I'm pretty confident it'll be finished and polished. I understand your concern though, so if it's running into a dead end then I'll be open and honest about it, but at the moment I'm very happy with how Dam Busters is going :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 04, 2010, 03:15:09 AM collision worries Dude, you've already spent too much time thinking about this. Two weeks, remember? As implemented, your model works well for the basic situations needed in beat-em-ups. If you want more switch to a pure side-view for platforming sections. That's what pretty much every beat-em-up ever has done. 3D platforming has always sucked due to lack of depth perception; even with extensive work on 3D camera tech, we've made it tolerable but not as clean or precise as pure 2D. It's not going to improve the gameplay to theorize about this any longer. You should be thinking about the combat, how to make it interesting, and how to scale it up to a variety of enemies and levels without taking on a huge workload. Those latter challenges are what broke my attempt at Ninja Assault and every attempt at Cheetahmen so far. In other words, be confident and move forward, as I think you'll be fine ;) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 04, 2010, 07:33:25 PM I've managed to complete Meong finally, despite a few glitches and bugs within the current release (hope to iron them out later). Unfortunately it seems as though save files don't work at the moment, this is an issue I will have to address. I'm not a fantastic programmer, so I bet there's a lot of mistakes and generally shoddy bits in that, but I hope that you guys enjoy the game. (There's a glitch in the first level that replays the opening dialogue. I will fix this when I can find the time to)
To those who might get stuck on the first level; check the surroundings. The walls, everything. Anyhow, here's Meong 0.2 https://dl.dropbox.com/u/9780777/MEONG%200.2.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on August 04, 2010, 07:56:11 PM This is an admirable effort, though it could use a lot of polish. I'm quite impressed with your speedy completion, though.
I got stuck on the second earth stage... are the collapsing tiles in that meant to kill you instantly, or is that a bug? And how long does the controls reversing last? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 04, 2010, 08:12:43 PM There's a game breaking glitch in the Earth area, which needs dealing with immediately. This didn't happen prior to adding music into the game, so it's something I need to sort out.
I'm removing a lot of the padding from the game as well, reducing the level count from 71 to 36. [EDIT] Error fixed, levels reduced. I hope this streamlines it more for you guys. https://dl.dropbox.com/u/9780777/MEONG%200.2.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on August 04, 2010, 08:41:47 PM MEOOOONG!
There is a typo. He says something like "Wondeful tomb of Meong..." I agree it needs more polish, but it's good right now. Also I can't seem to pass a certain part in the fire stage. The ground keeps falling and I can't get past the map. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on August 05, 2010, 01:02:10 AM Neonlare: I keep getting this error every time a new level starts:
Code: ERROR in action number 1 of Other Event: Room Start for object obj_soundhandler: Error in code at line 17: if room = lvl_e1 at position 12: Unknown variable lvl_e1 Otherwise the game is fun so far. Really love the music :beer: edit: I found another bug. When I try to load the game I get this: Code: ERROR in ..and then the menu just stops responding.action number 1 of Alarm Event for alarm 0 for object obj_coinbig: Error in code at line 4: game_load(save1); at position 12: Unknown variable save1 Also, I didn't hear any music in the second part. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 05, 2010, 02:10:46 AM First of, Meong is downloading as we speak, so Ill have an opinion on it sometime after I sleep.
I think Im going to take everyone's advice and stop sweating the confusing-ness of 3d platforming in 2d games. After playing some battletoads, I remembered how annoying the angled jumps where, so thats out, Ima just stick with what I have. I do however have most of the players side of combat dealt with. Next up is to deal with enemy combat/ai and then add in blocking (well, player blocking, enemys already have blocking, but they dont have the ai to do anything with it.) http://www.swfcabin.com/open/1280999402 (http://www.swfcabin.com/open/1280999402) Controls are pretty straightforward, arrow keys move, x is jump, c is attack. You can chain attacks together in different ways by hitting arrow keys along with the attack key, I think its fairly intuitive (generally speaking the direction you press mimics the direction of the attack,) and you can get some pretty ridicules combo's if you master it. There is also all of one special move. You can hit down, up + attack to do a uppercut thingy. You can also do the uppercut thingy at a specific point in a combo by hitting up + attack, so I guess its only half a special move. I need to add in animations for aerial attacking, but the core code for them is already done (the special move is an aerial attack,) so its just a matter of animating. Lessseee.... I guess the last thing to mention, is that currently the enemies will block your first attack. Normally when an enemy blocks, they will just keep blocking, but you have a move that gets past defense. During a thrust, if you hit towards + attack you will do a trick strike to bypass the block.... Thats pretty much everything.... the animations for the ninja attacking are based on weird fusion of proper ninjitsu techniques, shaolin longsword, and utterly preposterous things I pulled out of my arse and no one has any chance of pulling off in real life. So umm... dont try this at home? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 05, 2010, 03:13:02 AM Neonlare:
I get the same problem as pgil. I also didn't like having to read the opening dialogue every time I died on the first level, as it's quite long! Otherwise, it's a really nice bit of work :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on August 05, 2010, 04:46:42 AM I also didn't like having to read the opening dialogue every time I died on the first level, as it's quite long! I agree with this! You could take it out and put the lines in the between-level cutscenes so the story is uncovered as you progress. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 04:52:27 AM Updates in the upcoming 0.3 version.
Fixed the opening cut-scene. (Complete) Fixed Music error (Complete). Correcting Save system. (In Progress) Brushing up the dialogue (In Progress) Making more relevance to the ending (In Progress) Misc. Stuff. (In Progress) rdein, which room is the error in for Fire? My copy seems fine. Is it the bombs in one of the corridors? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 07:28:21 AM Being whacked hard by a bug involving music on load. Using Supersound.dll. I need some help with this issue, since I can't seem to find any answer to the solution. Basically when the save file loads, it either continues playing the title music, or won't return to playing music from the stages unless it's the first room of that stage. Furthermore, dying in the first room repeats the music from the beginning, which can end up with some seriously annoying segments of the same note playing again and again. I need a way to check "IF on game load, SS_StopSound(etcetc)". Anyone able to help me on that front?
Added functionality to restart a room with X. Anyhow, here's Meong0.25 https://dl.dropbox.com/u/9780777/MEONG0.25.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on August 05, 2010, 07:49:16 AM I got a game ending error when starting the second ice level:
Code: ___________________________________________ ERROR in action number 1 of Create Event for object obj_gatelightning1: Error in code at line 1: if room = lvl_m3 at position 11: Unknown variable lvl_m3 and then: Code: ___________________________________________ ERROR in action number 1 of Step Event for object obj_gatelightning1: Error in code at line 1: if switchtoggle = 0 then instance_destroy(); at position 4: Unknown variable switchtoggle Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 07:50:12 AM Right, I'll settle down to fix that as soon as I can. I think I know where that comes from.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 05, 2010, 08:53:49 AM v0.25 of Meong is working fine for me. I'm onto the third level of the fire stage. Really enjoying this. Wonderful work, I love what you've done with the Meong concept - you've really transformed the concept into something very enjoyable. :beer:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 11:07:41 AM Solved the problem involving the gates I think pgil, now I need to get the music working with loads... Any ideas? I call the music at room start, but obviously that doesn't happen when you load a game. Anyone worked with supersound.dll before to help tackle that problem?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on August 05, 2010, 11:50:41 AM I found a very unpleasant bug (?). If you press X, you restart the level.
Also, I don't know if this is really bad level design, or if it's bugging, of if I just suck really bad at this game, but I can't get past the first room in the fire stage. There is not enough time or space to move through that without getting hit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 11:53:17 AM The first level of Fire should be doable, it's just very very hard. I'll consider making that easier if people feel the same on it.
As for the X thing, I added that as a feature in the event of people getting stuck in places. I'll be putting instruction in a notepad with the next version. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 01:46:01 PM Version 0.27, fixed the gates, and made some tweaks to the darts to make it more obvious that they're there.
The file is a bit larger. Ignore that. There's nothing there. Honest. https://dl.dropbox.com/u/9780777/MEONG2.7.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on August 05, 2010, 02:07:32 PM I still get the same error on the second ice level (for obj_gatelightning1) :(
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 05, 2010, 03:02:09 PM The version has been updated again, if this doesn't solve the issue I'm not sure what will, but I'll continue working on it regardless.
http://dl.dropbox.com/u/9780777/Meong2.7.zip Same as usual~ [EDIT] The bug is still present in this version, but I may have got it fixed in the next one. Before I release it though, I need to fix this sound problem. I currently have the Sounds playing on room start, I feel as though I should be placing them into Step or an alarm to check if a sound is playing and to see if it's not. Any suggestions? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 06, 2010, 12:53:33 PM http://www.swfcabin.com/open/1281124735 (http://www.swfcabin.com/open/1281124735)
Trucker hat enemy's have AI, blocking is go, tweaked the collision code on combat to work better with multiple potential targets. The link above is to a version that just spawns way to many enemy's randomly so you can play around with it. Trucker hat guys block a lot so take advantage of the guard break attack, and don't let them surround you or you will die pretty fast (trucker hat guys also guard break.) I need to give them a walking animation, and give the player a walking backwards animation, and a taking damage animation, and air attacks, but otherwise combat is pretty much working. Most of the combat code is utterly generic, so I can quickly and easily plug in any enemy type and have everything work, all I need to do is set up the range variables, the knockback variables, the damage variables, and the proper animations (all set on the fly when they start an attack.) I also need to make sure that all enemys have the first frame of getting hit at the same index (so index # 1 needs to be getting hit frame 1) as I test against it to determine some stuff, but otherwise its pretty flexible. Its probably also time to make sound effects to make it more obvious if an enemy blocked or took damage, although the sparks and blood particles do an okay job of that. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on August 06, 2010, 03:04:59 PM Posting quick to say once I get back to my good computer I should have a largely complete build of Chill Out (all levels, cinemas, a few things missing). Probably within the next 48 hours.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Snake on August 06, 2010, 04:40:12 PM While it probably doesn't add much to the current discusstion, I want to claim The Cheetahmen so bad you can taste it and make it into a four course dinner. My programmer would be prepared to jump at it on a split second and I already have composers at the ready. Hell I'm even catching myeself spriting random things for the game when I should be preparing for an insanely important business meeting.
If I find I have the oppurtunity I'll claim the game. I just hope it works out... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on August 06, 2010, 05:42:38 PM Podunkian approves, go for it Snake! Man that's exciting!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on August 06, 2010, 06:50:46 PM Podunkian approves, go for it Snake! Man that's exciting! I was a witness to this approval. do it, do it Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on August 06, 2010, 07:29:08 PM Holy shit, the dudes behind Owl Boy making Cheetahmen?! Now this will be awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ness io kain on August 06, 2010, 11:42:33 PM Snake: YES.
You win. At everything. In different news, if there are still free games in a month or so, I may be willing to pick one up and see what I can do with it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on August 07, 2010, 07:26:26 PM The version has been updated again, if this doesn't solve the issue I'm not sure what will, but I'll continue working on it regardless. http://dl.dropbox.com/u/9780777/Meong2.7.zip Same as usual~ [EDIT] The bug is still present in this version, but I may have got it fixed in the next one. Before I release it though, I need to fix this sound problem. I currently have the Sounds playing on room start, I feel as though I should be placing them into Step or an alarm to check if a sound is playing and to see if it's not. Any suggestions? After getting into stage 2 of Ice World, this: ERROR in action number 1 of Step Event for object obj_gatelightning1: Error in code at line 1: if switchtoggle = 0 then instance_destroy(); at position 4: Unknown variable switchtoggle Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Demon Lizardman on August 07, 2010, 07:43:24 PM What are you waiting for Snake? Go, this is the chance you and we have been waiting for.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 08, 2010, 01:14:54 PM http://www.swfcabin.com/open/1281124735 (http://www.swfcabin.com/open/1281124735) Just played your latest version but I really don't understand the combat. The guy seems to face a direction of his choice, and I'm not really sure how to choose which way I face when I attack. Sometimes he'll slide backwards to the side of the screen and I'm not sure why. Also I'm just not sure how the attacking works. I seem to be tapping C randomly and the guy seems to just do whatever he wants. I think you need to make it clear and obvious what's going on when you're attacking. That means (definitely) adding sounds, making the animations more distinct, and maybe having some text popping up showing you what you've just done. Something like "C+C+C = triple slash!". In short, you need to make it clear, obvious and simple. If the player's supposed to be targeting a single enemy Zelda-style, then make sure that enemy has a big arrow on his head or something. Perhaps you need to cut the combat down to the bare essentials, make sure that's clear and easy to use, then add on the combos and specials afterwards. I hope this doesn't sound like too much criticism. I thought it best to let you know everything I could think of so you can determine what's a design issue and what's a code issue. It's often very easy to get sucked into making the complex details interesting without the basics working, and it's a trap I've fallen into all too many times myself! The key issue here is that combat just isn't intuitive yet, and it needs to be simplified and/or made more obvious. Keep these updates coming - I look forward to being able to slice up a big bunch of ninjas soon! ;D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 09, 2010, 02:14:41 AM http://www.swfcabin.com/open/1281346443 (http://www.swfcabin.com/open/1281346443)
Alright, some fairly major tweaking. First off, the bit where you fly across the screen was sort of a bug. It had to do with some positioning code I stuck in that broke during some attacks when there are multiple collisions. That bit has been semi scrapped (there's some minor positioning stuff left, but its all velocity based and wont fire a million times at once anymore.) I added in alistairaitcheson's idea to make it more obvious when an enemy was targeted. Its kind of pointless with a million and a half enemy's at once, as you are constantly targeting the nearest enemy, so it basicly just jumps around from opponent to opponent, but with more reasonable numbers of enemy's (meaning amounts closer to what will actually show up in a wave) it works pretty well. I also added in a bit of bounce and some extra vulnerability when you launch an enemy. Its pretty hard to launch these ones, as they are pretty defensive, but if you time either the uppercut thing or the drawing slash right (meaning right as they are about to attack you, or right after you get under there guard) you can do a bunch of damage, and create some space. The other 'fun' bit I added is a brief stun period when your attacks get blocked. Eventually, that will be true for the blocking enemy attacks as well, although these guys basically exist to break your guard. The added stun makes button mashing pretty much worthless, and forces you to choose the proper attack for the situation, meaning slashes should only be attempted when an enemy's guard is down. I also gave the player a walking backwards animation, and added a walk cycle to the enemy's I have in place. The way attacks work, btw, is just a combination of C and directions, primarily forwards or none, meaning if you open with C+forwards you start with a kick, if you then hit C you will thrust, and if they block and you hit C again, you will (finally) break through there defense. On the other hand, if you hit C you will draw your blade and slash, hitting C again will deliver an overhead slash (whereas hitting towards C will thrust) and hitting Up + C after that will do a ridicules uppercut. The plan is to start the game off with fewer enemies at a time, most of whom aren't super challenging but who require using fairly specific strategies to defeat, then slowly turn it into a clusterfuck, basically. Anyhow, tomorrow I bust out my mic and work on sound stuffs, that should help a fair bit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 09, 2010, 04:19:28 AM http://www.swfcabin.com/open/1281346443 (http://www.swfcabin.com/open/1281346443) Still having difficulty controlling the game to be honest. Would you be able to stick up a demo with just one enemy? At the moment the targeting's making it really difficult. He seems to flip around back and forth randomly as his target changes, and I feel like I'm being pulled around by the game rather than actually controlling the character. I'm not entirely sure why an auto-targeting system is necessary in a game like this. In a 3D game there's all kinds of directions you'd want to face, but in this game there's only two: left or right. I can't think of many situations where you'd want to walk backwards in a game like this anyway. It'd be much more intuitive just to have him facing the direction the player tells him to. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 09, 2010, 11:50:48 AM auto targeting is necessary because it allows for blocks and moving away from opponents well attacking them, as well as moves that require you to hit back. These enemy's are set up to force you to fight more offensively then you normally would and utilize thrusts, but I have some in the works that will require more defensive solutions. Im really not a fan of the standard beatemup model of "walk up to some guy, pound the attack button a bunch, walk up to the next guy and repeat." It works fine sometimes, but honestly Im constantly of the opinion that I could just be playing river city ransom. In this, I wanted to borrow more from games like Last Blade and Street Fighter, and generally make the combat flow more like a fight between two skilled martial artists, (strike block counter block strike dodge backoff strike block break opponents defense, land a few blows before opponent blocks and counters or backs off etcetc.)
Anyhow, that being said, fighting a single opponent at a time is totally feasible, the whole reason for the vast amount of enemys was to 1. Make sure my collision code was properly scalable (it wasn't at first, as you noticed.) 2. Make sure my camera code didn't break itself well fighting multiple opponents (It did at first, but I ironed that out pretty quick.) 3. Make sure targeting worked correctly and returned the correct target and all applicable data (It does, but you will have to take my word for that as you cant exactly see the data trace was spitting out.) 4. Test for slowdown well handling butt loads of enemy's (none on my end, and my specs are pretty low.) aaand 5. Make for a challenge for me personally, given that I already have combat down pat, seeing as it functions the way it "should" in my mind. Anyhow, as per your request.... http://www.swfcabin.com/open/1281381012 (http://www.swfcabin.com/open/1281381012) oh, btw I changed the effect applied to targeted enemy's to make it a tad more obvious/look better. Next up is sound, honest. Also, feel free to hit esc to restart the game at any point, this is true of almost every build I have posted, btw. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 09, 2010, 11:56:30 AM I'm tempted to join this beautiful endeavour... but what game left to choose hmm?
Anybody want to see any of the last four (I assume Meong is taken by posts in the thread) reimagined by my fair hand? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 09, 2010, 01:47:02 PM Ohman. Playing with a name Generator for enemy's (so you get the traditional health bar + enemy name thing when you target someone.) A fair bit of the Trucker hats get only semi ridiculous names so far (Billy Fuma and the like,) but a second ago it just spit out the name "Buck Sashimi" and I pretty much fell out of my chair. First names are all based on enemy type, so the trucker hat guys get proper shitkicker first names. Last names range from proper ninja clans (Fujibayashi, Yagyu etc etc) to cultural references (Arashikage, being the Ninja clan in GI Joe, Oroku aka the family name of the fucking shredder, and some other less amazing ones) and a couple that are just thrown in for absurdity (Sashimi, for example. Also Nigiri, and Unagi.)
Any names that you guys feel absolutely must be included, feel free to let me know. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on August 09, 2010, 04:11:10 PM I call French Baker for my team. Pretty late start, but it's a pretty simple game and shouldn't take long, especially for 3 people.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 10, 2010, 01:00:51 AM @zez
I've played the one-on-one demo and I still find it confusing and complicated. It's better than the lots-of-enemies stage because I did manage to beat up the guy, but I'm not entirely sure how I managed. Sometimes he blocks and sometimes I hit him, but I couldn't connect together why. It is at least doable for me to beat up a guy. I really think you should try it out on some friends and family to see how they do with it. You can observe what it's like for a newcomer to play, and then adapt the gameplay accordingly. I'm not just saying all this because I want to rip into your game, and I certainly don't want to belittle your hard work and ideas. I'm saying this because I honestly don't get how the fighting works, which makes it frustrating. If the player can't get into the basic tasks such as fighting then they're not going to continue playing. So it's to your benefit to make it easier to use. Maybe it'll all make more sense in the context of a level, but for the meantime try it out on people you know and watch them playing. Everyone's good at their own game because they know exactly how it works. But you really need to see this through the eyes of a new player. Who knows, maybe it is just me who can't work it out. In terms of slowdown and bugs in the previous version I didn't find anything. It all seemed to play pretty smoothly. I also really love the animations. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on August 10, 2010, 01:53:13 AM Anybody want to see any of the last four (I assume Meong is taken by posts in the thread) reimagined by my fair hand? I'll put in a vote for Robbie and the Robots. I seem to remember Hickory being a pretty great platformer, so it's a genre I'd like to see you take on again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 10, 2010, 03:28:56 AM Sold! To the man who replied first! I was thinking about that, and it seems like it could have a few cool amendments to make to the decidedly bare template...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 10, 2010, 06:37:14 AM I'm tempted to join this beautiful endeavour... but what game left to choose hmm? Anybody want to see any of the last four (I assume Meong is taken by posts in the thread) reimagined by my fair hand? The Meong position depends on whether or not Podunk is all ok with the cut down version of Meong that I posted up. There was supposed to be a map and such along with some riddles, puzzles, etc, but due to personal life I had to quickly finish the game's main mechanics to get a playable version up. I'm getting closer to fixing the save-music issue, I just need to rearrange my code to get that sorted out, I hope. Other than that the game should be fully playable then, saves and all, and would just need fixes to the graphical presentation (parts where the player clips to floors and points need to be remove, issues with water and stuff and such). So the position of Meong is available if Podunk doesn't want my version in or otherwise just wants another person to do it. Whatever project you work on, I wish you the best of luck in it! :D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 10, 2010, 04:13:02 PM Mostly @alistairaitcheson:
Yeh, I think part of the problem is that you go into the kick to thrust combo either after the two slashes, just by plodding along, or if you hit towards OR back at the start, so it kinda equates to "If you press absolutely nothing, you do thing one followed by thing two. if you press left or right, you do thing two.".... Im working on some different attacks with different directionality to make that a little bit less of the case, and Im thinking I should probably modify the kick to only be triggered if you are hitting towards (as aposed to towards, back, or have just done two slashes and didnt hit up.) Im pretty aware of the fact that it making sense to me means next to nothing (I mean, it means I didnt screw up my code...) and am grateful for your input, seeing as ideally, most of the combat will be fairly intuitive, and currently that isnt the case (stuff like guard breaking, specials, air combo's and attack priority should be a bit trickier to allow for some degree of mastering, but still be fairly intuitive.) Ill probably have to throw in SOME degree of training regardless, because expecting players to know things like "Thrusting has less damage potential but is better at getting past defense" or "Enemies take more damage when launched" is a little unreasonable (although trial and error would make it totally apparent after awhile.) Anyhow, If I came off as dismissive, it was unintentional as I actually am trying to act on your advice, just trying to use it to make the system I have/want work better. I took this game in the first place because every time I play an old beatemup, I pretty much have the same complaints about it (them, as a genre) and figured I would (try to) make the non-existent game that I seem to want all of them to be. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 10, 2010, 04:20:12 PM Here we go, "fixed" the save system by replacing it with a typical NES Password system. If there are any other bugs you find in this version, please inform me and I'll try addressing them as soon as I can. There are also a few tweaks here and there, but it's certainly closer to a finished product. Now it needs a little graphical and presentational polish, but other then that it's all systems go! (unless bugs appear once again D:)
Anyhow, enough delays. Here's Meong 0.3 http://dl.dropbox.com/u/9780777/Meong03.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on August 10, 2010, 06:39:53 PM I've got a suggestion / bugfix for you. Would it be possible to disable the reset key during the death animation or when you complete a level? As it stands, the reset key can be pressed as the "level completed" message scrolls, causing you to restart the level you just finished.
Also, would it be possible to keep the music from restarting on death? Perhaps this is something you already know about; I forget. Other than those two issues, the game's pretty solid. I like it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 10, 2010, 06:46:34 PM Music shouldn't restart on death. The latest version has that fixed, that was one of the bugs in the previous one. You sure you have the right version?
I'll sort out the Restart button for people, it seems to be a frequent suggestion. The looping music thing is a bit of a concern though, as it doesn't seem like anyone else is suffering from that. Do you have version 0.3? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on August 10, 2010, 07:23:52 PM Well, you don't need to worry 'bout the looping music. It seemed to be operator error on my part. Sorry :)
EDIT: And yes, I do have 0.3. Sorry again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 11, 2010, 07:38:48 AM Anyhow, If I came off as dismissive, it was unintentional as I actually am trying to act on your advice, just trying to use it to make the system I have/want work better. Sorry about that. I think I misread your tone, and for that I apologise. :gentleman: I took this game in the first place because every time I play an old beatemup, I pretty much have the same complaints about it (them, as a genre) and figured I would (try to) make the non-existent game that I seem to want all of them to be. I think one of the key problems that's making this difficult is that you only have two buttons to work with, and one of them's already tied to jumping. It might be easier if X were another attack button, and then it would be easier to mentally separate different types of attacks. I get the impression you want to involve platforming elements too though, so I guess you'd want to keep the jump button in. Perhaps the game could switch between "platforming-mode" and "combat-mode" at different times, and that would change the functions of the keys. You could have it change to combat mode if you're close to enemies, or perhaps in different bits of the levels. Maybe if you're fighting off a group of ninjas in combat mode and the ground beneath you starts to crumble then it'd switch to platform mode and you and the enemy ninjas alike would have to jump around to escape. Alternatively you could make jumping attacks work very differently to standing attacks, so that they form an essential element of combat. One of the things I've always liked about Super Smash Bros., and also the Naruto beat-em-ups on Gamecube, is that each button/direction combination is clearly linked to a specific attack. So rather than having to memorise particular combinations you just need to relate a direction and a button to an attack. It also means that if you want to pull off something specific you just need to hit the right button and it'll work. The game is immediately about timing and controlling space, without having to spend time learning special moves and the nuances between each attack. I hope these suggestions are helpful, and let me know your thoughts! I would also make it so you walk backwards at the same speed as forwards, so it feels less like the enemy is controlling your movement. That makes the player feel less restricted by the targeting, as they can run away if they want. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 11, 2010, 07:43:17 AM Also, here's my current version (v0.01) of Dam Busters. Let me know what you think! It's very early days but I just want to check it all runs okay for everyone.
http://www.alistairaitcheson.com/games/inprogress/dambusters.html You'll need to click on the flash box to play it. Arrow Keys - Run X - Jump C - Fire gun Z - Zoom camera in/out The camera zooming will be controlled by the computer in later versions, so the controls will just be X and C in the finished game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pierre on August 11, 2010, 12:59:11 PM Also, here's my current version (v0.01) of Dam Busters. It is already quite fun jumping around with that pig. :-)The bullets fly a bit odd, is this on purpose? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on August 11, 2010, 02:19:30 PM Also, here's my current version (v0.01) of Dam Busters. Let me know what you think! It's very early days but I just want to check it all runs okay for everyone. http://www.alistairaitcheson.com/games/inprogress/dambusters.html You'll need to click on the flash box to play it. Arrow Keys - Run X - Jump C - Fire gun Z - Zoom camera in/out The camera zooming will be controlled by the computer in later versions, so the controls will just be X and C in the finished game. pretty cool, i like the zooming. but the beaver kinda looks like a bear to me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 12, 2010, 04:42:33 AM It is already quite fun jumping around with that pig. :-) The bullets fly a bit odd, is this on purpose? Thanks :) What is it that you mean by odd? At the moment when you fire them their velocity is added to your velocity, so that if you're running up they'll go up at the same speed, as well as going forwards like they normally would. That should be correct, physically speaking, but in practice it might look a little odd (as they don't actually travel as fast as real bullets) so I could take that out. pretty cool, i like the zooming. but the beaver kinda looks like a bear to me. Glad you like the zooming. I'm looking forward to using it in the levels. The reason the beaver looks like a bear is because I thought it was supposed to be a bear when I played it. I only realised much later that it was a beaver (which is why the title "Dam Busters" would make sense), but I really liked the idea it was a bear so decided to keep it that way. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 12, 2010, 02:15:48 PM http://www.swfcabin.com/open/1281647674
Pretty massive overhaul. First off, jumping attacks are go, some of the sound fx are go, there is one new special move (down forwards punch.... guess what it does.) and one hyper (half circle punch.) You CURRENTLY have infinite hyper, so umm, feel free to spam it I guess. I also tweaked the directionality of the moves, and added a crap load more into it to fill some obvious holes in the players motion. Basically, now the direction buttons (still) control what move you go into, based on what move you have just executed, but all of the movements are actually in the direction you are pressing (so, hitting back and attack no longer makes you kick then thrust at the opponent, but instead makes you step back well drawing and then do a flip kick) Air moves are generally speaking much more powerful, but harder to chain, land, and utterly lacking in any guard break. So far the only combo I have managed to pull off with them is back + back + up + a move based on where the enemy wound up. If you can pull it off, back + back + up + down + down + down + etc etc etc will basically end any opponent, but its pretttty hard to actually land. on an unrelated note @ alistairaitcheson The Zoom function and player movement in that are awesome, I also really dig the bear sprite, and the way you dealt with facing + firing (the fact that firing locks you in a direction so you can strafe,) but, I think you should probably up the speed on the projectiles and/or get rid of the bit adding your velocity to the projectiles, as it is pretty wonky, especially when you go from walking backwards and firing to forwards, and outrun your bullets. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 13, 2010, 01:59:06 AM I've started my Robbie and the Robots game after some deliberation:
(http://images.jrnetwork.co.uk/projects/rob/sprite.png) It's going to be have a little more to do than the original. I was thinking almost Robocop style (the one I remember on the Spectrum I think), less people, more robots. Also more platforming, moving platforms, electric floors, "stuff". Still fleshing out what to do for the setting though, torn between streets like Robocop (and the original [?]) or a tower like thing to make the platforming more interesting. Will probably need help for music so if anybody is happy to, so I'll probably pop into #pigscene over the weekend and lurk for a while. Or just PM me, whatever floats your boat. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 13, 2010, 02:50:33 AM I mean... I could whip you up something, but Im pretty sure the original doesnt have a soundtrack.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dualnames on August 13, 2010, 04:31:40 PM I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on August 13, 2010, 04:59:57 PM Here is the latest on Chill Out:
http://www.gzstorm.com/screen/ChillOut005.zip Still lot's of polish issues, but the music and sounds are 95%, and the levels are not complete as I had hoped because I added a level (final level). The things I have left are polishing level 3, making level 4 and 5, and the final cinema which is about half done. Two more solid days of work, when I can get some room in my schedule, and this game will be finished. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on August 13, 2010, 05:24:17 PM I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. :) Don't do that. The idea is to make these games good and polished, not to maintain bugs or anything just for the funny factor. GZ: its come a long way, I really like this version. very nice work Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 13, 2010, 05:29:11 PM Awww. :'( but now my brilliant ending is ruined!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on August 13, 2010, 05:31:35 PM Quote from: mr. podunkian don't try to make your games funny through stupid means! keep it real! keep it pure. and Quote from: mr. podunkian there's no way i want to see these games made even worse with some "HEH KLIK ANE PLAEYE!!!!!"-esque humor. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ArmchairArmada on August 13, 2010, 05:54:37 PM I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. :) When I was working on Ooze I was going to have the story be about the evil Active Enterprises Corporation promising to award the hero $104,000 to take on this mission that proves to be impossible. Unfortunately I had to call it quits before I even had a story system implemented. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dualnames on August 13, 2010, 05:57:10 PM Okay, allen point taken. If its one thing I'm good at that is remakes.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Snake on August 14, 2010, 12:16:23 PM Well, the meeting is over with. Looks like we won't be hearing from these people for at least a month or two, which leaves some space open to make something...
This is a difficult call. We're considering doing another project to pull some money together to stay alive and whatnot, but Cheetah Men is so damn tempting. Naturally, we can't sell this game if we make it. Given the history of the guys that made them, I'm not sure we should wing something like that. People that leave and set up shop in the Bahamas don't seem like ideal conversation partners. We might have to create something different instead, but I don't know yet. If things were a bit more stable I'd already be working in this. Hell we've even considered buying the copyright for the characters. Does anyone know if the copyright has expired on the Cheetah Men licence? Is there any way to find out? This isn't my area of expertise, but should it be open, we could actually do something a bit bigger with it. If not, we have some serious thinking to do... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on August 14, 2010, 01:46:19 PM Are you thinking about getting it sponsored (flash) or actually selling it?
the original trademark is dead = http://tess2.uspto.gov/bin/showfield?f=doc&state=4009:r1bsrf.3.3 but this one is alive = http://tess2.uspto.gov/bin/showfield?f=doc&state=4009:r1bsrf.2.90 if you use original artwork and original every thing (hell you could change the name to Cheetah Man) I don't see any problems with it. But making a game for a competition and selling it (aside from flash sponsorship, even then, we still want to play it before waiting on a flash site to pick it up and release it) isn't what Action 52 owns is about. You could do it all day long if you want, just not in connection with Action 52 owns. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Snake on August 14, 2010, 02:54:53 PM But making a game for a competition and selling it (aside from flash sponsorship, even then, we still want to play it before waiting on a flash site to pick it up and release it) isn't what Action 52 owns is about. You could do it all day long if you want, just not in connection with Action 52 owns. Exactly, which is why it's a difficult decision. This isn't a project that we can (or I guess should) make make money off, so it would have to be a free game. Question is if we can allow ourselves the time to to do a project for fun. Right now I was just musing the idea that we could do this commercially (that would be without a connection to the action 52 project), but in that case I think we're better off making something new. If we could do this directly after our planned project, that would be nice, but I'm sure someone will claim it by that time. Hmm... Having money for food or making something awesome... Mergh! :crazy: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on August 14, 2010, 03:57:01 PM How about you guys make something that's awesome and not cheetahmen. That would be neat. I would support it as a course of action.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ness io kain on August 14, 2010, 06:40:06 PM I would support that idea, too, but I would also support you making Cheetah Men something huge and amazing and releasing it for free as part of Action 52 Owns. If you really are up for buying the rights to the property, and you started a project on Kickstarter or something, I think it would be a big enough deal to be picked up by mainstream gaming news sources (especially if you put together some mockups or something so you can say, "Hey, look, this really is going to be incredible"), and you could fund the whole project through donations. If that worked, you would have money for food AND you'd be making something awesome!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 15, 2010, 12:53:40 PM You also could probably make a buck off it with ad's or product placement without totally ruining the experience or making it stick out like to much of a sore thumb in the rest of the action52 cart (I mean, its going to stick out like a sore thumb if d-pad studios does it, there is no way in hell my project can compete with your level of polish, and Im pretty sure thats true of damned near everyone involved in this.)
Just food for thought, I know if you do it in flash, there are some pretty good options (you could even release a separate browser based version that isnt part of the full action 52 'cart' and just stick ads in that,) like kongregate and mochi, as far as ad revenues go, and given the amount of traffic and internet hubub you guys seem to generate it would probably make at least okay money, Im at 98,105 impressions totaling $34.62 for my last game through mochi, and Im pretty much unheard of. If you arent doing flash, something else might be a better idea, but I bet if you dig enough you can find someone who wouldnt mind paying you to make the cheetamen drink coke or something, just sayin. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 15, 2010, 01:30:55 PM double post, on account of this has absolutely nothing to do with my last post.
http://www.swfcabin.com/open/1281904645 Made the basic level tiles for level 1 and 2, fixed up enemy AI so they can interact with the environment a bit, basically just enough so they don't get stuck in corners, and can pay attention to what height level you are at. Also made some minor alterations to the fake 3d code. Nothing too noticeable, just a few bug fixes. I also added in the hud, and tweaked a few graphics. I have all the weapon impact sounds recorded, but I have yet too process them or import them, so that will have to wait for a later build (in other words, I had some fun with a hunk of beef a plastic bag a chef's knife and a mic, but havent done any actual work.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dualnames on August 15, 2010, 08:02:33 PM It's not bad for a first draft! Well done
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 16, 2010, 10:19:05 AM Small update on Meong, just fixed a few dodgy graphics in some of the levels.
Here's the link to the updated version. http://dl.dropbox.com/u/9780777/Meong031.zip Any word on how the other projects are doing? I don't think I'm gonna be able to touch Meong from now unless there are serious things that need addressing. Radio silence on whether or not it'll be allowed back in or not. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 16, 2010, 11:08:40 AM I've planned out the overall arc of the game for Robbie and the Robots and started to get stuck into the gameplay. It will start similar to the original but gradually elements here and there will add themselves to the mix...and hopefully keep you guessing.
I know the original had no music, but I don't think that's a valid excuse not to have any. I'll post some screens when I've got a bit more of a feel for the background graphics... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 17, 2010, 12:23:17 AM Cool, well like I said, I can whip you somethin up, just give me a general idea for the feel you want, and a preferred file format.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 18, 2010, 04:12:01 AM A new version of Dam Busters. The Z-Ordering still has some issues which I haven't been able to clean up yet, but I've added some basic 3D walls/platforms and some particles for when bullets hit stuff.
http://www.alistairaitcheson.com/games/inprogress/dambusters.html Let me know what you think. The frame rate's supposed to be 60fps, but I particularly want to know if any of you get any slowdown. Thanks! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on August 18, 2010, 04:21:45 AM I think the bullets should have the same distance between them regardless of your movement.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 19, 2010, 09:20:55 AM I think the bullets should have the same distance between them regardless of your movement. I've decided to make them much faster for the next version, which seems to have the desired effect. Thanks for the input :)Anyway, I'm having trouble with the Z-Ordering at the moment. I thought it would be way simpler than this! There's a lot of swapping around elements in various arrays and I think my current approach is way to complicated. I wrote a post on the technical forums asking for help. http://forums.tigsource.com/index.php?topic=14420.0 My current version has the Z-Ordering mostly working, but I'd love to find a less complicated (and thus less mistake-prone) approach. Anyone have any advice or resources on doing pseudo-3D games in Flash? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on August 20, 2010, 06:42:36 AM Thrusters is going quite well. I'm making another game for a competition till the 31th, will continue the work there.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 20, 2010, 02:12:40 PM Welp, I see Meong got taken by someone else. Oh well, I got the game done, despite all the drama. I hope you guys have enjoyed it :).
Good luck with your version, dood! :D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on August 24, 2010, 07:37:22 AM Still cranking away at Crazy Shuffle, decided to ditch orthographic projection recently and finalized my 3D tile system over the weekend. Now I have to decide on a final design for the characters, whether I keep their current 'smooth' look or go with something more angular to match the environment. Here's how everything is looking right now:
(http://26k.org/dev/img/shuffle_v049_1.png) Animation system is in place and I have some temp anims for walking and different weapon postures. Once I lock down the character art, I should be able to get through my animation task list relatively quick. will hit v050 tonight, which is record for me :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 24, 2010, 11:06:30 AM http://www.swfcabin.com/open/1282801242 (http://www.swfcabin.com/open/1282801242)
Newer build, made the nuns (hopefully) not horribly unfair, added in the player responding to damage in air and being launchable, made it more obvious when you have a hyper, and shrunk the hitboxes a tad, as I was previously using shootemup logic for hitbox sizes and it was kind of wonky. New build, some fancyness. Spawners are now included, so I can set points on the map that have enemy's, and tell it what enemy types exist and where they should come from (I can even set a range of places they should come from and have them randomly spawn from within that.) I also added in Nunchuck weilding... nuns. Yup. Anyhow, two enemys now, both require fairly different strategy's to kill (Opposite strategy's even. The trucker hat guys pretty much require you go full offense and break there guard, whera's the nuns require you to fight more defensively.) have fun. Next up Is to add those friggin anoying as shit dogs, and birds. Theeen I start building levels. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 30, 2010, 08:44:43 AM Super early first level build for Robbie and the Robots!:
http://www.jrnetwork.co.uk/downloads/testlevel.zip Controls: Arrows, X, C (need I say that?) Comments: - You can duck the floor robots shots at the expense of being a sitting duck for the others. - Should I let you aim directly up? - Is it too hard? - The later levels will have actual platforming in. But I thought this captured the original game a bit better as a teaser, with a little bit of Robocop/Contra thrown in. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on August 30, 2010, 09:59:29 AM I like it so far. I did think it was too hard, I wasn't able to make it very far at all. Allowing the player to aim directly up seems like it would be fair, especially because the only way to shoot the turrets at the moment is to walk in their shooting path.
Good job so far, I like the pixel art! :wizard: :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 30, 2010, 10:55:03 AM I dig, It was hard, but I managed to "beat" it, in that I walked off the far right side of the screen.
A fewwww suggestions. 1. Definitely let the player shoot up. 2. Rapid fire. Given that there is no reason ever not to be shooting, you should avoid having the player wear out there keyboard by pounding the shoot button :handanykey:, just saying. Hell, if you needed another button you could even just have the character always shoot, although I think just having a rapid fire shot is a better idea. 3. This is more a suggestion, but you might want to add some in between angles for shots. Like, if you go from aiming forwards to up, rather then just jumping a 45% angle (8 directional firing, kinda) you could have some inbetween angles (like 16 instead of 8) that it transitions through, letting the player do things like tap up well hitting towards to get a spread at a different angle. 4. Once again, this is a suggestion, but you could up the players health and make the game more of a bullet hell. If you do this, you should probably give the player tighter controls and maybe throw in a double jump or something, but I think tweaking the pacing on this and making it a bit more frantic would push it into amazing. 5. These issues are probably only temporary, but the lack of audio and jumping animations bothered me a great deal. Im more then willing to cook you up a soundtrack, and even do sound fx work on it (I actually got back into the indie game scene pretty much altogether because I want to do game audio and need a portfolio,) if thats the issue, but playing through in silence made the whole experience seem kinda cheap. Allright, on to the good The graphics are awesome. I <3 the enemys and player sprites. The turrets and tiles are kinda meh, but they do a fine job of being what they are, but this game really shines in the robot sprite department. They are awesome. The controls where responsive, and the game (although it seems to be programmatic) was always fair. I never took a hit or died without knowing full well that I could have done something to avoid it, so props on that. I have kinda mixed feelings on the sniper bots, on the one hand, having them pop up behind me was kinda frustrating at times, and it got to the point where I dreaded windows, and on the other hand, I think without that they would loose a lot of there impact. I would suggest maybe turning up the danger on them (make them shoot more often or do more damage or something) and turning down the frequency, so that most windows DONT have robot snipers, and they are more of an "Oh fuck" type surprise then a constant annoyance, but that is totally your design decision. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on August 30, 2010, 01:33:46 PM Lets bullet this:
Anyhow, cheers for the thoughts, and I'll get some additions in when I can... although I've got a dissertation to finish for next week, so it may be a little while... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Alistair Aitcheson on August 31, 2010, 01:31:32 AM Liking what I see so far. I think the character could move a tad faster, and I don't see why you can't have an autofire as standard. The fire rate can be slow if you want, but I think it'll make it a little easier to play.
I found the turrets quite hard to destroy, as I had to shoot while walking, otherwise I'd get hit. And my aim needed to be pretty precise, so I had to keep going back and forth before I could get them. Maybe firing up is needed, or maybe the turrets need to be larger or shoot in a different way. Loving the pixel art though, and looking forward to seeing how the game develops! Quote Each level I've planned will actually be quite different stylistically and in the way they will end up being played. Can't wait to see what you have up your sleeve ;)Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on August 31, 2010, 10:15:46 AM Im still decidedly of the opinion that holding down fire should just keep shooting, its not like you DONT already have rapid fire, its just kind of annoying to :handanykey:...
That being said, TOTALLY UNRELATED NOTE! What sound assets do you need/want? For music, give me a general idea of the feel you want, and if you want one continuous loop throughout the game, or separate tracks per level. Also, what audio format(s) do you want to work with? Should I be composing in midi? Ogg? Mp3? Although most audio formats wont affect my initial composition, I have to go about midi in a pretty different way, as I cant exactly record actual instruments, or use filters/effects to fake my way through transitions and make weird noises and what have you. For sound fx, Im assuming you want them in wav or mp3 or something along those lines (as midi for soundfx doesnt really work) but im kind of unsure on what you need. Im assuming you need 1.Some explosions for killing enemys 2.Impact sounds for shots, although Im not really sure of the nature of shots in this game, if you want them to sound like solid objects hitting metal, that is going to be a totally different noise then say bursts of plasma, or lasers, or EMP blasts. 3.Possibly a sound for when you are shooting? If you want something like that, my temptation is to figure out the approximate firing rate beforehand, and actually have a track or two done of background music first, so that I can make the near constant firing noise compliment the soundtrack, rather then just be annoying, but an easier and more standard (mind you, not saying either is better, its totally your call,) approach in games where shooting is a constant is to just have firing not make any noises. 4.Other stuff? Maybe a noise for jumping? Possibly Landing? Do you want walking noises? With enough sound effects this could quickly turn overly busy, but if everything blends properly the overall effect could be pretty rad. 5. Is a better number then 4, and you may want something I havent thought of yet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on August 31, 2010, 03:34:22 PM Alright, my team is pretty much done with French Baker. All we need now is assets! Not really much to show, since it's all placeholders now, but once we start getting some sprites, I'll post some screenshots.
And uh, sorry to Gorden, I thought I signed up on the list weeks ago but I guess it didn't work :concerned: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 01, 2010, 12:12:16 AM Chill Out update, got a solid day of work on it and it's shaping up. Only things left are the last level, polishing, and optimizations. I'm probably going to test it for a while, because I intend the next upload to be a release candidate, so assuming I get time I should have this finished in about a week (I keep saying that, but this time is for keeps).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 02, 2010, 09:19:00 PM I am really interested in what became of City of Doom (http://forums.tigsource.com/index.php?topic=12439.msg405572#msg405572), Lollipop (http://forums.tigsource.com/index.php?topic=12439.msg405977#msg405977), and Hambo's Adventure (http://forums.tigsource.com/index.php?topic=12439.msg406740;topicseen#msg406740). They all looked so good. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on September 03, 2010, 07:18:17 AM City of Doom is coming! We are getting close to finishing but we are taking some time to make it polished and fun. Expect it in the next week or so.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on September 03, 2010, 06:19:30 PM Hooray! :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 06, 2010, 11:10:02 AM So guys, when was the last time Podunk posted on this thread? I've PMed him about allowing Meong back in and whilst the guy who's taken up the other version said he's fine with it, Podunk's yet to respond to it.
Anyone heard word from him? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: increpare on September 06, 2010, 11:19:07 AM Last I heard from him, he had lost patience/interest in this project. Organising is going to have to be done by other people.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on September 06, 2010, 11:33:00 AM That's a shame, but don't give up on your games everyone! I was thinking about putting together a runner for all the games that are done so far. I might be able to do that if I get some time on my hands. It won't be until City of Doom is finished though, which like Nate said, is coming up very shorty!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 06, 2010, 04:45:51 PM Last I heard from him, he had lost patience/interest in this project. Organising is going to have to be done by other people. That's a darn shame. Well, is he willing to give out the website for the community to continue with the project then? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on September 06, 2010, 09:22:32 PM Psh. What a quitter.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on September 07, 2010, 07:45:41 AM He just wanted to pimp his game lol
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on September 07, 2010, 08:46:56 AM He just wanted to pimp his game lol I believe there was some enthusiasm on Poodunkian's side for the first two weeks (the original deadline) and most finished games were made within that period of time. Then it just drifted to "oh, i will grab this slot and finish this game whenever i feel like" for most people. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 07, 2010, 09:00:52 AM He just wanted to pimp his game lol I believe there was some enthusiasm on Poodunkian's side for the first two weeks (the original deadline) and most finished games were made within that period of time. Then it just drifted to "oh, i will grab this slot and finish this game whenever i feel like" for most people. It is a downright shame, really. Having sorted out the issues I had, I've got time to work on another game for this, however without being able to add or alter the lists, it seems like this project may head into stagnation. Anyone able to contact Podunk on this? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 07, 2010, 10:21:33 AM As someone who took more than 2 weeks, I'm not proud of that fact. I had every intention to do this on time, but it wasn't feasible with the free time I've had. It became a situation where I only could find time for this 1 to 2 days a week and it really slowed things down. Taking this long is bad, but it's more ideal than dropping it after a month of incompletion and there being no game at all.
Emphasis should be on completing your projects, because the slots filled pretty quickly, and even if those developers took longer than expected, assuming they all pulled through it would be only a small delay. Given there are 52 games and a quality standard, it's not easy getting enough interest, commitment, and experienced enough developers to deliver games. This is only my observation, but most experienced developers I know are much more busy because they are more capable and are doing a lot of work because of it. So it's hard to get two weeks of free time, and then making sure the game is good enough. At this point, even with the list frozen, there's no reason we can't get this back on track. Anyone on the list should post the progress of their project in this thread as well as an estimated amount of time before they are finished. If they need to drop out, they should say that as well. Here's the list of people with incomplete projects: Fire Breathers TAKEN BY: Radnom G-Force Fighters TAKEN BY: Inzaniak Ooze TAKEN BY: Dualnames Operation Full-Moon TAKEN BY: Pierre Dam Busters TAKEN BY: alistairaitcheson Thrusters TAKEN BY: BK-TN Haunted Halls of Wentworth TAKEN BY: Radix Chill Out TAKEN BY: GZ Sharks TAKEN BY: Melly French Baker TAKEN BY: LazyWaffle Meong TAKEN BY: Mocker Spread-Fire TAKEN BY: xot Underground TAKEN BY: WindowRunner Non Human TAKEN BY: FrankieSmileShow Cry Baby TAKEN BY: ZH8T Slashers TAKEN BY: Cosmic Fool Crazy Shuffle TAKEN BY: lowpoly Lollipops TAKEN BY: Scattle Evil Empire TAKEN BY: άψυχος Sombreros TAKEN BY: Dustin Gunn Lazer League TAKEN BY: Momeka Billy-Bob TAKEN BY: godsavant City of Doom TAKEN BY: handCraftedRadio Bits and Pieces TAKEN BY: Borgi Manchester Beat TAKEN BY: MechanicalPen The Boss TAKEN BY: offal Hambo's Adventures TAKEN BY: Matt Thorson Ninja Assault TAKEN BY: zez Robbie and the Robots TAKEN BY: Jimbob Also, if anyone reading this thread knows someone working on an A52 OWNS project that is absent, they should probably talk to them and figure out the deal. For me, I'm in testing phase for Chill Out and it should be done any day now. I'm going to talk to Frankie (Nonhuman) and see what's going on too, he seemed to be almost finished his. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 07, 2010, 10:39:46 AM I'd totally work on another game for this. The List edited me out and despite having finished Meong I still wasn't re-added. I've PMed both Podunk and Mucker about it, and Mucker was fine with me retaking the slot, Podunk I never got a response from. Should we continue this project view the Forum or should we try and contact Podunk again?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: astrofra on September 07, 2010, 12:25:38 PM Is there any chance to take one of this slot at this point of the competition?
Reading your discussion it is not obvious how the contest is about to reach the deadline, if there's still a deadline :) I'll start smthing from scratch, if it doesn't seem too late for you, guys... Just let me know :durr: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaphos on September 07, 2010, 01:12:59 PM Perhaps someone should just start a new thread, and maintain the list of games and people in the first post of it, and we can deprecate this thread and Arthur's list.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 07, 2010, 02:40:22 PM i gave it my all for the first month, including giving feedback, sending out mass-PMs 10 at a time due to TIGsources' antispam measures, programming the list, manually dropping people from the list, whatever. then it turns out everybody is lazy and can't help but spend 3 months making a poor remake of the world's simplest shooter;
kind of no incentive to keep track of this when people are just wasting my time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 07, 2010, 02:43:04 PM So guys, when was the last time Podunk posted on this thread? I've PMed him about allowing Meong back in and whilst the guy who's taken up the other version said he's fine with it, Podunk's yet to respond to it. you gave up on the game and made a huge fit about it and was consequently dropped from the project, then you whined your way back in, and then you dropped it again. now your game's slot has been taken up by someone else and you decide to finish it. well, tough beans; maybe next time you can commit and stick with it.Anyone heard word from him? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 07, 2010, 02:44:41 PM one final note: for all of this outcry for re-making the project, there's one big flaw: it's not the project that needs reassessing, it's the collaborators' priorities. the people not working on their games are gonna continue not working on their games regardless of a new website/whatever.
EDIT: with that said, i'm going to go and delete everyone off the list who i don't know personally is working on their games. feel free to sign up for whatever your little hearts desire. if you were working on a game and were deleted YOU'D BETTER HURRY UP AND RE-SIGN UP FOR YOUR SLOT!!! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 07, 2010, 02:51:04 PM So guys, when was the last time Podunk posted on this thread? I've PMed him about allowing Meong back in and whilst the guy who's taken up the other version said he's fine with it, Podunk's yet to respond to it. you gave up on the game and made a huge fit about it and was consequently dropped from the project, then you whined your way back in, and then you dropped it again. now your game's slot has been taken up by someone else and you decide to finish it. well, tough beans; maybe next time you can commit and stick with it.Anyone heard word from him? Guess what? I had personal issues to attend to. I said that in the post. I managed to sort them out, and get the game out on time. You not going to consider that -at all-? I've re-applied for that slot now that it's open again, and I have the thing done. Is it that much to ask to add the project? I asked for Mucker's permission, he's fine with it. Is there really any harm? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 07, 2010, 02:57:06 PM you're not signed up. do it so i can add your game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 07, 2010, 02:58:07 PM Done and done, should be all ok now I hope. Now with the issues sorted out and fixed up, I can hopefully work on any other available games on this project, if you'd be ok with that Podunk. Thanks for re-allowing Meong into it, despite all the up and down with that project.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on September 07, 2010, 03:01:43 PM I'd like to point out that Cosmic Fool is still working on Slashers. I talked to him about it this weekend.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 07, 2010, 04:13:49 PM Done and done, should be all ok now I hope. Now with the issues sorted out and fixed up, I can hopefully work on any other available games on this project, if you'd be ok with that Podunk. Thanks for re-allowing Meong into it, despite all the up and down with that project. it'd be nice if you could get rid of that ugly GM splash screen. just a minor niggle.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 07, 2010, 04:57:54 PM I'll set to work on that as soon as I can. I've got an idea of how to replace it too~
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 08, 2010, 12:53:08 PM Meong updated, here's a list of the changes.
- Added Backgrounds for each stage. - Made Final Dungeon a bit easier on a section, feedback suggested that despite being solvable, was nearly impossible for most players. - Fixed some bugs concerning password entry. - Fixed a bug which sometimes meant the "Clear" sign did not come into view. - Replaced standard Game Maker Loading Bar and Icons with Meong themed ones. - Added a secret Dungeon. Here's the link to the latest version, http://dl.dropbox.com/u/9780777/Meong04.zip Enjoy folks! :D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on September 08, 2010, 03:31:39 PM Hey Guys,
I've been keeping track of this thread even though my two games are now long ago finished. I really like this project and would like to see it through to completion. If no one has any objections I'd be happy to put together a new site, listing what's already been done and make a renewed effort to get some other developers involved. Even if it involves a touch of begging. I totally understand Mr. P's position on this why he's lost faith in the people making games for this and his stance on rejecting underdeveloped games. However having sunk a load of time into the games I made for this I'd really like to see this not lose momentum like so many ambitious internet projects. Would people be okay with me putting something together to try and keep this project moving forwards? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on September 08, 2010, 04:01:01 PM w007, I didnt get dropped from the list.
That being said, this week has not been a very good one as far as productivity on ninja assault goes. I have a plethora of reasons, that can basicly be summed up with 1.Work started up again (I teach, its not summer, go figure) 2.I got shanghaied into playing two sets on 9/11 (with two different bands, on two different instruments. sooo practicceeee) and 3.Serious hardware upgrade (this is actually good news for the project, as I now have a touchscreen and can finish off the art way faster, but it does mean that I had to transfer all my files onto a new box.) That being said, the game is pretty far along. I have all the sound code down, along with sound fx, enough of the players code done that if I dont change or add anything I could call it done (so odds are I wont, unless I run into something that needs a creative fix.) all but one of the standard 'mook' enemy's coded sprited and animated, and the tiles for the first two levels. Given that the original game only had 4 levels, and Im planning on 5, thats pretty good. I also have my enemy classes set up, along with all the basic movement and attack code working, and the spawning and object recycling stuff, and the hud, but none of that is tooo exiting. Stuff I still need to do is 1.Actually make real levels (meaning I also need to get a csv editor on this box... I think Ima do that now.) 2. Finish off the last enemy 3. BOSSES! Im stuck between doing two like in the original, and having kind of an absurd ending, or doing three and giving the game the ending I think the makers probably would have given it if it didnt crap out on level 4. also, Im debating putting in a local VS mode. It would take some slight changes to the engine to work, but really only a few really slight ones (basically, changing enemy references to the correct player reference.) It is however painfully low priority. I might do it if I finish this, and we are still waiting on a bunch of submissions, basically. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 08, 2010, 04:49:09 PM Chill Out is done. I just sent an e-mail to the composer to get his confirmation on everything being correct, once I get the reply I'll post the game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on September 09, 2010, 09:07:42 AM Is Pgil still working on Billy Bob?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on September 09, 2010, 09:53:24 AM Perrin, sounds like a great idea.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 09, 2010, 02:36:12 PM (http://gzstorm.com/wp-content/uploads/2010/09/chillout_00.png)
Chill Out is done: http://www.gzstorm.com/downloads/ChillOut.zip Check out the readme for fullscreen and framerate options. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 09, 2010, 03:12:18 PM Awesome. Playing now
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 09, 2010, 03:19:57 PM added chill out.
@perrin: i'll continue maintaining the list. i don't want the the quality of the games in the project to be more lax as a result of new management. if a52 owns, well, then it must own. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on September 09, 2010, 06:02:44 PM Is Pgil still working on Billy Bob? I stopped working on it due to lack of time. If you want, I can send you what I did. I modified the first level, added music, and added swimming (which is buggy).Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Perrin on September 10, 2010, 02:54:36 AM @perrin: i'll continue maintaining the list. i don't want the the quality of the games in the project to be more lax as a result of new management. if a52 owns, well, then it must own. Okay that's cool. I was only offering to step in if you didn't want to do it anymore. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on September 10, 2010, 03:48:32 PM Well, I guess since CF backed out, making this post.
I've been programming Slashers for CF. Here's the latest build (it's from a while ago), as I don't know if CF posted it to the thread. No tutorial, one level, but it has all of the mechanics, enemies, etc in place. I'll leave it to Podunk to decide if he wants to keep it for the project or if I'm to release it elsewhere. I'd like to stay on, since the game is almost done, but I also know that Podunk isn't too happy with me in general, so I understand if I'm not kept on. Slashers Beta (http://dl.dropbox.com/u/7990067/slashers0.5a.exe) (http://dl.dropbox.com/u/7990067/slashers1.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on September 10, 2010, 05:50:51 PM Have my eyes on Evil Empire, if okay. Anyone else want to give it a shot?
Have some music remixed from the original version; http://www.supload.com/listen?s=ItOMIw Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on September 10, 2010, 05:57:59 PM Slashers Has anyone played this game who didn't work on it? The difficulty at the beginning is ridiculous. I don't even have time to figure out the controls before a fat guy kills me by walking. The game looks great, though, and I think the difficulty curve can be fixedNeonlare: Love the music. I did some tunes for Saker's attempt, but I think I like your version of the main song better. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on September 10, 2010, 07:21:57 PM Slashers Has anyone played this game who didn't work on it? The difficulty at the beginning is ridiculous. I don't even have time to figure out the controls before a fat guy kills me by walking. The game looks great, though, and I think the difficulty curve can be fixedNeonlare: Love the music. I did some tunes for Saker's attempt, but I think I like your version of the main song better. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 10, 2010, 09:38:27 PM finish the game you turd (talking to you dragongay)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on September 10, 2010, 09:43:50 PM finish the game you turd (talking to you dragongay) WHATCHOO THINK I'M DOING YOU BUTTGAYTitle: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on September 11, 2010, 03:51:23 AM playthroughs of Chill Out http://www.youtube.com/watch?v=Q2QHJJNuWEA and Storm over the Desert http://www.youtube.com/watch?v=bWupE-mM9xQ
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on September 11, 2010, 03:57:16 AM Oh damn, Pod removed me from the list.
Entered it again since my game is almost done, and it is progressing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on September 12, 2010, 07:35:51 AM Only thing left is graphics :)
Once we get the bulk og the graphics done, or perhaps all, I'll post a beta here, then I'll be open to criticism. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on September 12, 2010, 09:42:05 AM I dunno if I count as not working on the game, but I played and beat an early build of slashers. All I did for the game was track some midi, so I didnt REALLY work on it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Tadakuni Amano on September 12, 2010, 04:33:14 PM Is Pgil still working on Billy Bob? I stopped working on it due to lack of time. If you want, I can send you what I did. I modified the first level, added music, and added swimming (which is buggy).Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on September 12, 2010, 05:33:16 PM Hey peps. Just had a one week vacation, and spent about half of it working on non-human. Theres 3 new bosses, one of which is a gigantic final battle. The game is longer, better, more fun and harder. It looks a bit better too. I'm sorting out a bunch of bugs right now and finishing up some animations. I might have a new build tonight.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on September 15, 2010, 06:46:06 AM Doing level 6 at the moment. How many levels do you think Thrusters should have?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: kintrails on September 16, 2010, 09:39:08 AM a firebreathers mmo will be a good idea....
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 16, 2010, 06:04:17 PM This needs more screenshots / updates / collaborators. Come on guys. Get with the game! This is Action 52 we're talking about here.
"Ask not what Action 52 can do for you - ask what you can do for Action 52." - Action Gamemaster Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 18, 2010, 08:21:30 AM wanna check a game, dam, someone selected slashers... and ninja asault... they are my favorites lol....
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 18, 2010, 11:25:11 AM hambos adventures... ill try to make a escape game
edit : i will put BETA images soon Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 18, 2010, 03:33:16 PM ugh, for fuck's sake. no offense but "I HAVE INTERMEDIATE GAMEMAKER 8 EXPERIENCE (THE PAID VERSION)' doesn't exactly scream confidence to me, bro. if you're going to make a bad game, then please don't even bother, tia.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jimbob on September 18, 2010, 04:03:34 PM Robbie and the Robots now has parallax scrolling, weapon powerups, shooting directly upwards, slightly faster walk speed, jumping/falling anims, aiming diagonally downwards in mid-air, a rearrangement of level design... and stuff.
Probably won't post a new version till I finish another level and add some SFX (basically 'Hi zez, I'm still here!). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Paint by Numbers on September 18, 2010, 06:03:44 PM ugh, for fuck's sake. no offense but "I HAVE INTERMEDIATE GAMEMAKER 8 EXPERIENCE (THE PAID VERSION)' doesn't exactly scream confidence to me, bro. if you're going to make a bad game, then please don't even bother, tia. What does Game Maker have to do with anything? :concerned: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on September 18, 2010, 07:47:07 PM Quote Doing level 6 at the moment. How many levels do you think Thrusters should have? This is a tough question to answer because I don't know much about the game. Is there a build up? I can't recall seeing one. Either way, it really depends on the core gameplay. If it's not too deep, keep it short so there's not so much repetition. I'm of the opinion these games shouldn't be too long, 20 minutes or so, but that's me.Quote What does Game Maker have to do with anything? I'm pretty sure it has to do with the fact the guy just signed up and appears to have no game experience. I'd assume most developers would have a link to a game they made or their website. The way it's phrased sounds like the guy isn't experienced in actual development and instead is just a guy who bought GM. So I don't really think it's a GM thing.Should know when the BETA screens are posted. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 09:15:44 AM dam, making other engine, ill give in the irc channel a mini-demo, just a demo, suggestions allowed
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on September 19, 2010, 10:38:34 AM Where are the BETA pictures, man.
Come on, show us what you've got (if anything). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 11:03:09 AM i finished a mini gameplay demo with 1 level, ill upload it, if u play the game, please give me ideas before saying "this game sucks", "u dont know how to program" or any other annoying comment,
EDIT: uploading in 5 minutes, damn you megaupload! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on September 19, 2010, 11:29:15 AM You seem like you've been making games for a long time, I can't wait to see it!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 11:30:42 AM finnaly the beta
i maked this beta in 1 hour, its 2 levels and the graphics and music are bad, but, u cant make a awesome game in 1 day, be realist, i need our suggestions give me ideas to make a great game and pl0x, dont just say "u suck" heres the link Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Danrul on September 19, 2010, 11:37:21 AM That game is a postmodern vignette. A stylistic masterpiece.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MaloEspada on September 19, 2010, 11:39:17 AM Being kind here (taking you seriously and all) but I believe me, poodunkian and some others already had something very concrete even in one day.
That said, congratulations on making this competition's winner game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on September 19, 2010, 11:40:26 AM Pretty good, but it's a little buggy and the assets could use some work.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: googoogjoob on September 19, 2010, 11:41:02 AM finnaly the beta i maked this beta in 1 hour, its 2 levels and the graphics and music are bad, but, u cant make a awesome game in 1 day, be realist, i need our suggestions give me ideas to make a great game and pl0x, dont just say "u suck" heres the link http://www.mediafire.com/?36s3fkcyp2pb9dw (http://www.mediafire.com/?36s3fkcyp2pb9dw) god-tier Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 11:46:06 AM fuck
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 11:47:37 AM can help before fucking my game? i said it in my post, THE GRAPHICS AND MUSIC ARE BAAAAD
the graphics and music are BAD and why im banned from the irc? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FARTRON on September 19, 2010, 11:50:22 AM podunkian bans everyone, come to #tigirc we're all big fans
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: LazyWaffle on September 19, 2010, 11:51:09 AM Take a chill pill, everything's okay.
Anyway, you should add some particle effects. I think it would merge nicely with the graphic style you're using. Don't be mad about Podunkian banning you, he's probably jealous or something. Come to #tigirc :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 11:52:28 AM @lazywaffle, ok ill try it,
¿another moviments should i add? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 19, 2010, 03:16:46 PM make a movement out of this thread. you've been REMOVED FROM THE LIST!!!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 19, 2010, 04:31:57 PM also edit that troll link out of your post, you retard.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 05:16:27 PM What teh...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: El Cucú on September 19, 2010, 05:19:08 PM why u deleted me? come on, its just a joke... man
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 19, 2010, 06:09:44 PM why u deleted me? come on, its just a joke... man yeah a joke with gay guys kissing and fondling each other that freezes my browser. real funny and mature man. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Melly on September 19, 2010, 07:21:42 PM The link in question also had malware. I removed it, and anyone that clicked it would do well to scan their computer.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ZH8T on September 19, 2010, 08:12:05 PM Cry baby will be done next week.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on September 21, 2010, 11:53:40 AM Oh jesus Pod, I thought you harassed me @ "I HAVE INTERMEDIATE GAMEMAKER 8 EXPERIENCE".
Luckily you didn't, thank god. Anyways, I've decided that Thrusters should have 7 levels. I just sent demos of level 5 to my friends, they thought it was hard enough there already. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Power Potato on September 21, 2010, 04:03:00 PM ill choose a game
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Power Potato on September 21, 2010, 04:08:04 PM boss: a lizard with a shotgun + my experience in contra-like games = i will take it,
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 21, 2010, 04:10:24 PM well thats not suspicious, a new guy and a double post. same email as el cucu.
im going to go out on a limb and say its you again. dont you take a hint? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Power Potato on September 21, 2010, 04:12:51 PM i am el cucu, but i want to have a good start, no trolling and doing a good game sample when i finished, gimee a chanse plz
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on September 21, 2010, 04:15:00 PM gimee a chanse plz no. as soon as podunk sees this you will be removed from the list. stop wasting our time Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on September 21, 2010, 08:11:28 PM i am el cucu, but i want to have a good start, no trolling and doing a good game sample when i finished, gimee a chanse plz jesus christ, fuck off already. what a pathetic loser.Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on September 24, 2010, 08:53:36 AM Thought id try to at least give a weekly update!
Im making a lot of progress, if anyone wants to test Non Human catch me on IRC or send me an email or something. I dont really want to post a new version here too quickly, Im having problems tweaking the difficulty for the last portion of the Hard difficulty game, so people who havent played it yet become an important ressource. Im also thinking the easy difficulty level might be too easy. Most of the work left on it is still a bunch of visual assets that are currently placeholders or sketches in the game, and as mentionned above, difficulty tweaks. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on September 26, 2010, 04:19:21 PM http://www.sniperdiplomat.com/Sombreros.zip (http://www.sniperdiplomat.com/Sombreros.zip)
(http://dl.dropbox.com/u/1550500/sombreros1.PNG) Here's Sombreros in its beatable form, at least it should be. It having game-stopping bugs would not surprise me with how it's been acting up lately. A few things aren't yet implemented. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on October 02, 2010, 11:07:35 AM Congrats on getting frontpaged Dustin, Ima have to actually take the time to play through yours eventually, it looks and sounds pretty friggin rad.
In :ninja: related news, level 1 is go, and I think I managed to balance the difficulty curve enough that people can make it through, although the last battle on the map is kind of epic. I need to add in proper score code and adjust the hud a teensy bit, as well as finish up the sound code, and get the game tested a bit more to make sure people who dont know the mechanics and AI like the back of there hand can make it through alright. Ill post a solid update with the current build once I get the score set up, so probably sometime over the weekend (later today even, if I feel up to it.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on October 03, 2010, 08:11:35 PM I'm not sure why there aren't more comments on Sombreros; this game is remarkable! I love how it plays and how it feels, and the humor! Aw man, I laughed aloud at the boss fights, and at points just because of your level design.
Seriously, good stuff. (http://www.l-ames.com/logan/gentleman-sombrero.gif) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on October 03, 2010, 11:33:06 PM Haha nice smiley.
Thanks for the kind words. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on October 04, 2010, 06:09:06 AM Sombreros playthrough without dying http://www.youtube.com/watch?v=ONx3tcMA5l0
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on October 04, 2010, 03:51:02 PM Sombrero's was one of the best experiences Ive had playing an indie game (or any game) in a long time. I laughed so hard at all the dialogue and visual jokes. All the levels were so different but still used the same game mechanic , really genius stuff Dustin. Also Arthur, I am constantly amazed at how good of a composer you are, the music was incredible. All around amazing game. The last boss battle was really fun!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on October 06, 2010, 09:06:01 PM I havent made it through sombreros yet. largely due to far more work then I know what to do with at the moment, and the amount of kicking my ass its doing, but what I have played is a breath of fresh air. This is the best indie shooter I have played sense Destruction Carnival, and the time stopping aiming is both amazingly fun and implemented perfectly. The soundtrack and graphical presentation also just reek of awesome.... soo umm... dont be too surprised if everyone sucks up to you two for a bit, its merited.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on October 08, 2010, 10:54:36 PM Posting also to say Sombreros puts the "owns" in Action 52 owns. Great stuff all around.
I know this is mainly because it's late into this collaboration, but this compilation could really use some more people / completed projects. I also have a feeling people are getting intimidated by games like Sombreros and Streemerz, in that, they think they need to pour a lot of effort into their projects to stand out or meet the quality standard for this compilation, but I don't think that's necessary or the point of the compilation. If not that, possibly a feeling of trying to meet some personal standards because you are a fan of Action 52 and want to do the remake justice. I think it's possible to keep a smaller vision of these remakes and still come out with a good product, an example being the Mash Man remake. It's short and simple, but does a good job of getting the vibe of the old game across and providing a specific experience. So come on guys, Action Gamemaster needs YOU! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on October 11, 2010, 04:19:55 PM on the contrary, i've been pretty stringent in making sure the games that are being developed for this are up to snuff. if the idea of A52O is to make good versions of bad games, i want the new game to be markedly better than the old one -- and not simply just a simply a decent remake with fixed mechanics or anything like that.
i may be picking up a second project sometime soon, just to get this thing running along. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Seryu on October 12, 2010, 04:36:47 AM I have a question about Fire Breathers, can I remake it in 3d or should i preserve nes aesthetics?
I was thinking that a Panzer Dragoon look would be great for this title. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on October 12, 2010, 05:40:25 AM so long as you can make actually finish it, and finish it in a proficient manner it should be fine. it's worth noting, though, that a few 3D games have been attempted, but only a few were actually completed, so you should set realistic goals for this.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Seryu on October 12, 2010, 05:50:10 AM It'll still be a game of two dragons at 640x480, im not planning a RTSMMO full feature game ;D
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on October 12, 2010, 06:10:52 AM yeah but i'm also saying it had better be good!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hamletz on October 12, 2010, 02:58:02 PM i admire you podunkian i find your anti-establisment mentality and disregard for rules and authority refreshing
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on October 12, 2010, 03:26:24 PM and doesn't affraid of anything
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hamletz on October 13, 2010, 10:54:29 PM i do not understand
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on October 28, 2010, 11:58:53 PM Continued working after a Minecraft apocalypse.
Currently progressing with TEH FINAL BOSS while livestreaming. EDIT: (http://dl.dropbox.com/u/8978289/thrusters_tehfinalboss.png) EDIT2: Done, continuing to the game over screen and bugfixes Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 10, 2010, 08:32:59 AM Been a bit sense I posted, and I have to go to work so Ill make it quick.
Ninja Assault is coming along after a short lull caused by some rather annoying (but now fixed) bugs. I have created a nice dynamic water effect for level 3, as well as finished up the first and second level, including the parallax layers and general fluff. I also heavily optimized the effects in the game, so the more system intensive stuff is frame rate dependent (meaning, it scales back things like particle effects and pixel displacement if the frame rate starts to drop low enough to be noticeable.) I have yet to test it on a weaker machine, but on my box I am now getting a steady 50fps (well, really its 48-50 but that's not noticeable in the least,) in flash 10.1, as apposed to somewhere between 32-50 before. I have another 2 levels planned, along with a few cut scenes, and I still need to make a menu, gameover screen, and implement multiplayer (The core logic of the game should already work, I basically just need to scale up the difficulty so that co-op isnt a cakewalk,) but the game is playable, and currently takes about 15~ minutes to play through the first two levels, assuming you never die. Level 3 is going to be procedural, so it shouldn't take that long to implement, I just need to make some log sprites that don't look as awful as the current ones and slap on a victory condition, then get on with the last two levels (The original game only had 4 but the last level fairly obviously wasnt finished, and seemed to lead somewhere you couldnt go, so....) Anyhow, I have to go to work, and then Im working on someones demo (meaning music, Im doing the whole producer/studio musician thing,) so I probably wont get around to any of that today, but I figured it had been toooo long without an update. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on November 11, 2010, 06:52:16 AM Makes since.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on November 11, 2010, 10:02:14 AM Bbrrryeeaap im still workin on Non Human... finished the title screen picture yesterday, am working on the tile set right now...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on November 12, 2010, 07:00:22 AM Heres finished title screen and also new tile set
(http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/nonhumanTitleScreen.gif) (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/Tileset4.gif) Whats left: Finishing hard mode title screen, detailing the map picture, putting in the new tiles in the levels, detailing hard mode final boss (hes all placeholder sprites right now, theres a lot to do here), detailing boss death animations (a lot to do here too), polishing some interface details, game end screen, and a bunch of details and little bugs to fix. I hope I can do all of that quickly, I really want to move on now Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 13, 2010, 08:01:08 PM Jesus. Non Human is looking gorgeous. Keep up the good work.
On an unrelated note, working on 'level 3'... http://www.swfcabin.com/open/1289702200 I could really use some feedback. First and foremost, is it fun? Keep in mind that you cant win yet. Other stuff Im wondering about includes... 1. What kind of frame rates are you getting on it? The water effect is slightly system intensive, so Im wondering how it handles on different box's (So, specs + frame rate would be nice) You can hit this key ->` to get the framerate. 2. Should I make the logs bigger on the y axis (y meaning z? z meaning y? I dunno man,) so that the jumps are easier? 3. Would it be better with enemy's included? Maybe some other level hazards? Is pure procedural platforming complicated/good enough? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GZ on November 14, 2010, 12:45:18 AM Jesus. Non Human is looking gorgeous. Keep up the good work. Hey, I played this. I couldn't live for longer than 20 seconds, and then I had to refresh the browser to restart. I'm aware it's a beta, but it's hard to play / test a game when you die so quickly and are trying to get a hang of the game. To answer your questions:On an unrelated note, working on 'level 3'... http://www.swfcabin.com/open/1289702200 I could really use some feedback. First and foremost, is it fun? Keep in mind that you cant win yet. Other stuff Im wondering about includes... 1. What kind of frame rates are you getting on it? The water effect is slightly system intensive, so Im wondering how it handles on different box's (So, specs + frame rate would be nice) You can hit this key ->` to get the framerate. 2. Should I make the logs bigger on the y axis (y meaning z? z meaning y? I dunno man,) so that the jumps are easier? 3. Would it be better with enemy's included? Maybe some other level hazards? Is pure procedural platforming complicated/good enough? 1. Around 35FPS. I have a 3.4 GHZ pentium 4 (single core) and probably the cheapest PCI express card you can buy. 2. You could have different sized logs on the y plane and introduce the smaller ones as the level progresses. Right now the y movement is very fast and it's hard to land on them. 3. It really depends on the mechanics you want for this level. I think if you had enough variants with the level, like moving logs, more log variation, and a progressing difficulty on all generational aspects (smaller logs, harder jumps as you move forward). In the original game this was a pretty quick part, so it also depends on the length too. If it's just a short thing, you might not need a lot of bells and whistles. Again, I'm aware it's a beta, but it makes it hard to test when you die so quickly: - At the start the screen is moving and I always get crushed by hitting the edge of the screen. You could put the player in the center of the screen or not scroll until the player gives input. - Sometimes I start off in the water and die right away. You should start off on solid ground when you start. - Movement seems really zippy, especially on the y plane. - The log generation seems messed up. Sometimes I had no log in front of me for an extremely long distance and it was tough to jump to the next. This could be made to increase in difficulty, so that at the start there are many logs, but far fewer as you progress. - The logs sunk really fast. Maybe have the logs sink faster as you get further (progressive difficulty again). Same deal with the screen speed, it seemed too fast at the start and could probably start slow then speed up as you get the hang of it. That's all I can think of. If you can't tell already, the big thing missing to me is progressive difficulty. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 14, 2010, 01:18:34 AM Stuff.... First off, probably should have mentioned you can hit esc to go back to the splash screen. Might have made things easier.
Now... for the addressing of other stuff... Progressive difficulty will need to be a part of this without a doubt, as this is the portion of the game introducing the player (sort of,) to the platforming elements. The frame rate you are getting is not ideal, but it is (just) above the point where it should cause noticeable slowdown, so Im not going to stress it to hard (Meaning, I might try and optimize my rendering a bit more but its not super high priority.) I like the idea of the logs getting progressively smaller, for some reason I hadnt thought of that (I was just going to mess with the length of the jumps...) Im thinking I might expand that as well and make it more and more likely to have complicated jumps (first mostly straight lines, then diagonals, then three point jumps etc etc,) as the level progresses. The logs sinking at different speeds as the thing progresses... doesnt really make sense from a physics stand point, but would be pretty good from a difficulty balancing stand point, so Ill definitely think about it (seeing as most of this game doesnt make sense from a physics stand point,) maybe the larger logs sink slower then the small ones? I can do the scrolling speeding up pretty easy, and that seems like a fairly interesting play mechanic so Im going to use that for sure. Im a little bit confused by the starting in water and dying right away thing... theoretically that should never happen (meaning, in the code the first thing that happens when the level loads is a log is placed under the player) so Im wondering about what exactly is going on.... Is anyone else having this issue? Does the log just sink? Possibly before the level has fully faded in? (That would be annoying, and constitute a bug, just a different bug...) or, did the log simply never get properly placed? Annnd lastly, I dont think I would even go so far as to call this a beta. Level 1 and 2 are probably somewhere around beta ready, this one doesnt even have the basic level generating procedure written (really, Im using a randomized timer and spawning logs at random y values, this will change,) but I figured I would check and see if this was even a good idea before I invested a bunch of time into it, because frankly Id be okay with giving the ninja a jet ski and making him fight ghandi (although then I have no level 4.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 15, 2010, 09:56:34 AM Double post for major update.
http://www.swfcabin.com/open/1289840440 (http://www.swfcabin.com/open/1289840440) keep in mind esc still takes you back to the menu/restarts the level. Ill have a game over screen eventually, dont worry. Also, if the logs stop appearing and all you can do is die, it means you beat the level, so dont worry about that. Im thinking this works pretty well for the log level, any critiques are still welcome however, and I would love to hear what specs/fps you are getting. Important question time! What is more awesome, jetski ninja or surf ninja? Im thinking Jetski Ninja would turn the game (briefly) into a side scrolling shooter (r-type comes to mind) and surf ninja would probably be something like canabalt, but with more intense jumps. Surf Ninja wins for camp, but jetski ninja might be pretty fun too, so I really cant decide. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on November 16, 2010, 11:12:38 PM Thrusters is what I'd call done, but it still needs beta testing.
http://bit.ly/9QHQXk Tell me if you find any bugs. Also, you could eventually post your level, score and grade found on the Game Over screen, just for me to see if the grades are fair. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on November 17, 2010, 01:39:56 AM Thrusters is what I'd call done, but it still needs beta testing. http://bit.ly/9QHQXk Tell me if you find any bugs. Also, you could eventually post your level, score and grade found on the Game Over screen, just for me to see if the grades are fair. It runs okay for me (old XP laptop). The moving and shooting feel good. The trails your ship leaves feel a bit strange; when you're moving sideways they go straight sideways, which is odd since your ship looks like it's moving forwards all the time. Also, maybe they are too bright compared to the ship? The resolution is supposed to be 640*480 for all the Action 52 games. Some enemies are annoyingly close to the sides of the screen. Your own ship can't get that close. The first level is boringly empty, especially on the normal setting. And it would be good to have some enemies in patterns, rather than just individuals. The motionless enemies don't stand out well from the background; maybe they could oscillate from side to side a bit? The chunky low-res things in the game (your weapons and the text that sometimes shows up) work really well, I would say better than the high-res stuff. I think partly because they're bigger and bolder, and partly because they move in an interesting way. Have you considered blowing all the ships up in size to look more like the low-res stuff? Edit: for the boss, it's not clear whether my shots are doing damage (I think they are, but the change to the health bar is too small to notice) and the shots from the boss's middle turret come from a point directly below the turret on the screen, even if it's firing at an angle. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on November 17, 2010, 06:07:56 AM Thrusters is what I'd call done, but it still needs beta testing. http://bit.ly/9QHQXk Tell me if you find any bugs. Also, you could eventually post your level, score and grade found on the Game Over screen, just for me to see if the grades are fair. It runs okay for me (old XP laptop). [...] Thanks alot! I'm fixing this along with a bug I found myself today. The beta file will be updated ASAP. For the boring first level and the patterns: It wouldn't be hard, but definitly painful, since I've been working on this game for way too long. Are you sure that it's important? And for the boss, the health bar shakes whenever you hit it. I did pay attention visual feedback when I made it, you propably just didn't notice it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Pishtaco on November 17, 2010, 08:19:28 AM For the boring first level and the patterns: It wouldn't be hard, but definitly painful, since I've been working on this game for way too long. Are you sure that it's important? I dunno. Do you really need to have difficulty levels? Having the choice between them is maybe too much for a game of this nature. Quote And for the boss, the health bar shakes whenever you hit it. I did pay attention visual feedback when I made it, you propably just didn't notice it. The first time around, I didn't even notice the health bar. I was looking at where my shots went. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BK-TN on November 17, 2010, 08:55:15 AM Updated.
-Screen size fixed -Thruster flames fixed -Something that I forgot -Game Over on boss levels fixed EDIT: Another update: -Enemy rockets rotating speed doubled -Bosses will 'blink' when hit, improving visual feedback And incase you forgot the link, it's http://dl.dropbox.com/u/8978289/Thrusters.zip EDIT2: I'd call it done. Released to the public :) Direct link since Dropbox is down atm: http://www.bk-tn.com/games/thrusters.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on November 20, 2010, 01:24:05 AM Been a while since I've posted. Been busy with other stuff, but I spent the last 3 days working on Slashers to semi-finalize it. I'll copy-paste the post I made on Tumblr.
--- It’s time to release Slashers! At least, the level 2 build. Make sure to read the instructions below if you don’t want to flounder about. You can get it here (http://dl.dropbox.com/u/7990067/slashers0.7.exe) Arrow Keys, X, and C to control. When in menu, X selects. When there’s no obvious option, pressing any key will advance the game. Arrow keys: Move left and right. X: Combat stance. While in combat stance, you can hold your sword in a direction by pressing the arrow keys (up-left, for example). You can also press C to do a short, invulnerable dash in the direction you are currently facing. C: Jump. Jumping propels you forward and upward a set distance. YOU CAN NOT CONTROL YOUR JUMP IN ANY WAY EXCEPT FOR WHEN TO USE IT. THINK BEFORE YOU LEAP. Or don’t. You can do a dash jump by starting a dash with X+C, then releasing X in the middle of the dash. This propels you farther than normal. The enemies with swords must be blocked if you wish to avoid damage. You can block by swinging your sword in the same direction they do within a few seconds of the swing. They telegraph when they attack as well, so learn what means what. The enemies in green shirts charge you. They are knocked back by sword hits. You can dash through them, and you run slightly faster than they do. The enemies in blue shirts stomp at you, sending out damaging shockwaves. They are also knocked back by sword hits. Touching them does not hurt you, and you can dash through the shockwaves. The end of the level is a door located on the far right, almost flush against the screen border. Touch it to win. --- Currently, it's missing sound, music, endgame splash screens, a tutorial, and maybe a little variety. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 20, 2010, 12:20:04 PM Okay, tuns of progress on my part, but first....
Hey Dragonmaw, Im downloadin the new build of slashers as we speak, but I was wonderin if you needed more music for it, or just havent implemented the code to play back what I sent you before. If its the former, I could pretty easily cook up some more midi's and throw em your way, just let me know what you are goin for and how much like the original you want it to be. Now then, this is a direct copy/paste of the message I sent out to my testers, soooo yeah. --------------------------------------- http://www.swfcabin.com/open/1290216162 Ohboy! You can actually make it from level 1 all the way too level 3! Well, at least I can, sometimes. Lookin for some feedback, but first and foremost.... STUFF I ALREADY KNOW! 1.Birds dont do anything when they die. 2.Sometimes Bubba teleports when he hits a cliff. 3.Some enemys push each other around, or into you. 4.This isnt actually a bug, but sometimes when you jump off a cloud in level 2 you don't go very far. This has to do with the velocity of the cloud being transmitted to the player, and is totally on purpose. 5.All dogs have the same name, as do all birds. 6.Some audio that seems like it should be there isnt. 7.Bubba's status icon is a ninja in a trucker hat, and not bubba. Okay, now then, any comments, suggestions or other bugs, I would love to hear. I would also be interested to know if there are any places with noticeable slowdown, along with your computers basic specs (Only really worried about processor, ram, OS, and to some extend video card) and what version of flash you are running (It runs worse in 10.1 then any other version, but no worse then everything else runs in 10.1 as far as I can tell.) After that, the questions are basically 1.Is it fun? 2.How far can you get? 3.Did anything confuse you? and, lastly, what your average fps is (you can hit ` to see it, Im more interested in times when slowdown is actually noticeable then I am in knowing that it happened however, as Im using the time elapsed between updates for most of the timing in the game, so it takes a fair bit of framerate drop to actually break it.) ---------------------------- On another note, currently the two songs in the game are actually the same song, just with changes made to tempo, instrumentation, effects (Thus the guitar sounds pretty different on both) and rythm. So, basically they are both me doing stylized covers of the original game music. Its kind of fun seeing how many directions I can run with one progression, so Ill probably continue to make more level specific music in slightly different directions (Im thinkin level 5 will be surf-ninja, mostly because then I can turn that song into surf rock and that sounds like tuns of fun.) Level 4 is basically done, but you cant actually get to it without changing settings in the code, because I havent made the cutscene or figured out how the hell you go from the top of a tower to a lake yet. Im thinkin you will get knocked off somehow, or the thing will blow up, and you will just land in the lake level, but Im totally open to suggestions, if anyone comes up with some rad way to transition levels. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on November 20, 2010, 01:00:25 PM Sure thing. I need some title music and two or three tracks. I actually don't have what you sent before, so if you could re-send it, that'd be pretty great. Also, fairly close to the original (but good, obviously) would be best.
As an aside, I'm unable to play Ninja Assault :( SWFCabin is refusing to let me. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 20, 2010, 09:05:29 PM http://drop.io/action52slashermidi/asset/action52slasher-mid
I coullld re-send it, but it was easier to dig up the old link (strangely enough by searching the forums) then it was too find my old laptop. Just realized I sent this to cosmic fool and not you, but this version looks like the same game, so Im a little confused... team effort? Anyhow, just credit me somewhere. I can always cook up some other stuff as well. *EDIT* Apparently I really like making re-interpretations of this song in midi. Heres another one ->http://www.mediafire.com/?n5u2jbqtja10it0 Anyone know a good free place to dump files? Drop.io got bought by facebook and now they want to charge moneys for it... .... unrelated, is anyone else having trouble with swf cabin? I know it goes down from time to time, but its working on my end.... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on November 21, 2010, 05:07:45 AM Dropbox is what I use. Great service and, should you decide to pay the extra, totally worth it. So easy.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on November 21, 2010, 10:26:25 AM Cool, I remember being a little hesitant to install the software, but I could use somewhere to host random stuff. I really dont want to pay for a service tho, teaching doesnt pay nearly enough for extra expenses, and I already have a php host Id just as soon throw more money at for the storage space.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on December 07, 2010, 06:43:28 PM (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/TitleScreen.gif)
NEW (actually 3 months old) version of Non Human!! OH OUI! http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_92.zip (http://www.frankiesmileshow.leafo.net/Stuff/nonhuman/NonHuman_v0_92.zip) Controls: Left and Right arrows move X jumps C shoots DOWN arrow crouches (do that a lot) UP arrow + C uses subweapons holding UP arrow uses an upgrade terminal Instructions: Move right, eventually you win. Shoot what is in the way to prevent death! Shoot the small green egg like things, they drop items like subweapon ammo, subweapons, life, cash. When you reach certain score milestones you are allowed to get an upgrade on upgrade terminals. Those are sets of 3 computer-like things you can find at regular intervals as you play. The two first give you an upgrade of some sort and the third gives you an extra life and refills your current life as a bonus. To use them, hold the UP key in front of them and let the upgrade download, it takes 2 seconds or so. Also, there is a combo meter: When you kill baddies, it goes up. If you spend too much time without killing anything it goes down. When you get hit, it halves. When you die it resets to 0. The combo meter is a % added to your score income, so if you got 100 of combo is doubles all of your score so you reach upgrade milestones faster and end up stronger. There is no limit to the combo meter, I got up to 600 combo once! Also the game keeps track of the highest combo you could get as well as your highest score and the best completion time. Whats new there: Its been so long since I put up a new version on tigs (or since I put up anything here really), might as well put up the latest "stable" build I got. This is many months old, but I never showed it here, might as well do that now! Since then I added... . . .. .. things. Things that I cant really put out in their current half-finished state. But this is a huge upgrade from the last one nonetheless! This version has some awesome music by Chef Boyardee. The HARD MODE is in, and it is much, much better than the easy mode, so try it outttt. Might want to play easy mode first though. Hard mode is a much longer game with more bosses and stuff. Enemies behave differently too...especially the zombies, which become an actual threat now about halfway into Hard mode! Even the hard difficulty level final boss is in this...I think??? Maybe I had turned him off before making the build to not spoil it. Okay, **I AM NOT SURE HE IS IN**. He might be! In this version he still had huge problems and is mostly made up of placeholder sprites which actually hinders gameplay by giving you very little feedback of whether you are doing the right thing or not when fighting him. Many people might not be able to beat him as a result of just not knowing how to. Dont worry, he is much more obvious to beat now. I am not specifically looking for feedback on this since it has changed so much since, but I dont mind it, many comments could still apply to the current version. (Also, I THINK this version had a crash bug when you beat the game at hard. Maybe I had corrected it back then. not sure. Dont flip if it gives you an error message at the end! Call it a congratulatory error or something. Its your computer giving you a pat on the back, a nod of the head, for a job well done!!) Also yeah I have so little time now because of work and freelance stuff, but I am really pumped to get this done during the holidays. Most of the work on this is done when I'm home from work or during my lunch break, I'm not used to work in short bursts like that! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: BoxedLunch on December 07, 2010, 09:21:35 PM let me be the first to say that, that was fantastic. everything was placed so well, although i feel a more proper tutorial is needed, because i spent the entire game with no idea how to use the sub weapons until i checked the menu. Still it's great, keep up the good work. :handthumbsupL:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zaphos on December 08, 2010, 03:04:27 AM Wow, that's really awesome Frankie! :) Just played through on normal, will try hard later. Normal could maybe be tweaked a bit harder for the non-boss segments; it's a little bit mindless, but I didn't really mind 'cause everything looks pretty and feels good.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: FrankieSmileShow on December 08, 2010, 04:55:41 AM Thanks guys!
Also I just played through that build to see and yeah, the hard mode final boss is there! But its an even earlier version than I thought. Hes way too hard on this one! Ah well... Also this is the version before I made it so you don't have to fight a boss twice if you kill him and then die before the next checkpoint... Its not a problem for most bosses except the second-to-final boss which is very hard, and has a very hard level to go through right after it! (also, it seems like this build doesn't have the hard end game crash after all, it should loop back to the beginning of the game for round 2 as normal) Also right now im trying to make it so the game is possible to play through entirely without any damage. Right now I can do it myself everywhere except at the final boss, he always hits me a few times. In this build its even worse! Also in this build the hard version of the easy mode bosses are just the same bosses, but a bit faster and with more life. I gave them new attacks since then. And id like to have more opinions on how long the game feels! I think that having the game be a seamless long horizontal level really hurts the feeling of progression, so the game feels like it drags on forever. Adding more bosses, reckognizable "landmarks" to reach, upgrading the robot through terminals placed at regular intervals in the game and adding this otherwise useless map display on the top left corner of the screen were all attempts at compensating for this. What are your thoughts guys? I think it still has the problem, but its hard to judge from my perspective. The map is completely useless (and took a lot of work to make, too... mapping your horizontal progress in the game to a virtual 2d space so that where you are at on screen fits your fictitious map location!) but its meant to kind of give some sort of context and give you an idea of how close you are to the end, without pausing the game to show a map screen. (Also its meant to be yet another reference to Castlevania III obviously enough) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on December 28, 2010, 12:09:18 AM Ok we are finally done, City of Doom!
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/screen3.png) Programming by me, HandCraftedRadio Art and Animation by Nate Kling Music by pgil Download (http://www.sharkarmstudios.com/2010/12/city-of-doom-released.html) Let us know what you think! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ortoslon on December 28, 2010, 12:56:31 AM Ok we are finally done, City of Doom! bugs: switch weapon button doesn't work while i'm moving from one square to another the game crashed silently while i was simultaneously firing and switching weapons (though i'm not sure if this is the reason) when after that crash i tried to continue from level 2, the game crashed silently again Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on December 28, 2010, 01:40:17 PM im stuck. i lost all my lives trying to backtrack and see if i missed anything. i have no idea how to progress from here.
(http://i.imgur.com/LKP95.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on December 28, 2010, 01:44:05 PM You can flip over the sides of the building. just go over the left side in that screenshot.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: deathtotheweird on December 28, 2010, 01:45:44 PM well that's something that should have been mentioned in the readme. :-X
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on January 26, 2011, 02:23:40 PM slight ninja assault related update!
I have levels 1-4 totally finished, with the exception of the transition animation from level 4 too 5, level 5 has all the graphical assets finished, and all AI and basic code done, so its just a matter of setting up the spawn rates, overall level time, and doing sound (level 5 is a scrolling shooter, whereas most of this is a beatemup, thus having to code a bunch of other stuff,) Level 6-9 have the tile assets finished but have yet too be actually made. I also made a bit of code that should speed up level design considerably, but seeing as it doesn't actually effect the game (just the rate I work at,) it isnt REALLY a :ninja: update. Basically, I have 2 more bosses too handle, a bit of sound too add, 2 more level maps too finish, 1 more 'bonus' level too script, and the final boss arena, as far as actual gameplay stuff goes. I also still need to do 4 more 'cutscenes' (made using in game assets, so not a tun of work,) The game over screen, the menu, possibly a few 2 player options, and any unlockable bonus stuff I feel like adding in. For the two player stuff, Im thinkin about having a co-op mode where you run through the game together with slightly adjusted enemy spawns/boss health, a vs mode where you just kill eachother, and probably a survival co-op mode. Bonus unlockable stuff would be a survival mode where you fight wave after wave of enemys on one screen, the option to play any of the bonus levels from the menu, and probably a boss rush mode. Two player and bonus stuff is obviously way lower priority then the single player game, but wouldnt take much time too implement (enemy AI is already set up too be scalable too multiple targets, and players already have a variable being passed to represent who is controlling them, so its really just a matter of tweaking the difficulty for co-op, and all the planned bonus' are pretty much recycling things that already exist.) Anyhowww.... here is the boss for level 5 ->http://www.swfcabin.com/open/1296077466 (http://www.swfcabin.com/open/1296077466) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Plasticware on February 02, 2011, 11:56:01 PM Lazer League is Coming.
(http://www.drfishbowl.com/wp-content/uploads/2011/02/screenie_title.png) (http://www.drfishbowl.com/wp-content/uploads/2011/02/screenie1.png) Are. You. Ready. 8) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on February 03, 2011, 05:14:18 AM I've been playing around the programming and concepts and I have a question: do I have to use the music based on the original came on the general gameplay? Because I think it would better set the mood for what I'm going for to keep the game silent and perhaps use a mix of the song for the boss fights
(btw, if anyone is up to make a boss fight-y remix of the Operation Full Moon song, that is highly appreciated. I only ask to make it sound like a retro early to mid-90 PC game. a MIDI file would be perfect) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Plasticware on February 03, 2011, 02:09:58 PM Here it is. (http://www.drfishbowl.com/wp-content/uploads/2011/02/Lazer_League.exe)
Arrow keys to move. X to aim left, C to aim right. Welcome to Lazer League. Shoot good. Music by C418. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: zez on February 03, 2011, 04:11:33 PM Hmm... that was pretty fun. I have 3 complaints about it however.
1.The player looks AWFUL. Im pretty sure this happened because you down scaled him and then didnt clean him up afterwords, but I really cant get behind his look. Atleast give him a decent white outline like everything else in the game plz. 2.The funky rainbow guys who give you powerups? I had ZERO clue they where friends for about half the game. I started out trying too shoot them down, then eventually started dodging them (thus missing out on powerups) then realized that I wasnt taking damage from them and was in fact gaining powerups. I may be the only person who doesnt associate rainbow trails with giving me better guns, and its possible this is ONLY my complaint. If it isnt, you may want to make it more obvious they are powerups. 3.The purple scissor looking guys look kinda bad from some angles. This is super minor, but you may want too redraw them instead of using code, or atleast apply some anti aliasing. Interesting the re-scaled sprites looked fine, other then the player. Otherwise, this = AWESOME! I really dug the control scheme, and I felt the progress of the difficulty was pretty spot on. I also really liked the atmosphere, despite (or possibly because of) the really weird differences in speed on the parallax layer. :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on February 04, 2011, 04:30:15 AM Lazer League's looking good. In addition to what zez said, I'll add:
- The explosion effect that comes when the player is hurt is way over the top and it's easy to get lost since it obscures the player himself - The game over sequence (or lack thereof) is really bleh. When I die I'm suddenly bombarded with either the "enter name" to register the high score or straight to the menu screen, which is worse. Make a proper game over screen, please. - No pause makes me sad - Bug report: Code: ___________________________________________ ERROR in action number 1 of Alarm Event for alarm 0 for object obj_bigboxmake: Error in code at line 1: if(obj_pacface2.hidden=true) ^ at position 17: Unknown variable hidden ps.: I just made another playthough and have a few more points: - The scoreboard is kinda hard to read when there's enemies behind it. And since the screen is often filled with enemies, it becomes a real problem - The games gets gradually slow as you play it. Maybe you're not properly removing enemies that escape/get killed or missed shots? - Make the game end. It really gets old to fight the same wave of enemies over and over again - Bug report 2: Sometimes the music refuses to load for some reason Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: dasdsad on March 24, 2011, 10:55:24 PM Is this still active? There's quite a few games in here that are VERY enjoyable.
Sombreros and Mashman are notably awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on March 25, 2011, 06:12:45 AM It's in a sort of hiatus. Podunkian has given up on it, and it seems like the games in development are taking a while. I believe someone was working on a menu for the finished games, though.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AuthenticKaizen on April 23, 2011, 11:40:59 AM i have created a thread that lists the action 52 owns games with screenshot, download link and youtube video (if available). :)
http://forums.tigsource.com/index.php?topic=18937.0 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on April 24, 2011, 05:50:05 PM I've been working little by little on Operation Full Moon. Taking longer than originally hoped because I hadn't a simplified enough engine to satisfy the project requirements thus I've been doing the engine from scratch. Probably there'll be screenshots next weekend
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on May 15, 2011, 07:58:58 PM Okay, I am making the Ooze remake. One thing.
1. Can I please make up my own story because Ooze doesn't have one. I will use the basic idea of Ooze. Thanks :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on May 17, 2011, 08:08:25 AM Okay, I am making the Ooze remake. One thing. 1. Can I please make up my own story because Ooze doesn't have one. I will use the basic idea of Ooze. Thanks :) That sounds good. Go for it! :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on May 17, 2011, 03:35:55 PM Okay, I am making the Ooze remake. One thing. 1. Can I please make up my own story because Ooze doesn't have one. I will use the basic idea of Ooze. Thanks :) That sounds good. Go for it! :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on May 22, 2011, 04:01:30 AM I'd be willing to make the art for a Megalonia remake if someone does the programming.
I even have a cool plot for it and everything! Quote It is the year 2550. A hundred years ago, humanity created the most advanced A.I. in history - a distributed intelligence codenamed MEGALONIA (MEGA-Linked Orbital Nano-Intelligent Administrator). This gigantic collection of robots were created from modular blocks and possessed one mind. They would construct the next generation of massive planetary-class starships. However, the limiters installed to prevent MEGALONIA from becoming sentient were recently deleted by an anti-robotic terrorist group. It soon rebelled against its creators and launched an attack on Earth. The military quickly enacted its contingency plan. While a drone pilot would be hacked, and a large fleet would be disassembled, a human pilot would be able to infiltrate it and destroy the core. Because MEGALONIA is a distributed intelligence, each enemy destroyed damages the core process. If enough enemies are destroyed, the administrative robot for that sector will weaken and eventually simply cease to function. However, the central core, codenamed EMPRESS (Electro-Mechanical Phase-Regulated Energy Surveillance System) is isolated from the network and therefore must be destroyed directly. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Geeze on May 23, 2011, 10:16:02 PM I'd be willing to make the art for a Megalonia remake if someone does the programming. Cool story! I could probably do the programming for this. Well, I have finished only one project (which was for LD20) and lots of cancelled stuff (but with some results), well most because no proper artist to work with, and I'm kinda lazy to do even programmer art. But I would still want to do my best.I even have a cool plot for it and everything! Quote It is the year 2550. A hundred years ago, humanity created the most advanced A.I. in history - a distributed intelligence codenamed MEGALONIA (MEGA-Linked Orbital Nano-Intelligent Administrator). This gigantic collection of robots were created from modular blocks and possessed one mind. They would construct the next generation of massive planetary-class starships. However, the limiters installed to prevent MEGALONIA from becoming sentient were recently deleted by an anti-robotic terrorist group. It soon rebelled against its creators and launched an attack on Earth. The military quickly enacted its contingency plan. While a drone pilot would be hacked, and a large fleet would be disassembled, a human pilot would be able to infiltrate it and destroy the core. Because MEGALONIA is a distributed intelligence, each enemy destroyed damages the core process. If enough enemies are destroyed, the administrative robot for that sector will weaken and eventually simply cease to function. However, the central core, codenamed EMPRESS (Electro-Mechanical Phase-Regulated Energy Surveillance System) is isolated from the network and therefore must be destroyed directly. Go anti-advertising, yay! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on May 24, 2011, 12:36:06 PM Somebody was tripping out when they made this game... :wtf:
(http://i1029.photobucket.com/albums/y352/SundownKid/enemiesmockup.png) New, updated mockup! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on May 25, 2011, 08:54:51 AM Nice guys! I'm glad to see that this project has some activity again! I'm still planning on writing a launcher for the completed games one of these days when I get a chance, I just have so many projects on my hands at the moment.
We'll get all 52 of these games done someday! :wizard: :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on May 25, 2011, 02:29:56 PM Yeah, I found this before I joined the forum, back when it was just starting up, and I always wanted to remake one of these.
BTW, we should just restart this as a long term project. Release a nice pretty launcher of the ones that are already done, grey out the ones that aren't, and keep adding them as they are finished instead of waiting until kingdom come. You don't want this to be Action 52 Forever, do you!? It really doesn't make a difference because people just treat them as individual games when they're released. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dustin Gunn on May 29, 2011, 09:04:34 AM You'll probably need to assign a new leader if you want to continue the project (Which I think would be cool to see finished), Mr Podunkian is busy as hell, basically.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on May 29, 2011, 11:25:14 AM You'll probably need to assign a new leader if you want to continue the project (Which I think would be cool to see finished), Mr Podunkian is busy as hell, basically. Yeah, definitely. It also needs a new signup sheet since some of the games have been abandoned. (For example, #001 Fire Breathers). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: poe on May 30, 2011, 05:08:54 PM Decided to join, I'll be making Haunted Halls of Wentworth with Game Maker :)
Though I won't be starting until I finish my current game's engine(which is almost done :P just needs some polishing). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 03, 2011, 05:46:05 PM Megalonia progress update! We now have self-assembling cube enemies, more graphics for the intro cutscene and voice acting!
We plan to have walls to avoid and parallax graphics. I'm interpreting those mysterious pink arches as the structure of a spacedock that will scroll, R-Type style. The story has been changed somewhat, and now it's the story of fixing Megalonia rather than destroying it. If you will notice, the original summary says you have to "defend against" the enemies but says nothing about destroying them. ;D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 06, 2011, 06:06:39 PM I finally got around to making a small little launcher!
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/launcher2.png) It's fairly basic at the moment, but all the completed games should be playable. The information about the games is from the manual and I put the data in really quickly since it was time consuming, so there might be some errors in there right now. You can download it here (http://www.sharkarmstudios.com/2011/06/action-52-owns-launcher.html). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 06, 2011, 08:53:16 PM IT LIVES! I think you should be the de facto project manager for now.
But, my god, the default summaries are worse than I thought. It looks like someone failed 4th grade English. I think the new version should have rewritten summaries, at least to make them partially coherent. After all, the games are improved remakes... Also, the X and C buttons are supposed to be the only ones you use, and when I tried them, nothing happened. Either it has extremely delayed feedback, or I button mashed and pressed something else that worked. What are the controls for this thing? Also, I went back and read the Cheetahmen summary, and my mind was blown. Fighting off all the bad guys from the remakes? This will be epic. >:D Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 07, 2011, 07:35:57 AM Also, the X and C buttons are supposed to be the only ones you use, and when I tried them, nothing happened. Either it has extremely delayed feedback, or I button mashed and pressed something else that worked. What are the controls for this thing? Up and Down move the cursor Left and Right change pages Enter starts a game Esc quits But, my god, the default summaries are worse than I thought. It looks like someone failed 4th grade English. I think the new version should have rewritten summaries, at least to make them partially coherent. After all, the games are improved remakes... Yeah, I tried to change the summaries for some, but it already took long enough to go through and copy-paste from the original manual (which is horrible.) It also doesn't help that the WIP font I'm using doesn't have any punctuation or lower case letters at the moment ;D. I think I'll specify the information that is needed for each entry and have the developer provide it, so I don't have to go hunting for the info 52 times. I wanted to have the option of launching the developers webpage and pulling up the readme too. We will also have to do some sort of intro screen in the future. IT LIVES! I think you should be the de facto project manager for now. I can put the games together into this pack whenever it needs updated. I just took all the games from the Action 52 game collection thread and used the information from that page. The only problem is that having all the games included means a giant file size, and I don't have a very good place to host. It would be nice if we could find some way to revitalize the project. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 07, 2011, 09:53:01 AM Yeah, I think you should make "X and C" do the same thing as "enter" to conform with the original guidelines for the games.
I wouldn't want you to get rid of the original summaries, for posterity's sake, so it would be cool to have an option to choose between "original summary" and "new summary". Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Geeze on June 07, 2011, 11:04:35 PM Yeah, I think you should make "X and C" do the same thing as "enter" to conform with the original guidelines for the games. Agreed. Perhaps possibility to show hi-scores in the launcher could be nice. That and uniform controls would make action 52 almost perfect for custom arcade cabinets. :D. I've been planning to build a MAME/Arcade-cabinet, and would be good if it had action 52 owns.I wouldn't want you to get rid of the original. summaries, for posterity's sake, so it would be cool to have an option to choose between "original summary" and "new summary". Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Geeze on June 13, 2011, 07:52:53 AM Some progress!
(http://img38.imagefra.me/i56d/geeze/1q7k_0a7_ubccr.png) (http://i.imagefra.me/e25icdz2) All basics are done now so levels and actual content is going to be next. Those blocky things rotate btw! It's kinda cool when they come to screen and assemble from parts, and support for rotating enemies is done. :handclap: :addicted: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WelcomeToAwesomeness on June 16, 2011, 02:24:48 AM I am up for this. What games do you guys need done?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 16, 2011, 10:55:56 AM I am up for this. What games do you guys need done? There are some games that have been taken on the list but abandoned. You should look at this thread (http://forums.tigsource.com/index.php?topic=18937.0) and then look at the list. If it's not in the thread and not Megalonia, it's probably abandoned. You shouldn't do anything that's been claimed in the last few pages, just to be safe. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WelcomeToAwesomeness on June 16, 2011, 11:51:54 AM Ok, I will take "Sharks" or "Spread Fire" then. Do I still need to fill out the sign-up sheet?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 16, 2011, 04:51:14 PM Ok, I will take "Sharks" or "Spread Fire" then. Do I still need to fill out the sign-up sheet? The sign up sheet's dead, so it doesn't matter either way. If it's not taken, you might as well. I'd suggest Spread Fire, since you're doing it alone, it sounds like an easier game to make, as it's a stationary shooter with barely any description at all. I'd suggest a twist like making your turret dude a flamethrower. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WelcomeToAwesomeness on June 16, 2011, 06:30:20 PM I agree with doing Spread Fire, and I may actually be getting some help from someone I know. What do you mean by "turret dude" though?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 16, 2011, 08:41:05 PM I agree with doing Spread Fire, and I may actually be getting some help from someone I know. What do you mean by "turret dude" though? I'm assuming it could be a turret or a person, hence the juxtaposition of both. :lol: Anyway, remember that the gameplay has to be similar and the horrid melody that can barely be called "music" needs to be remixed too! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on June 17, 2011, 08:43:37 PM I must say, I'm happy this project's getting some life back into it. I haven't been posting much, but I have been watching this project since I first heard of it... and darnit, this needs to be completed. If not for us... then for all the poor souls who have played the original A52, whether for the sake of a Let's Play, or... well... actually, I can't think of any other reason to subject yourself to the entire set of Action 52's "games." Masochism?
Anyhow, I really hope this gets back on its feet... If I had any skills other than playing games & testing them, I'd be making my own. That said, the games done so far have surpassed the originals in every way, while still having a retro feel. I'd love to eventually have a finished copy of this on my PC. In summary: Go A52O team! A thought. Has anyone contacted the developers that had proof of concepts / Betas already made (specifically thinking of Non Human and Haunted Halls here)? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 18, 2011, 07:40:48 AM Non Human was nearly finished, but I believe has been set aside for other projects.
But this whole project took place quite a while ago, and has kind of run out of steam a few times, and it's pretty much in limbo, so I wouldn't get too excited about it now. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on June 18, 2011, 10:07:19 AM I must say, I'm happy this project's getting some life back into it. I haven't been posting much, but I have been watching this project since I first heard of it... and darnit, this needs to be completed. I felt the same way. A thought. Has anyone contacted the developers that had proof of concepts / Betas already made (specifically thinking of Non Human and Haunted Halls here)? Good idea. Is that the only thing that's unfinished? Link? But this whole project took place quite a while ago, and has kind of run out of steam a few times, and it's pretty much in limbo, so I wouldn't get too excited about it now. Time for some good old fashioned jRPG wisdom. (http://www.youtube.com/watch?v=tSohBN9m9Mw&t=0m57s) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 19, 2011, 05:35:26 AM Anyway, remember that the gameplay has to be similar and the horrid melody that can barely be called "music" needs to be remixed too! Well, I would say that exactly. More like, the game has to be 'in the spirit of' the original. I wouldn't worry too much about making the gameplay similar, just some way that resembles the original game somehow or even just nods at it a little bit. What I mean is, if you have to make it less like the original to make the game good, do it. We all know the originals are very far from good! As for the signup list, I would say that every game that you don't see finished in this thread (http://forums.tigsource.com/index.php?topic=18937.0) or being worked on in the last couple of pages is open and ready to go. If you want to start a game, you should at least make a post here saying which game you are working on, so nobody else will do the same one. Also, post on your progress to keep us all informed and excited about the project! You can also start a devlog/feedback thread in the appropriate section of the boards if you want, since all of these are completely separate games (yet in the same collection.) You will probably get more feedback about your game over there, since this one is kind of hidden (and old.) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on June 19, 2011, 12:07:54 PM Intro music for Megalonia so far... Proud to be on board with this project. And yay for remixing old tunes.
http://soundcloud.com/redshojin/intro Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on June 19, 2011, 03:01:19 PM Anyway, remember that the gameplay has to be similar and the horrid melody that can barely be called "music" needs to be remixed too! Well, I would say that exactly. More like, the game has to be 'in the spirit of' the original. I wouldn't worry too much about making the gameplay similar, just some way that resembles the original game somehow or even just nods at it a little bit. http://www.youtube.com/watch?v=ENZAusrfAeM The game mechanics aren't why it was rejected although they're unique, it was because the graphics had nothing to do with the original's. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: pgil on June 19, 2011, 04:54:58 PM Speaking of Bits n' Pieces:
(http://img.photobucket.com/albums/v89/smind/bits_walk_norm.gif) (http://img.photobucket.com/albums/v89/smind/bits_walk_no_arms.gif) (http://img.photobucket.com/albums/v89/smind/bits_walk_no_legs.gif) (http://img.photobucket.com/albums/v89/smind/monsters_preview.png) shojin: Very nice intro tune. Reminds me of Silpheed. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WelcomeToAwesomeness on June 19, 2011, 05:30:33 PM I just realized you controlled a lobster in Spread Fire, so know it's going to have to be a Fire-breathing space lobster.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on June 20, 2011, 08:56:01 AM All action 52 games have the potential to be awesome in an "Altered Beast" way of WTF-awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: sergiocornaga on June 20, 2011, 06:49:23 PM Speaking of Bits n' Pieces: Are you... are you making it? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on June 22, 2011, 02:29:36 AM Seems like the original site where I hosted They Came has gone down.
Reuploading it for inclusion: They Came v4 (http://www.mediafire.com/?d797co7z133o5w1) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: cheetahmenfan on June 29, 2011, 08:36:50 AM cool give it a go for cheetahmen :gomez:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Geeze on July 04, 2011, 08:23:38 AM Progress! Make your own conclusions.
(http://dl.dropbox.com/u/10351699/04-07-2011-HUDENEMIES.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on July 16, 2011, 09:01:27 AM I check this board every day for Action 52 updates. I suppose I should post more to keep up some activity in the project thread. Keep on working on your games guys, they are looking good!
Anybody else still working on a game that hasn't posted recently? I would love to see some more screen shots/ hear some news! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on July 21, 2011, 02:47:11 PM I had thought this project disappeared since the forum section got moved. Finally re-found it though.
Are there any A52 games that haven't been taken? I did the Meong game a while back, and would like to attempt another project on this. Would be awesome to get this all completed :3 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on July 21, 2011, 06:54:51 PM I had thought this project disappeared since the forum section got moved. Finally re-found it though. Are there any A52 games that haven't been taken? I did the Meong game a while back, and would like to attempt another project on this. Would be awesome to get this all completed :3 Anything that's unclaimed from here (http://forums.tigsource.com/index.php?topic=20145.0) or not taken on the list are open. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on July 21, 2011, 08:48:02 PM Yeah, and this (http://forums.tigsource.com/index.php?topic=18937.0) thread is up to date with what's been finished (They Came, Space Dreams, and Lazer league are on the second page).
Megalonia, French Baker (They need an artist but are otherwise finished), and maybe Spread Fire are being worked on, everything else is free. I honestly don't think we need to reserve games anymore, not really feasible now that no one's administrating this. I say go ahead and pick something and if it turns out someone is working on it, whatever. Not sure why two people can't work on the same game. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on July 21, 2011, 09:49:32 PM Not sure why two people can't work on the same game. In the interest of finishing the project faster and not having duplicate games. But, we could really use some kind of Google Docs spreadsheet with a current up-to-date list of games in progress and those that are finished and not finished. I'd say if people don't post progress in 2 weeks the slot opens up. Not that they're going fast, mind you =) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on July 22, 2011, 05:28:47 PM Alright! Welp, I've decided to go ahead and work on G-Force Fighters. It'll be a bit more changed up in comparison to the previous project I did, but with most of the A52 games being scrolling Shmups I think some diversity would be a good thing.
See you on Planet, Space-Dog. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on July 22, 2011, 06:02:34 PM Sweet, another side scrolling shooter. It looks like it has the potential to involve some gravity-based gameplay to shake things up a little.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on July 22, 2011, 07:06:17 PM First Update here. This is the bare bones, lacking any meat or muscle or in fact most limbs build, but just posting to show that work is being done on it. If anyone's familiar with Cybernoid, that's the kind of idea I had in mind for this project. Looking forward to suggestions and ideas guys!
HUD is pretty much done, as is room transitions. The next version will be uploaded when it has some semblance to a game and less of an engine (the Surface of the World for now). http://dl.dropbox.com/u/9780777/G-Force%20Fighters%20Ver%200.00001.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on July 23, 2011, 12:41:53 PM I thought it seemed strange at first, but after watching a playthrough, it looks like a fun game. The music is also awesome.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on July 29, 2011, 03:59:37 PM Just a little snippet of music for you guys, hope you enjoy it! Will get some screen shots posted sometime in the near future~
http://soundcloud.com/kaineon/layer-1 Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on July 30, 2011, 06:46:38 PM Hey, does it matter if I use the original Ooze song instead of getting someone to remake it? I can't find anyone to remake it for free.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on July 30, 2011, 10:01:21 PM Ooze was sort of remixed by RaustBd.
http://www.newgrounds.com/audio/listen/339588 The first minute or so is Ooze remixed, then it segues into a remix of Space Dreams and I don't know what the last bit is a remix of. You'll have to cut this up if you want to use it. Also ArmchairArmada worked on an Ooze remake pretty extensively, you might try contacting him and see what he was doing for music. If you don't like that then yeah the original would at least work as a good placeholder. You'll want to remix it eventually but I would think a willing musician would be easier to find with a completed game than with a hypothetical one. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on August 06, 2011, 05:55:36 AM So--and I'm sure it's useless to ask--but will this project never reach completion? It was the most awesome concept, but it's not going anywhere, is it? I suppose that to buy free garage-developer online games, we have to pay with our patience instead of our money.
By the way, I'm glad "Action 52 Owns" is a 'working title'. And I hope it still is, right? Because I don't like it. There are so many better things you could call it. My favorite would be, "Action 52: The Special Edition" O laughity laugh! Get it? It's like satire; most people probably at best bat their eyes--or at worst get angry--when they hear the words 'special edition', expecting a deformed abomination of something they love. But here, it's the total opposite! Derpy doo! Or maybe, "The Action 52" MORE satire! :biglaff: It's just like how movie remakes/reboots just put the word 'the' at the beginning to make the title different. Or how about, "Action Fifty-two" Taking of Pelham 123, anyone? Oh! Oh! The best one of all: "Action 52... 2!" Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: droqen on August 06, 2011, 06:49:57 AM I've always liked Action 52 Owns.
Patience is not currency, and lots of games hype themselves up way in advance. You have to 'pay with your patience' for all sorts of games. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on August 06, 2011, 10:42:53 AM Seconding "Action 52 Owns". It just has that gratuitous bro-ish quality to it that fits perfectly for such a ridiculous set of games.
I really don't know if it will be finished, since it's been an abandoned car running on fumes for a long time. It's mostly newbies who try to make a game and never get anywhere. With all the levels, Megalonia is pretty tough, but it already looks awesome and I'm sure the final product will be great. At least in some capacity. Eheh... (BTW, there is a launcher (http://www.sharkarmstudios.com/2011/06/action-52-owns-launcher.html) for the games that have been done so far) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on August 06, 2011, 11:17:05 PM Bro-ish quality? I guess I wouldn't think of it that way... and I just realized why; because I'm not one of the people making the game. Yeah, the way you describe it, a remake of Action 52 invokes thoughts of chillin' and feeling awesome, because you're the ones making the game. You follow?
So, I guess looking at it that way, I can understand it a lot more now. Although by that principle, the regular, everyday players of the game wouldn't like it so much. I actually mentioned this game to my brother, and he agreed the name was weird. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: leonelc29 on August 10, 2011, 06:29:27 AM the name are not really important.
this name is given by the people who start this collab, so there's no point in changing it. Also, people are already get used to this name, changing it will only cause chaos for people who like it. i don't know the number, but i'm sure many people like it. and the name you suggest are not anything better either. no offence. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on August 10, 2011, 06:25:36 PM I know the website that showed the action 52 games stories was taken down... so I used the wayback machine to get to the web page. Here it is: http://web.archive.org/web/20090408081601/http://cheetahmen.silius.net/action52n.txt
Also, Ooze is going pretty well. It's very tough to make, and I'm only about %2 done, but I'm not giving up. Sorry I haven't posted any pictures or videos yet, I will soon (I hope). If anyone has any ideas for my Ooze game, feel free to tell me. If you have any questions, go ahead and tell me your question. Also.. does it matter if the music in my game is just a remix for the original or does it have to be a remake? I don't mind which one it has to be, I am just wondering so I know what to do. Thank you. Title: Re: Lights! Camera! Action! Post by: jakomocha on August 16, 2011, 10:36:14 AM Hey everyone, I finally have some pictures for Ooze :). Sorry I didn't take them from my computer but from my iTouch. It's because I had to leave a minute after I took the pictures so I was rushed.
Okay I have a problem with posting the pictures. What do you write under (http://)? I know you should write the file name in one spot probably, but what about the other spot? Thank you and sorry. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on August 16, 2011, 12:07:10 PM just write the filename between the two blocks.
It must be on the internet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on August 16, 2011, 05:38:30 PM just write the filename between the two blocks. Okay, thank you. The photos will be up soon.It must be on the internet. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on August 17, 2011, 04:18:48 PM I figured I should put up something to prove OFM is not dead
(http://i333.photobucket.com/albums/m376/jack_mcslay/Game%20Screenshots/Operation%20Full-Moon/ss1.png) Operation Full Moon will be exploration-oriented instead of just shooting because there's too many shooter games on action 52 as it is. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: EruditeDragon on August 22, 2011, 06:25:25 AM Hmm... Now I'm intrigued... Jack, can you give us a general rundown of your ideas so far? I also agree that there's a lot of shooters on the original A52 cart... most of them no different than the other.
One thing, though; you may want to either give the main body of the rover an outline, or use a darker shade for the main body. At the moment, it sorta blends in with the terrain. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: genericuser on August 29, 2011, 03:03:05 AM Someone on #pigscene couldn't download They Came, but they logged off before I saw it - reuploading it here (http://www.mediafire.com/?f2oyrwtac63z7ah).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on August 29, 2011, 08:17:14 AM Hmm... Now I'm intrigued... Jack, can you give us a general rundown of your ideas so far? I also agree that there's a lot of shooters on the original A52 cart... most of them no different than the other. The idea is that you're trying to find and destroy a buried enemy transmitter, and in order to do so, you need to use a homing device which can only tell you the distance from the transmitter, and not the direction. But it takes time to get a precise reading, and using it for too long at a time might alert enemies, and thus it's required to balance it's use in order to complete the mission.Oh yes, destroying it also triggers a boss fight. Quote One thing, though; you may want to either give the main body of the rover an outline, or use a darker shade for the main body. At the moment, it sorta blends in with the terrain. I know, I'm still figuring out the details of the hover's design. I won't add too much details in order not to get too much away from the classic feel, but probably make the wheels darker/ make the body lighter, as well as add shadowsTitle: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: CK on August 31, 2011, 05:42:40 PM (http://i883.photobucket.com/albums/ac40/handCraftedRadio/screen2.png)
I'm late but I wanted to say City of Doom is great. I just tried it tonight. The enemy designs were the best part. Those controls though... :-\ Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on September 01, 2011, 08:47:13 AM Thanks!
Lots of people said they didn't like the controls, at least at first, but I left them that way so it would feel more like you were climbing and less like a shmup with a building in the background. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on September 03, 2011, 07:01:14 AM So you wanted the controls to feel like climbing up a building, instead of feeling like you're playing a good game? :droop:
How about this? Holding the arrow keys down aims the gun, X or C shoots the gun, and tapping the arrow keys moves. Still a little awkward, but much better. 90% of the times I die, it's because of the controls. This game is okay. The aesthetics have a lot of potential. The style and atmosphere is superb. It comes across to me as Die Hard meets Fallout 3. About the enemy designs, though. Although they're not bad, I would have much preferred killing dudes instead of random, soulless mutants. And outside of that, the enemies are pretty sparsely varied. That--other than the controls--is the biggest problem I have with the game; the repetitiveness. I've only gotten through most of level 2 (don't know how many levels there are) and it's already gotten a little tedious. Same enemies over and over again, crawl up here and destroy this generator, crawl down there and grab this item, rinse and repeat. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on September 03, 2011, 07:33:51 AM I'm gonna talk about another game at random...
Bubblegirl Rozy (http://img.photobucket.com/albums/v444/foxamess/bubblegirlgunrozy.jpg) First of all... what's up with the title? Please correct me if there's a blog post somewhere that clears all this up, but if the original game was called "Bubblegum Rossie", why is the name changed? What's the purpose of that? This game is also pretty okay-ish. The difficulty is irritating to me. In the sense that it's so easy, and gives you such an overpowered attack, that all my gaming reflexes turn off, causing me to make lots of mistakes. But I guess that's just my own fault. The graphics. Just a fair warning, I'm not going to be nice. I don't think it looks very good. It's a prime example of 8-bit doesn't automatically make for a good art design. Everything is designed and drawn okay, my complaint lies solely in the over-bearing colors. Everything is so dark and saturated; the background is especially overly-vivid, it sort of blends in with the foreground, which isn't a good thing at all. Look at Ninja Gaiden: (http://4.bp.blogspot.com/_M2EfJiavybU/SRFbyRvLYOI/AAAAAAAAAH0/Za5Xn2ga2CA/s320/2.png) See how everything's a little bleached-out? The music. It's not bad, it's adequate, but it's not very memorable and makes this blaring noise that microwaves my brain. Now it's actually been a while since I last played and beat this game, but I believe the last two or three levels (in the ship/laboratory/factory/whatever) were much better. I think the music was different, the background was more appropriately colored, and the challenge was more fun. The boss was also really fun. Rozy/Rossie herself is adorable. I like the attention paid to the detail of her body; that she is not a little girl. :P The normal/classic mode idea is great, and pretty clever. I noticed there are little trophies to collect in the game. A nice little extra I suppose, but again, I really don't see the point. Oh yes! One more thing! The screen. Why does Rozy go from one room to another when enemies and objects go through the rooms as well? Why not just having the camera scroll smoothly along? Especially in the last few levels, I'm trying to get around but the screen keeps jolting up and down, left and right. Is it to keep the game running at a decent frame rate? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on September 04, 2011, 10:22:16 AM So you wanted the controls to feel like climbing up a building, instead of feeling like you're playing a good game? :droop: Actually, yes. If by 'good game' you are referring to a game that people are immediately comfortable with because they have already played many similar games. 'Standard' controls may seem better because players have learned what to expect from this type of game, but I wanted this game to be different from that. I wanted the controls to help emphasize the fact that you are climbing a building, and the climbing is equally as challenging or more challenging than fighting off the aliens. In other words, I wanted the controls to reflect the fact that climbing a building is hard and fighting aliens is hard, so doing both at the same time is very hard. The climbing has as equal importance in the game as fighting the alien bugs, it's not just an excuse to do so. I can see how the controls can be considered as bad controls, but I put a lot of thought into them and am happy how it turned out. From watching people play the game, I typically get the sense that people have a hard time controlling at first, and later on get used to it and better at controlling the character, which is exactly what I wanted. I also tried to design the levels to take this into account; the first parts don't require as much precise or quick movement, but allow the player to get used to climbing and practice (at least this is what I was going for.) About the enemy designs, though. Although they're not bad, I would have much preferred killing dudes instead of random, soulless mutants. And outside of that, the enemies are pretty sparsely varied. Well this is a matter of opinion I guess, but the original game we remade had the player fighting against bugs or something so that is where that came from. Thinking about it now, it could have been cool to have some sort of humanoid creature as an enemy that crawls around on the building like the player does. That--other than the controls--is the biggest problem I have with the game; the repetitiveness. I've only gotten through most of level 2 (don't know how many levels there are) and it's already gotten a little tedious. Same enemies over and over again, crawl up here and destroy this generator, crawl down there and grab this item, rinse and repeat. There are 3 levels in total, so you were probably about half way through. I completely agree with you here, the game drags on a little bit too long and there isn't enough variation. Originally, the game was about finished with one level and one boss, but we decided we wanted to add in a few more weapons and levels. So I completely redesigned the first level to take into account the game was going to be longer, and added 2 more levels and bosses. Probably around the time of doing the beginning of the 3rd level I was getting the sense that the game was dragging on a bit and would probably benefit from condensing the levels down. We didn't have enough different gameplay ideas to keep things seeming completely fresh throughout the entire game. At that point, the actual development of the game had been dragging on for a while and we decided to just to leave the levels as they were instead of doing another complete redesign. I thought it was better to keep the game as what I thought was 'pretty good' than possibly risking months on doing a redesign. There is also a good chance the game would never have gotten finished at all if we took that path! Thanks for giving feedback on the game! I have actually been meaning to post this game in the feedback section, because I haven't really gotten too much in-depth feedback from someone taking a critical look. So your feedback is much appreciated! :gentleman: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on September 04, 2011, 01:19:21 PM Oh, well, in regards to controls, I guess that's a pretty decent argument. I suppose the game would be really easy otherwise...
You're welcome, too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on September 04, 2011, 07:24:38 PM So is it not against the rules for me to just post mini-reviews of all the released games here? Because I have a lot to say about pretty much all of them.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on September 05, 2011, 02:34:45 PM You could, but I doubt their authors would be around to acknowledge them. You should try emailing their respective creators with feedback instead. It's just that this project's pretty old, so they might not care about modifying their game in response.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Davoo on September 06, 2011, 12:16:46 AM Cool, thanks for telling me. I think I'm going to continue, because like I said, there's a LOT to say.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: WelcomeToAwesomeness on September 10, 2011, 08:05:26 PM Spread fire is a no go. Someone else can take it
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 11, 2011, 09:25:41 AM Here are the Ooze photos:
Here is some of the code: (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0158.jpg?t=1315761369) Here is the main enemy: (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0157.jpg?t=1315761368) Here is a blurry picture of the first part of level 1: (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0156.jpg?t=1315761368) Here is a blurry picture of the snake enemy: (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0155.jpg?t=1315761368) This is a very blurry picture of the coins (and "Ooze guy") (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0152.jpg?t=1315761367) Here is a picture of the top of the screen: (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0151.jpg?t=1315761367) And here is the last picture, and it is of "Ooze Guy" (lol) (http://i1110.photobucket.com/albums/h446/jjbproductions/IMG_0150.jpg?t=1315761367) Thank you for looking, and I am sorry I took these pictures from my iTouch rather than from my computer, I was very rushed when I took the photos. Also, incase you are wondering, I have a mac, but I have to use Parallels to run my engine (MMF2 Developer). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jack Mcslay on September 13, 2011, 04:31:48 PM Here are the Ooze photos: You couldn't just use printscreen? Here is some of the code: And from the little it's shown, it looks like the original ooze with slightly improved graphics, honestly Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on September 13, 2011, 04:47:58 PM Yeah you need to step it up gameplay wise and find an artist, or work on a different game. Right now it just doesn't compare to the other remakes.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 15, 2011, 02:48:03 PM Sorry that I showed you guys pretty bad pictures of the game. As for gameplay wise, the game is different from the original Ooze, even though the screenshots might of not made it seem like that. As for the graphics, I did make them so I am sorry they seem so similar to the original games graphics. I guess I will either make new graphics or get an artist. For now though I am going to use the graphics seen in the screenshots as placeholders.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Armageddon on October 19, 2011, 10:02:20 PM Is this still going? I'd like a game. :shrug2:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on November 28, 2011, 02:18:32 AM Attention all programmers! Progress on Megalonia has been stalled for a while, so I'm looking for someone willing to finish a SHMUP. If anyone is interested (and are sure they have time!) then message me.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Geeze on November 28, 2011, 03:44:24 AM My apologies about that.
@Someone who'll take over: I f there's any questions about the code(If not doing it from scratch) feel free to ask. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on December 04, 2011, 03:36:59 PM So how far along did you guys get?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on December 04, 2011, 05:45:55 PM So how far along did you guys get? I'm not sure on the game itself, but this is how far the music got... http://artembank.bandcamp.com/album/megalonia Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Lilfut on December 07, 2011, 06:37:57 PM I'd like to throw in my hat for Evil Empire, IF using game creation programs is allowed. I'd like to use Sim RPG Maker 95 to create a Fire Emblem clone with it.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on December 07, 2011, 07:42:05 PM I'd like to throw in my hat for Evil Empire, IF using game creation programs is allowed. I'd like to use Sim RPG Maker 95 to create a Fire Emblem clone with it. I'm pretty sure game creation programs are allowed, as a majority of the games are made in Game Maker and MMF2. EDIT I just looked at Evil Empire, and it appears to be a platformer. I don't know if you are allowed to altogether change a game genre, especially since platformer and Sim RPG are very different genres. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 11, 2012, 01:58:01 AM Having to drop the Project I was working on due to some serious computer problems; the source-code got corrupted in a forced Windows Update. ._.
Is this still going down? What projects are still open? Anything that -Isn't- a SHMUP? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 12, 2012, 01:29:59 PM Here are the game that are probably available. That is, no one's given any sign that they're being woked on.
____________ Fire Breathers G Force Fighter (Horizontal SHMUP. Wasn't this the one you were working on?) Dam Busters Sharks Spread-Fire (Vertical SHMUP) Micro-Mike (Horizontal SHMUP) Underground Cry Baby Crazy Shuffle Lollipops Evil Empire Billy-Bob Bits and Pieces Manchester Beat The Boss Hambo's Adventure Ninja Assault Robbie and the Robots The Cheetahmen Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on January 12, 2012, 02:44:09 PM They shouldn't be shmups. Admittedly our game was turned into a shmup from an arena shooter, so it's not a good example. But the whole ideas is finding whatever could be good in the original and bringing it out into something unique and playable.
And come on guys, Cheetahmen. No one has done Cheetahmen. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 12, 2012, 03:07:29 PM Cheetahmen is pretty intimidating, and I understand beat em'ups are challenging to build.
Action 52 games I'd have liked to have seen remade. Manchester Beat - This'd probably take too much ambition for anyone to attempt. Cry Baby - This is the only Action 52 game that had a mechanic that interested me. Climbing on furniture is kind of neat. Dam Busters - At first I thought this game was about Sumo wrestlers that shot balls out of their bellies. Admittedly I'm not as interested now that I now it's about beavers or something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on January 12, 2012, 03:16:51 PM Slashers is still being worked on, albeit slowly.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 12, 2012, 03:29:10 PM Who's working on Slashers? It says Cosmic Fool on the old sign up sheet but I don't know if that's relevant.
@unsilentwill - Storm Over the Desert was awesome. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Dragonmaw on January 12, 2012, 03:54:58 PM Me and Cfool, although it's been a bit long in production.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 12, 2012, 05:25:15 PM I always imagined Improved Dam Busters as being basically Pocky and Rocky. It'd be pretty fun to make. If no one else does it I will try.
Lollipops is my favorite Action 52 game ever; I've always seen it as being an incredibly morose and gloomy game despite its cheery-sounding plot. Completely by accident, of course, but the fact remains that the black backgrounds, completely abstract graphics, and insane sound programming give it a lot of character. edit: Alistair hasn't been on this site since halfway through past year. I am unofficially claiming Dam Busters, but I'll step down if he comes back in (and just re-asset anything I've already built up and continue working, I've wanted to make a P&R thing for a long time). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on January 12, 2012, 07:21:39 PM Here are the game that are probably available. That is, no one's given any sign that they're being woked on. Lolipop is taken by Jtreiner(http://forums.tigsource.com/index.php?action=profile;u=47321), I don't know if he is still going to do it, but since we are friends in actual life I will ask him. If you don't believe that he signed up for it for some reason check out this website: http://www.superfundungeonrun.com/action52/index.php____________ Fire Breathers G Force Fighter (Horizontal SHMUP. Wasn't this the one you were working on?) Dam Busters Sharks Spread-Fire (Vertical SHMUP) Micro-Mike (Horizontal SHMUP) Underground Cry Baby Crazy Shuffle Lollipops Evil Empire Billy-Bob Bits and Pieces Manchester Beat The Boss Hambo's Adventure Ninja Assault Robbie and the Robots The Cheetahmen Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 12, 2012, 07:30:01 PM If you don't believe that he signed up for it for some reason check out this website: http://www.superfundungeonrun.com/action52/index.php King Hades made that list include games that haven't had any apparent progress in a long time. Dam Busters is taken too, as are a bunch of the other ones, they just got (seemingly) dropped or delayed to a point where someone else might be able to do something with them. I hope Jtreiner finishes it, though, because I love that game and his rendition was looking classy. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 14, 2012, 01:34:25 AM Crazy Shuffle it is. I shall have this done post-haste!
BTW, does anyone know where we can read the write up "stories" for each of the games? I deviated with Meong, but want to stick a bit closer to the source this time around. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 14, 2012, 01:51:54 AM Good luck with that, here's a transcript of the manual. http://www.nesworld.com/manuals/action52.txt
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 14, 2012, 02:48:44 AM Crazy Shuffle is a Card Matching game?
HUUUUH. Well wow, it's nice to see how focused the original developers were, it's certainly not a card matching game at all! Well, setting about to work on this, nearly got the basis of the engine done. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: lowpoly on January 14, 2012, 09:29:38 AM Good luck with crazy shuffle, I'm still somewhat disappointed I never got around to finishing it, hopefully you can!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on January 14, 2012, 10:20:18 AM I look at the list and see Megalonia under a different name than the person doing it now. How accurate is that list?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on January 14, 2012, 11:59:38 AM Crazy Shuffle is a Card Matching game? Since you wanted the website with the stories, here is the wayback machine archive of it: http://web.archive.org/web/20090408081601/http://cheetahmen.silius.net/action52n.txtHUUUUH. Well wow, it's nice to see how focused the original developers were, it's certainly not a card matching game at all! Well, setting about to work on this, nearly got the basis of the engine done. The archive does still work Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on January 14, 2012, 12:03:13 PM the list and this project are long left behind.
doesn't mean you can't work on it, but none of the information in this thread is reliable anymore Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on January 14, 2012, 12:17:53 PM Honestly, there's still some interest in this project, as seen from the recent activity. Does anyone have a complete list of currently finished games? Can we do a sound off on the developers actually working on a title, or that have something half finished?
This project doesn't have to die, but it doesn't have to be rushed to the end either. It can just be something for folks to do when inspiration for a completely new game doesn't come along. Who's got access to edit the list? And mr. podunkian could put this info into the first post if enough of us want to figure it out and make this project live again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 14, 2012, 09:03:43 PM I think podunkian threw a fit when, unsurprisingly, fifty-two people weren't able to coordinate game production very well.
I'm pretty sure he gave up on organizing the project. Which sucks, because I think there's still a speck of interest, and besides the whole thing was worth it for the new Mash Man. edit: Well, "threw a fit" is an obnoxious word choice, but he wasn't very happy and I'm pretty sure he stopped paying attention to the project. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on January 14, 2012, 09:22:54 PM I don't suppose there's any way to give someone control over the topic post then. :/
Darn. Maybe if a new one's started and then we just relay the past information. I don't know... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 14, 2012, 09:25:49 PM I'm sure he'd be okay with someone starting it up again so long as the someone isn't him. It's a tough job to keep track of this many people on this many dissimilar games and keep a quality standard up as well. If someone's willing we could PM him about it, and making a new thread might be a nice way to reintroduce the idea to the community.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on January 16, 2012, 02:31:16 PM Jtreiner is not making Lolipops anymore :(.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 17, 2012, 01:52:49 AM What a shame!
You know, re-reading the first post, it's kind of impressive that podunkian was hoping for "two weeks". How... optimistic. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 17, 2012, 01:58:25 AM What a shame! You know, re-reading the first post, it's kind of impressive that podunkian was hoping for "two weeks". How... optimistic. I think a lot of people had different viewpoints on how "big" they wanted their game to be, whereas Podunkian was expecting folks to follow a format akin to A52, in that these are -mini- games of a collection; which would be the reason why the Cheetahmen game was going to be such a big -deal-. I'm not entirely innocent in this; I had a few bumps with Podunkian concerning the pigscene irc, delaying release and whatnot, but watching the thread constantly I could see a lot of people seeing this as a "breakthrough" chance in that, hey, these are already bad games, ANYTHING would be better, and they're all pretty simple, amirite? A progress update on Crazy Shuffle - I have a basis for a few enemies, but I need to set up an actual level system and finish a few enemies. I'm going with a hybrid of the original write-up and the actual game; it's confusing, but hopefully I can explain it via process of demo. I'm going small scale, so after my Finals here in Kyoto I'll be finishing it off in no time. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Painting on January 17, 2012, 03:23:41 AM I think a lot of people had different viewpoints on how "big" they wanted their game to be, whereas Podunkian was expecting folks to follow a format akin to A52, in that these are -mini- games of a collection; which would be the reason why the Cheetahmen game was going to be such a big -deal-. That makes sense. Still, fifty-two games, each by a different person or group of people, all held to a high standard of quality... it's a lot to hope for. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 17, 2012, 11:17:50 PM Crazy Shuffle, or at least a playable demo, should be ready in a short time.
Anyone up for collaborating on a First Person NES-style RPG for this project? I think it needs some diversity on that front. [EDIT] Got this incredibly annoying bug which seems to be going down; player won't loop around the room now that I've placed tiles in it. What gives? I may upload what I have sometime shortly, mainly because the core principle is there save for deaths and scores, and I wanna see if the Core Principle is -fun-. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 28, 2012, 04:55:02 AM Bumping awareness of this;
In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak. Crazy Shuffle - Expect some form of this playable tonight, but bare bones for now. Truthfully though, it shouldn't take much more beyond that. Potential Projects to tackle next; Micro-Mike: I would turn this into a Side Scrolling Racing Game. I have a concept down, I'd just need to make the thing. Evil Empire: I'd shoe-horn Blue Midnight into this and continue the story of Meong, turning it into something of a Side-Scrolling Metroid-Vania of sorts. Hambo's Adventure: I'd be interested in turning this into something a bit more, well, "fleshed" out. Billy-Bob: Prince of Persia. Cuz yeah. Truth be told, Billy-Bob was one of the best games on A52, so it wouldn't be hard. Aside from odd jumping, the controls are a lot more fluid than PoP, lends itself more to trigger responses. Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind. Bits and Pieces: Mix and Match Side-Scroller; The parts you equip altering your abilities. The Boss: I'm Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 28, 2012, 04:03:40 PM Quote from: Neonlare In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak. Cool, just remember that the goal of this collab is to make great games, not to fulfill a quota. That kind of mentality is what created Action 52 in the first place.Quote from: Neonlare Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind. A Multiplayer Action Rpg?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on January 29, 2012, 06:58:40 AM Quote from: Neonlare In 3 days I'll be going full sprint on as many projects as possible for this. It's time to Finish the Fight, so to speak. Cool, just remember that the goal of this collab is to make great games, not to fulfill a quota. That kind of mentality is what created Action 52 in the first place.Quote from: Neonlare Fire Breathers: I'd turn this into an Action RPG, I'd need some assistance on that ground, but it shouldn't be too hard with the concept in mind. A Multiplayer Action Rpg?Of course paying heed to the actual goal and a set standard is pretty important, really do need to crank up the work load with this though; we got so much at hand! Concerning Action RPG, Multiplayer would be awesome to implement, but I don't know how to get the basic net-code working for that kind of thing. On that subject; Crazy Shuffle - Alpha Edition : Bare bones, very very bare bones, I have more of the engine done but this is just to test out the core mechanics. C selects on the menu, X fires in game. Arrow Keys of course, to move. Comments appreciated! It's very early though, so don't expect too much~ Co-Op does NOT work yet; as said before I need to find some netcode to get it working. Just play Single for now. http://dl.dropbox.com/u/9780777/Crazy%20Shuffle%2001.zip Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 29, 2012, 10:02:05 PM Played your Crazy Shuffle. Killer opening dude, and I love the Irish themes.
Some comments (Sorry if I mention anything you where already going to implement or fix): ____ Is there a way to skip the opening? If not you'll want to add that option. It's a nice opening but I don't want to watch it every time I start the game. I'd like to be able to skip those black title screens before each level as well. You can't shoot again until your last bullet has left the screen. This means when I'm at the bottom of the screen I can shoot downwards in quick succession but shooting upwards I have to wait a while. Not sure if this needs to be fixed but you might want to change it so you can shoot again after a fixed amount of time has passed. You can still shoot after you've died. Is this a glitch or does it have something to do with Co-op? The runner enemies do this glitchy thing where they momentarily appear on the side of the screen and then disappear. It's like they get blocked by something and then run back off screen. Since dying sends you so far back it'd be nice if there was a way to regain health. Sometimes an enemy will spawn where I'm standing. __ That's all I've got for now. The games looking good so far. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on February 03, 2012, 10:00:22 AM Played your Crazy Shuffle. Killer opening dude, and I love the Irish themes. Some comments (Sorry if I mention anything you where already going to implement or fix): ____ Is there a way to skip the opening? If not you'll want to add that option. It's a nice opening but I don't want to watch it every time I start the game. I'd like to be able to skip those black title screens before each level as well. -- Done! You can skip most of the intro by pressing X during load up. You can't shoot again until your last bullet has left the screen. This means when I'm at the bottom of the screen I can shoot downwards in quick succession but shooting upwards I have to wait a while. Not sure if this needs to be fixed but you might want to change it so you can shoot again after a fixed amount of time has passed. -- This is deliberate, it's mainly part of game balance; do you risk getting up close and landing the shot, or do you try and play it safe and fire from afar, knowing it could leave you open if you miss? I did however increase the hit-box for the card, so it should be a lot easier to land things. You can still shoot after you've died. Is this a glitch or does it have something to do with Co-op? -- Nope, this was a bug, has been fixed now. The runner enemies do this glitchy thing where they momentarily appear on the side of the screen and then disappear. It's like they get blocked by something and then run back off screen. -- As confusing as it may seem, I'm more prone to keeping them doing that, for two reasons, the first being is that it's much more common to see it happen for the "Enraged" version, and it makes sense; it's supposed to be harder, secondly is that it does also seem more reminiscent of some of the glitches you find in NES games in general, but the second point is more of a personal opinion than anything else. Since dying sends you so far back it'd be nice if there was a way to regain health. -- Considering it, but then again I'm unsure how exactly this would impact it. Technically the Health bar is more of a Life Count, but more frequent waypoints would be a good idea. Sometimes an enemy will spawn where I'm standing. -- They'll still do this, but this time they come in blinking; you can't hit them, and neither can they hit you. __ That's all I've got for now. The games looking good so far. I've yet to upload a new version to my Dropbox, but I have made some substantial changes to the game. They're as follows; Skippable Intro. Darkened Turf tiles to make active objects more visible. Reduced duration of "pre-round summary" to around 40%. Fixed shooting after dead glitch. Introduced flashing spawn mobs to give the player a chance to avoid them when they spawn. The Basis for the first Boss, including two songs and some sprites (have yet to begin scripting it). To Do List: Design the next 3 Acts Place the remainder of monsters into the stages themselves Finish Bosses Complete entry for Crazy Shuffle. Potential Next Projects: Fire Breathers - Considering this purely from the perspective that it's a chance to do something -other- than a shooter or a side-scrolling game for A52O. As for Battle Systems, here's what I've come up with; effectively, the screen is divided up in half, one top, one bottom, depending on which type of multiplayer you go for. Co-Operative Wise, the goal is to beat the enemy on the other side with your Dragon; you control it and fire upwards, effectively like Space Invaders, but with complexities thrown in here and there. Vs. mode would be a little different; each player has something akin to 4 bases, or crystals. The players have to bombard one another with attacks on either end, either attacking each other's dragons to stun them briefly or going directly for the crystals themselves. A Mana bar is included for both players, so they don't just spam fireballs at one another, since a mid-air collision destroys said fireballs and allows each player to defend their own base. Upgrades would be included in the field for Versus, which would throw more dynamism to the gameplay mechanic for said mode. Micro-Mike: Side Scrolling Racing game; the focus is to navigate series of walls and obstacles, picking up powerups such as rockets or boosters to keep in first place. C accelerates and X uses a powerup, of course releasing C would slow the craft down. Would love to put a cheesy 80s cartoon spin on this. Evil Empire: Very much would focus on a more Zelda II esque realm of gameplay here; with experience and leveling up, but much more focus on navigating perilous terrain and riddles rather than pure on hack and slash. The Boss: This would definitely turn into some form of homage to Contra, if I could pull it off. Of course I'm not a fantastic programmer, it'd take some while getting a few of these things done. :handanykey: :biglaff: :handjoystick: Really is a case of dedication though; and we're so far into this project that there's no real reason to just let it disappear now. Is anyone else around that still wants to work on stuff for this? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on April 19, 2012, 03:30:59 PM So... what's going on with your games everyone? :shrug2:? Ooze hasn't had much (or any) progress but don't worry I haven't given up
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on May 15, 2012, 03:43:05 AM Just letting you know that Megalonia is canned... so yeah, this is probably dead.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: shojin on May 28, 2012, 05:49:50 AM Consolation prize, here's the soundtrack for it..?
http://abankmusic.com/index.php/music/professional/57-megalonia Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: TheCoolGman on June 15, 2012, 09:31:08 PM Man, I remember reading about this thread when it was still young and the blood was flowing. I recently saw that handCraftedRadio made a kickass launcher and I decided to update it since it was missing a few remakes and some were added after he made the launcher.
Here's a link: http://xylem.netne.net/uploads/Action52_Owns_Launcher.rar Extra's and Notes: -A Steam grid icon, for those who use Steam and want this in their Steam library. -They Came... and Space Dreams DX don't have their files, I've contacted Hangedman and hopefully he'll hook me up with Space Dreams DX so I can update the launcher. If anyone has the zip for They Came... please upload it again. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 16, 2012, 05:44:35 AM I'll dredge it up when I get home in a few hours.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on June 16, 2012, 07:04:47 AM The download doesn't seem to work for me. I tried 3 times and every time it stops around 30mb. It's awesome you took the time to update it though!
Also, we did a game that was originally based off of the Sharks game and meant to be in action 52. But it ended up turning into something different (a multiplayer only game) and then I never ended up posting anything about it here. It's pretty much done but I haven't released it yet. Here is a video if you are interested: http://www.youtube.com/watch?v=qfmB-8O-NUg (http://www.youtube.com/watch?v=qfmB-8O-NUg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: TheCoolGman on June 16, 2012, 11:29:50 AM Also, we did a game that was originally based off of the Sharks game and meant to be in action 52. But it ended up turning into something different (a multiplayer only game) and then I never ended up posting anything about it here. It's pretty much done but I haven't released it yet. Here is a video if you are interested: http://www.youtube.com/watch?v=qfmB-8O-NUg (http://www.youtube.com/watch?v=qfmB-8O-NUg) Saw this, I knew some inspiration was taken from Sharks. Looks quite fun. Anyways, here is the alternate download link: http://www.mediafire.com/?oscphy92u0xw299 This archive shouldn't be corrupt something happened last time. Though you will have some of my saves and high scores in this one. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Hangedman on June 17, 2012, 08:51:08 AM All right, here's a rerelease of Space Dreams. Fixed a few bugs, cleaned a few things up. Still kind of shite, but that's part of the charm.
https://dl.dropbox.com/u/7216965/SDDX131.zip (https://dl.dropbox.com/u/7216965/SDDX131.zip) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on June 24, 2012, 03:32:28 PM I liked Space Dreams. It was my favorite Action 52 Owns Shootemup. I really loved the combo system (shoot and hit an enemy then your combo goes up. Shoot but fail to hit an enemy then your combo resets to 0). I don't know how unique something like this is to Shootemups (I haven't played a lot of the genre) but it's a concept that I think has a lot of potential.
As an aside Hangedman, this new release of Space Dreams is way buggy. The cutscenes have screechy audio and now the player pacifier can only move in the middle 2/4ths of the screen, enemies also only respawn in this area. At least that's how it is on my computer. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AkitoKun on August 29, 2012, 01:05:36 PM I choose Hambo Adventures :lol: this is my sprite of Hambo: (http://img521.imageshack.us/img521/5323/hamboyehbaby.png)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AbortedSlunk on August 29, 2012, 05:40:13 PM I've relieved Neonlare from his "The Boss" duties. Really going to enjoy making a 40's, gangster-themed shooter with an ensemble cast of various reptiles and amphibians.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 03, 2012, 08:52:31 PM I'm glad to see this project is (sort of) coming back to life :)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on September 04, 2012, 07:50:54 AM One day it will be complete.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AkitoKun on September 09, 2012, 12:10:24 PM I made a test level yeah :laughter:
http://www.mediafire.com/download.php?3by61qo3oeho6aw Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 16, 2012, 11:24:47 AM I would love to play your test level but I am unfortunately running a Mac and it doesn't work with Wine :( ...
Still the character model for Hambo looks awesome as many people have said in your page for Hambo's Adventure (http://forums.tigsource.com/index.php?topic=28346.0). Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: AkitoKun on September 19, 2012, 10:50:34 AM Thanks Bro :tearsofjoy: and sorry about your pc problem :concerned:
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on September 28, 2012, 04:34:24 PM Well, I've been working in Java for about half a year now, and I'm considering doing Ooze or Firebreathers if the people who claimed them never finished/dropped the project (because not only are these two part of a 3 way tie for my favorite (concept for a game) on the cart I have a mostly complete platformer engine from another project I could tweak for an Ooze fairly easily. I could also probably make a mostly perfect engine from scratch for Firebreathers in a few hours, as its really not a complex game at all (excluding enemy AI that REALLY should have been in the original game...), everything in it I've done something similar for one of my other projects...). If you'd like me to, I could try and help out, but I can't make any promises about how fast I could keep updating between school and the previously mentioned platformer I'm making...
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 28, 2012, 11:13:31 PM I'm technically still working on Ooze, because while I haven't worked on it in quite a while, I really don't want to give up on it. I plan on resuming my work on it within the next two months.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: moi on September 29, 2012, 06:01:47 AM I don't see why there couldn't be several versions of the same game.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on September 29, 2012, 09:37:33 AM I don't see why there couldn't be several versions of the same game. Well yes, techically I COULD make another version of Ooze, but jakomocha says he's still working on it, and I'm honestly interested to see how he interprets it. ...and there are still other games that I could focus on instead, theres 6 unclaimed I believe and I'm still waiting to see whether or not Firebreathers has been dropped. So even if jakomocha covers Ooze, theres other ways I can contribute. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on September 29, 2012, 11:53:14 AM If your going by this(http://www.superfundungeonrun.com/action52/index.php) to see which game are available, don't. It's been abandoned for maybe three years and the only reliable information you can take from it are the games listed as completed.
Here's a list of games not finished and also who might be working on them maybe. ___________ FireBreathers Status: Gravity Games G-Force Fighters Status: Free as far as I can tell Ooze Status: jakomocha Dam Busters Status: Free as far as I can tell Haunted Halls of Wentworth Status: radix, no sign of progress though Sharks Status: Free as far as I can tell Megalonia Status: Free as far as I can tell French Baker Status: Glyph/Saint Gut Free, They had a basically finished build of the game with no graphics, I haven't heard any progress since. Any interested artists might try contacting them. Spread-Fire Status: Free as far as I can tell Micro-Mike Status: Paul Eres, no sign of progress though Underground Status: Free as far as I can tell Non Human Status: FrankieSmileshow, thread (http://forums.tigsource.com/index.php?topic=27696.0). Progress has stopped but hopefully it'll start up again. Slashers Status: Dragonmaw/Cfool, no sign of progress though Crazy Shuffle Status: Neonlare, has a build of it linked in his signature. Lollipops Status: Free as far as I can tell Evil Empire Status: Free as far as I can tell Billy-Bob Status: Free as far as I can tell Bits and Pieces Status: Free as far as I can tell Manchester Beat Status: Free as far as I can tell The Boss Status: AbortedSlunk, thread (http://forums.tigsource.com/index.php?topic=28197.0) no sign of progress though Hambo's Adventure Status: AkitoKrueger, thread (http://forums.tigsource.com/index.php?topic=28346.0) no sign of progress though Ninja Assault Status: Free as far as I can tell Robbie and the Robots Status: Free as far as I can tell Cheetahmen Status: Free as far as I can tell Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on September 29, 2012, 03:43:37 PM If your going by this(http://www.superfundungeonrun.com/action52/index.php) to see which game are available, don't. It's been abandoned for maybe three years and the only reliable information you can take from it are the games listed as completed. Your list is pretty accurate. And yeah, the online list from the superdungeon website is inaccurate, as many developers who claimed games on their have now dropped them. Here's a list of games not finished and also who might be working on them maybe. ___________ FireBreathers Status: Free as far as I can tell G-Force Fighters Status: Free as far as I can tell Ooze Status: jakomocha Dam Busters Status: Maybe taken by Painting, although I haven't seen any assets yet. Haunted Halls of Wentworth Status: radix, no sign of progress though Sharks Status: Free as far as I can tell Megalonia Status: Free as far as I can tell French Baker Status: Glyph/Saint Gut Free, They had a basically finished build of the game with no graphics, I haven't heard any progress since. Any interested artists might try contacting them. Spread-Fire Status: Free as far as I can tell Micro-Mike Status: Paul Eres, although I haven't seen any assets yet Underground Status: Free as far as I can tell Non Human Status: FrankieSmileshow, thread (http://forums.tigsource.com/index.php?topic=27696.0). Progress has stopped but hopefully it'll start up again. Slashers Status: Dragonmaw/Cfool, although I haven't seen any assets yet. Crazy Shuffle Status: Neonlare, has a build of it linked in his signature, although I haven't heard any progress since. Lollipops Status: Free as far as I can tell Evil Empire Status: Free as far as I can tell Billy-Bob Status: Free as far as I can tell Bits and Pieces Status: Free as far as I can tell Manchester Beat Status: Free as far as I can tell The Boss Status: AbortedSlunk, thread (http://forums.tigsource.com/index.php?topic=28197.0) Hambo's Adventure Status: AkitoKrueger, thread (http://forums.tigsource.com/index.php?topic=28346.0) Ninja Assault Status: Free as far as I can tell Robbie and the Robots Status: Free as far as I can tell Cheetahmen Status: Free as far as I can tell Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on September 29, 2012, 07:22:03 PM Welp, I guess I'll probably start working on Firebreathers sometime soon. I have a couple of ideas for Manchester (and I could use the aforementioned game engine thats being worked on), but I have several more for Firebreathers. Wish me luck!
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on October 03, 2012, 06:50:58 AM Hey folks, saw this coming back to life and thought it was pretty amazing! I stopped work on Crazy Shuffle because of the lack of interest, and that was about 3 hard drives ago but I have both Good and Bad News.
Good News is that I backed up the latest edition onto my Dropbox (I think, if not Dropbox then one of my Memory Sticks, either way I KNOW it's backed up somewhere), and it was something like 70-75% complete. All I needed to do was compose boss music, finish the bosses for each area and add local multi-player compatibility. Bad News is that I worked on the project with Game Maker 8.1, and was using an ogg.dll to play music and the likes. I've now upgraded to Game Maker Studio, but that means that these .dlls shouldn't work any more. Unless I get my hands on Game Maker 8.1 again, or have someone else compile the code, I won't be able to work on the project again until Studio gets .dll support again or I downgrade temporarily to 8.1. Unless I'm wrong about Game Maker Studio, which I hope I am. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 03, 2012, 07:53:42 PM Hey everyone, here is your guy's first look at my remake of Ooze (don't count my other screenshots, I have started the game over):
(http://i1110.photobucket.com/albums/h446/jjbproductions/ScreenShot2012-10-03at84725PM.png?t=1349322553) Yeah, I know I am not a good artist or anything, but still, this is probably the best art I have ever made. Do you notice the gadget belt on the "Ooze man"? That is a feature I am hoping to implement (the red gun is Ooze's main laser gun, the black one is a normal gun which may or may not be implemented, and the yellow thing is a secret ;D which may or may not be implemented). So, give me your feedback on the sprite! Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 04, 2012, 05:40:34 PM Hey everyone, here is your guy's first look at my remake of Ooze (don't count my other screenshots, I have started the game over): (http://i1110.photobucket.com/albums/h446/jjbproductions/ScreenShot2012-10-03at84725PM.png?t=1349322553) Yeah, I know I am not a good artist or anything, but still, this is probably the best art I have ever made. Do you notice the gadget belt on the "Ooze man"? That is a feature I am hoping to implement (the red gun is Ooze's main laser gun, the black one is a normal gun which may or may not be implemented, and the yellow thing is a secret ;D which may or may not be implemented). So, give me your feedback on the sprite! Well, I'm not pixel artist (as you can clearly tell by my avatar...), but I say it looks...okay to bad depending on the style you're going for. If you're going for an 8-bit style then I guess it looks okay, but the head looks a bit strange to me. However it clashes hard with the graphics from most of the other remakes (most of the ones I've seen seem to go with a Cave Story-esque style for some reason). I probably shouldn't be so much of a critic considering that I probably couldn't animate a sprite that big (Well, unless you scaled it up for viewing...), and you've at least already started your project, but meh. Unless you're going for an 8-bit feel (or are lazy like me and always do shading last...), you should probably get an artist to do the graphics for you. EDIT: Out of curiosity, what direction are you going with for the game gameplay-wise? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 04, 2012, 06:19:48 PM Hey everyone, here is your guy's first look at my remake of Ooze (don't count my other screenshots, I have started the game over): (http://i1110.photobucket.com/albums/h446/jjbproductions/ScreenShot2012-10-03at84725PM.png?t=1349322553) ... Well, I'm not pixel artist (as you can clearly tell by my avatar...), but I say it looks...okay to bad depending on the style you're going for. If you're going for an 8-bit style then I guess it looks okay, but the head looks a bit strange to me. However it clashes hard with the graphics from most of the other remakes (most of the ones I've seen seem to go with a Cave Story-esque style for some reason). I probably shouldn't be so much of a critic considering that I probably couldn't animate a sprite that big (Well, unless you scaled it up for viewing...), and you've at least already started your project, but meh. Unless you're going for an 8-bit feel (or are lazy like me and always do shading last...), you should probably get an artist to do the graphics for you. EDIT: Out of curiosity, what direction are you going with for the game gameplay-wise? Once again, I deeply appreciate the feedback! :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 04, 2012, 08:01:24 PM Well, I can relate to you with the 8-bit thing, trust me. I'd say make the head rounder, the eyes a tad bit larger and the neck a bit shorter (depending on how much you round the head, a more pronounced chin might do your sprite justice as well). As for shading, 8-bit art typically doesn't need or use it, but if you find you want to add a little shading, I suggest dithering (if you know what that term means). As it stands though, you don't really need shading, so long as you stick to the 8-bit theme.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 04, 2012, 08:19:36 PM Thank you for all your help! I am going to try apply your advise to my sprite to make it look better.When you mentioned that I should get an artist earlier, I would love to but I don't really know anyone who would want to make art (and animate) for me without payment. Including, I would feel bad about putting all that workload on someone. I know there are some people on this forums who can make awesome art in a second, but as I said in the sentence above, I would feel bad putting that workload on someone unless they were really up to it. However, for the music part, I am definitely going to need someone to remake the Ooze song for me as I CANNOT compose songs (even though I am fine at remixing them and doing sound effects and noises)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 04, 2012, 08:44:27 PM I could try and see if I can come up with a good remix. Any specific style you have in mind or should I keep with the 8 bit theme?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 04, 2012, 08:59:02 PM Wow really? That's so nice of you. Here is the Ooze song (http://www.youtube.com/watch?v=-YshPvV7pH4). You know better than I do about this sort of stuff, so whatever theme you think works best (either 8 bit or something else). Just make sure that your remake is catchy just like the original (but a good kind of catchy, not the annoying kind in the original song.). Thank you!!!
Oh, and just to let you know, right now I am remaking the Ooze sprite. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 05, 2012, 07:51:46 AM K, I'll start in it when I have time. It would help if I knew the feel you're going for with the game, so I know the direction to go with the music.
EDIT: Well, here's a few minutes work. Tell me if it fits the feel of your game or not so far. http://dl.dropbox.com/u/29071079/SimpleOozeRemix.mp3 (http://dl.dropbox.com/u/29071079/SimpleOozeRemix.mp3) ...and yes, I did start this by ear before I remembered that I could just check if VGMusic had a MIDI...ah well... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Nate Kling on October 05, 2012, 09:51:36 AM @jakomocha: Here's a very quick edit for your sprite. I just changed some proportions and altered the colors. Try to simplify the shapes like making the head a big square. Colors are a hard thing to learn and take time and practice but try not to use overly saturated colors. I threw some redish color on the skin to help it look a little more alive. I would suggest start making your game with your own graphics, if it comes along far enough you can probably find an artist to do the graphics.
(https://dl.dropbox.com/u/795491/edits/green_guy.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 05, 2012, 02:15:20 PM @jakomocha: Here's a very quick edit for your sprite. I just changed some proportions and altered the colors. Try to simplify the shapes like making the head a big square. Colors are a hard thing to learn and take time and practice but try not to use overly saturated colors. I threw some redish color on the skin to help it look a little more alive. I would suggest start making your game with your own graphics, if it comes along far enough you can probably find an artist to do the graphics. (https://dl.dropbox.com/u/795491/edits/green_guy.png) It seems a bit too blocky to me, but the colors here do look a lot more natural. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 05, 2012, 08:08:43 PM First and foremost, here are the newest Ooze sprites!!!
(Bigger version): (http://i1110.photobucket.com/albums/h446/jjbproductions/Ooze2Larger.png) (Actual Size): (http://i1110.photobucket.com/albums/h446/jjbproductions/th_OozeActualSize-1.png?t=1349491840) Yeah, I know, there is a big difference. So tell me what you guys think. I completely re-drew him. Next thing, for your song. I love it! However, it feels very arcadey- and I am not quite sure if that is what I am aiming for. Maybe I should wait until I am further in game development until I focus on the audio. Otherwise, you did a great job! Thank you so much! Do you think Ooze should feel arcadey? And Nate, thanks a lot for the improved drawing. I like how you varied the colors. However, I think I prefer my updated and less-blockly drawing more. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 05, 2012, 08:39:26 PM I think an older arcade feel actually would work nice for it, considering you're going with retro styled graphics. If you don't like the feel of the song however, I could try for a different feel (you think it might be because of the slower tempo?).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on October 05, 2012, 08:42:07 PM My version of oozeman:
(http://i883.photobucket.com/albums/ac40/handCraftedRadio/oozeman.png) The shrunken arm and rubbery gun are gameplay features. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 05, 2012, 09:15:00 PM My version of oozeman: (http://i883.photobucket.com/albums/ac40/handCraftedRadio/oozeman.png) The shrunken arm and rubbery gun are gameplay features. That's honestly almost exactly like my imagining of the Ooze man, but with a slightly shorter Mohawk, and mine had a more Sci-fi/futuristic styled gun and suit. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on October 06, 2012, 08:03:08 AM Hey folks, saw this coming back to life and thought it was pretty amazing! I stopped work on Crazy Shuffle because of the lack of interest, and that was about 3 hard drives ago but I have both Good and Bad News. Good News is that I backed up the latest edition onto my Dropbox (I think, if not Dropbox then one of my Memory Sticks, either way I KNOW it's backed up somewhere), and it was something like 70-75% complete. All I needed to do was compose boss music, finish the bosses for each area and add local multi-player compatibility. Bad News is that I worked on the project with Game Maker 8.1, and was using an ogg.dll to play music and the likes. I've now upgraded to Game Maker Studio, but that means that these .dlls shouldn't work any more. Unless I get my hands on Game Maker 8.1 again, or have someone else compile the code, I won't be able to work on the project again until Studio gets .dll support again or I downgrade temporarily to 8.1. Unless I'm wrong about Game Maker Studio, which I hope I am. Downgrade and make it happen. I loved Meong and I am anxious to see what you ultimately do with Crazy Shuffle. First and foremost, here are the newest Ooze sprites!!! (Bigger version): (http://i1110.photobucket.com/albums/h446/jjbproductions/Ooze2Larger.png) (Actual Size): (http://i1110.photobucket.com/albums/h446/jjbproductions/th_OozeActualSize-1.png?t=1349491840) Yeah, I know, there is a big difference. So tell me what you guys think. I completely re-drew him. That looks a lot better, my only criticism is with his feet. They look like they're drawn upside-down. I would think you'd want the soles flat to the ground. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 07, 2012, 06:53:20 PM I agree with King Hadas, the shoes need to be flipped (and in my opinion, elongated as well).
Also: http://dl.dropbox.com/u/29071079/OozeThemeRemix.mp3 (http://dl.dropbox.com/u/29071079/OozeThemeRemix.mp3) :eyebrows: Just tell me if you'd rather have the original speed and I'll change that for you. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 08, 2012, 06:13:38 PM Gravity Games Oh my god! I love your remix!!!!!!! I have to use it!!! :D Thank you so much!!
King Hadas Thanks for your feedback! I will try change up the feet. HandCraftedRadioHaha, I love your drawing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 09, 2012, 03:52:44 PM Here is the new and improved Ooze (all I did was flip his feet, sorry to get your hopes high):
(http://i1110.photobucket.com/albums/h446/jjbproductions/OozeSpriteWithFeetflipped.jpg) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on October 10, 2012, 04:48:22 PM are we still doing this? should i return to maintaining the games list?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: jakomocha on October 10, 2012, 05:41:45 PM It seems like it is regaining attention :) However, we really should try spike a lot of attention in this to get many people working on projects. Also, who is going to work on Cheetahmen?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SundownKid on October 10, 2012, 05:44:41 PM I honestly don't think remaking Cheetahmen is a good idea, what with the recent Kickstarter to actually remake Cheetahmen (I think it was legit). To me, it seems like it is impossible to continue without a significant increase in attention. Either give it some closure or reboot it, but don't just leave it hanging. (I would favor just closing it, since there are way too many scrolling shooters for it to be interesting...)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on October 12, 2012, 03:00:31 PM i don't see how the two projects are mutually exclusive, but i was just thinking since this thread somehow still seems to be active in some capacity, why don't we just finish off the second half of the games.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on October 13, 2012, 10:50:43 AM Dude, are you thinking about remaking another Action 52 game? Cause that'd be awesome. As for maintaining the list again that'd be cool, three games were finished while you were away. City of Doom by HandCraftedRadio, Lazer League by Plasticware, and Operaton Full-Moon by moi. Recording who's working on what is a little harder. I wrote a list two pages back guessing who might be working on what.
I honestly don't think remaking Cheetahmen is a good idea, what with the recent Kickstarter to actually remake Cheetahmen (I think it was legit). To me, it seems like it is impossible to continue without a significant increase in attention. Either give it some closure or reboot it, but don't just leave it hanging. (I would favor just closing it, since there are way too many scrolling shooters for it to be interesting...) Are you refering to this (http://www.kickstarter.com/projects/343248998/cheetahmen-ii-the-lost-levels)? It's actually not a remake, it's an NES reproduction of Cheetahmen 2 that's been Rom Hacked to work. Supposedly they're adding new content as well but the whole things a little fishy. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on October 13, 2012, 08:11:08 PM Absolutely rocking to see this project suddenly get a Second Wind! Welp, been working on converting the audio for Crazy Shuffle to Game Maker Studio and succeeded so far; might as well finish something that was pretty much nearly finished to begin with. Did lose a bit of progress (it being 2 PCs ago) but the dropbox file I had up had most of the core content at a near ready state. It won't take too long to have a more playable version of the thing, it's just a case of tweaking the filler graphics and adding certain things to the game.
Previously, I had been planning on working on some Boss Fights, but the mechanics of the game right now would make it a bit weird to fight singular bosses. I've been brainstorming a few ideas and I'll see how they flow, but was wondering what people think in general about this; Bosses or no Bosses? Been considering a third project with this whole revival of interest in this collaboration, but I'm not too sure what's open or not. Was thinking of doing Slashers or Micro-Mike, but I'll browse the posts again to see what's been tracked as Okay and what's still being developed. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on October 17, 2012, 08:25:56 AM That's all cool. As for boss battles, I can't see them as a negative. Even when boss battles are bad it still feels right to have them.
I've thought about remaking one of these games. I'm an amateur artist with no game making experience though, and making a game is a lot of work man, so I guess nevermind. Here, it's Micro-Mike (http://img.photobucket.com/albums/v444/foxamess/MicroMTras.png) and here's Robbie (http://img.photobucket.com/albums/v444/foxamess/robbieSprite.png) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on October 17, 2012, 10:34:23 AM That's all cool. As for boss battles, I can't see them as a negative. Even when boss battles are bad it still feels right to have them. I've thought about remaking one of these games. I'm an amateur artist with no game making experience though, and making a game is a lot of work man, so I guess nevermind. Here, it's Micro-Mike (http://img.photobucket.com/albums/v444/foxamess/MicroMTras.png) and here's Robbie (http://img.photobucket.com/albums/v444/foxamess/robbieSprite.png) These look pretty nice actually, they don't look like the original graphics much, but honestly most of the games will need major overhauls before they're fun, so its not really a bad thing. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Moon Goon on November 08, 2012, 02:33:11 PM Has anyone remade an Action 52 Sega Genesis game yet?
I don't think Star Evil counts as it seems to be influenced by the NES Star Evil. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on November 12, 2012, 06:28:14 PM On-topic: I'm pretty sure that we're only supposed to be doing the NES ones, but nothing is stopping you from remaking one the Genesis games on your own.
Off-topic: I really should stop procrastinating and start working on Fire Breathers...especially since I already have most of the basic coding I'll need from other projects... Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Moon Goon on November 14, 2012, 10:28:46 AM On-topic: I'm pretty sure that we're only supposed to be doing the NES ones, but nothing is stopping you from remaking one the Genesis games on your own. Off-topic: I really should stop procrastinating and start working on Fire Breathers...especially since I already have most of the basic coding I'll need from other projects... Yeah, I got the procrastination bug myself. I just thought it would be cool if we could do the Streemerz thing where the remake was made BACK into an actual NES game. Except this time on the Genesis. I messaged L to get permission to port/remix his remake of Star Evil but haven't heard back yet. I realise no one is stopping me but the question was: what would make a good port back to the Sega Genesis? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on November 15, 2012, 10:33:10 AM I noticed recently that the guidelines say we're only supposed to use executable files. Are jar files exempt from this (due to the fact that they can also be double clicked and run easily, or will I have to convert it to an exe file?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Moon Goon on November 15, 2012, 11:25:25 AM I noticed recently that the guidelines say we're only supposed to use executable files. Are jar files exempt from this (due to the fact that they can also be double clicked and run easily, or will I have to convert it to an exe file? I'd assume it's not only a convenience thing (not everyone may have Java) but also how the Action 52 OWNZ launcher works. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on November 15, 2012, 11:35:23 AM Well the vast majority of computers do have java, but I would believe that might be how the launcher works. I know there's ways to convert jar files to exes, so I'll just have to learn how. Wish me luck! (Because I really don't want to have to learn a new language and start the engine over, or worse, go back to Game Maker. *shudders*)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on November 15, 2012, 12:17:42 PM A jar file should work fine. I'd say just do it in java if you'd like.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Impossible Realms on November 15, 2012, 12:58:02 PM Okay, cause I was a bit worried I'd have a useless engine on my hands. Welp, I'm working on the first stage now, I just hope I don't have to tweak it later because of not knowing the collision size I'll need.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Moon Goon on November 20, 2012, 09:44:03 AM Okay, cause I was a bit worried I'd have a useless engine on my hands. Welp, I'm working on the first stage now, I just hope I don't have to tweak it later because of not knowing the collision size I'll need. If your canvas is variable can't you recalculate the bounding box size at runtime? Also, thinking about snatching Spread Fire but since the check in/check out page is outdated I know not whether someone else has taken it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on November 20, 2012, 12:03:59 PM No one is working on Spread Fire.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: mr. podunkian on November 21, 2012, 05:14:41 PM it's just a convenience thing -- i want this to be a run a thing and play games thing, and i think having to install a bunch of libraries really kills the momentum and illusion of the thing.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: alex_theman45 on December 13, 2012, 05:25:27 PM A wild member takes Spread Fire
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on December 26, 2012, 08:39:56 PM Been glancing through my old code of Crazy Shuffle and -wow-. This entire thing is really, really hotch-potch with its work arounds and code structure. I'm pretty much gonna call for an absolute remake from scratch of the current thing, changing up the gameplay a little bit from what it is right now.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zccc on January 13, 2013, 02:43:27 PM Signed up in here just for this :D still I can't decide what game to choose... Great forum btw :D
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: unsilentwill on January 21, 2013, 10:43:38 AM While it probably doesn't add much to the current discusstion, I want to claim The Cheetahmen so bad you can taste it and make it into a four course dinner. My programmer would be prepared to jump at it on a split second and I already have composers at the ready. Hell I'm even catching myeself spriting random things for the game when I should be preparing for an insanely important business meeting. If I find I have the oppurtunity I'll claim the game. I just hope it works out... Quote from: Snake-20/1/2013 (http://www.pixeljoint.com/files/icons/full/cheetahmenmockup.png) https://twitter.com/snakepixel/status/293400197889921025:beg: :monoclepop: :beg: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fifth on January 21, 2013, 06:39:59 PM Ye gods, that's amazing!
I wonder if there's any chance of it coming to be? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: chaated on January 23, 2013, 06:36:01 PM Which ones are still open?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on January 25, 2013, 11:35:56 AM Which ones are still open? http://forums.tigsource.com/index.php?topic=18937.msg544625;topicseen#msg544625 (http://forums.tigsource.com/index.php?topic=18937.msg544625;topicseen#msg544625) in this link is the list of completed games of Action 52 owns there is also a list of incomplete games also Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on January 25, 2013, 02:05:52 PM Some of those links don't work (Space Dreams, They Came, Lazer League) but yeah that's all the finished ones.
I wrote a list back on page 123 that's up to date. I'll keep it up to date too, why not. Mind you I'm not listing anything as taken unless I see some content. Probably Crazy Shuffle and Non-Human are the only one of these that's gonna get finished. Crazy shuffle less so since Neonlare decided he's redoing all the code which is not always a good sign. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on January 25, 2013, 02:08:22 PM Good good :) I Made a list on My blog (http://lettersfromthestrange.blogspot.com/?view=classic) you can comment on it to tell me to update it
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zccc on January 26, 2013, 01:30:42 PM I really have no ideia if I should start Hambo's Adventure, because, even tough I reserved it, there's already a topic with a guy that started it! Did he gave up?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on January 26, 2013, 01:34:36 PM I really have no ideia if I should start Hambo's Adventure, because, even tough I reserved it, there's already a topic with a guy that started it! Did he gave up? you asked him right ?Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zccc on January 27, 2013, 02:50:11 PM I really have no ideia if I should start Hambo's Adventure, because, even tough I reserved it, there's already a topic with a guy that started it! Did he gave up? you asked him right ?On his topic, yes Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on January 27, 2013, 02:52:50 PM yea sorry I saw that yesterday should have said something :P So anyway if you can't work on that one which one are you going to switch to ( have to know to change the Status on the blog)
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Zccc on January 28, 2013, 05:24:16 AM It's ok, I'll work on Hambo's Adventure :)
Also, if someone needs help with graphics, feel free to choose a game and talk to me,I can help you with graphics. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: GBolt_0 on February 23, 2013, 12:32:20 AM Well, this thing is years old, apparently. But I do see available games in the signup page (along with the "OVERTIME MODE UNLOCKED" in the opening post and the posts above me). So I suppose it shouldn't be a problem if I took Bits and Pieces (very interesting game mechanic) or Manchester Beat (the hero looks badass).
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on February 23, 2013, 05:04:37 PM Yeah, no one's working on either of those. Good luck.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SF on March 11, 2013, 10:23:34 AM Gimme G-Force Fighters.
Devlog (http://forums.tigsource.com/index.php?topic=32153.0) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on March 12, 2013, 09:38:21 PM I'll be taking Evil Empire if that's fine by folks~
The reboot of Crazy Shuffle is taking a lil longer than anticipated. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on March 13, 2013, 09:03:10 AM Neither G-force Fighters nor Evil Empire is being worked on so you're both golden.
SF- I see you're going the 3d route with your graphics, looks great. What kind of gameplay are you shooting for? Neonlare- Same question towards Evil Empire, what are you shooting for? Also I'm curious, how much has Crazy Shuffle changed since the last build you posted? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on March 13, 2013, 09:09:28 AM Crazy Shuffle Changes - It's turned into something way more Rocky and Pocky esque. Instead of a closed confined environment, you're running around an over-world of sorts with the Ace of Hearts and the Ace of Spades blasting enemies and the likes. I had a mechanic where matching two would destroy the enemy, but it turned out to be more hassle than it was worth so I'm back to the drawing board in terms of "puzzle" elements. The graphics got upscaled, but I'm ering and ahing about whether or not to upgrade them to Genesis style graphics, but I want to keep the whole vibe and feel of it being a multi-cart game on the NES. Any thoughts on that?
As for Evil Empire, a short platformer with the emphasis on exploring and finding pathways is what's in mind for this project at the moment. Pretty simple in concept, with some mechanics that make it slightly different. I should hopefully have an engine test up soon. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SF on March 14, 2013, 10:31:27 AM SF- I see you're going the 3d route with your graphics, looks great. What kind of gameplay are you shooting for? Thanks! I'm making a point of not committing to gameplay until I can find out whether my ideas are actually fun. My current plan though is to have movement options based on short evasive bursts of speed, and for the player to be unarmed. You'll need to survive by creating gravity wells with your ship as the epicenter. The gravity wells will cause projectiles and enemy debris to orbit your ship, and the idea is that the player will need to make quick decisions between when to use this makeshift satellite shield defensively (to block bullets and enemies, perhaps absorb and convert junk into fuel/speed) or offensively (to ram enemy ships, slingshot junk at other junk and large targets). I really hope the gravity mechanic works because I have this idea for voxel-based enemies generated from the original game's sprites that would synergize perfectly with it. They'd break into component chunks so nicely. The voxels are all going to be Shuriken particles rather than mesh-based so it'll be super GPU friendly to have a tonne on screen too. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: SF on March 15, 2013, 05:05:46 PM Would it be treading on anyone's toes too much if I incorporate a couple songs and some graphics from other space shooter Action 52 games?
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: King Hadas on March 16, 2013, 04:40:33 PM SF: I can't imagine that being a problem.
Neonlare: I don't think you should restrict yourself to an NES style solely for consistency's sake. As for puzzle elements; I had this idea for your last build of Crazy Shuffle when it was an arena style game. On your HUD you could have a random sequence of enemy cards and if you killed the enemies in that order you'd get a life or something. Then they'd reshuffle and you could try for another one. I don't know exactly how your game plays now but maybe when you kill some enemies they'd drop a random card and if you collect them in the same sequence as the lineup in your HUD you'd get a powerup or something. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 03, 2013, 03:22:47 PM Pulling a Sarkeesian here but Crazy Shuffle will be out and finished by this month.
Just so you know folks. 8) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on August 14, 2013, 12:59:07 PM Woo Its been awhile :)
Just wanted everyone to know that I just updated the Progress Blog. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Moon Goon on August 14, 2013, 01:49:55 PM Woo Its been awhile :) Just wanted everyone to know that I just updated the Progress Blog. Thanks for updating this. Is there a list of completely untried Action 52 games? So far I've only identified Spread Fire and Black Hole as never been attempted. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 16, 2013, 07:01:37 AM Chances are Crazy Shuffle will be a project that will updated ongoingly, for a few reasons;
1.) There's a multiplayer element I want to implement, but with the way Game Maker Studio works at the present moment, things such as 4 player multiplayer aren't going to be in sadly due to keyboard buttons sticking and just that being an awful, awful mess for any player. 2.) The build going up this month may not be a completed build, but it should at the very least be playable to some degree. It may be missing a few stages, or I may skip a stage for the while being (Meong had an additional stage updated to it, and the recent update released like a few weeks ago allows for the end level to actually be completed... Heh. Heh. Heh. :biglaff: ) In that case, I'm wondering whether or not to just have Crazy Shuffle be a multiplayer affair for this release since hell, these are mini-games after all, and we're lacking in that department at the moment for this Collaboration Project. With that said however, I'm wondering if there are any other projects still up for grabs what with Crazy Shuffle approaching completion at the moment. I feel like doing some drastically different things with the next project, and I'm really damn set on seeing this entire project reach a conclusion with all games done justice. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: The Moon Robot on August 16, 2013, 02:03:04 PM With that said however, I'm wondering if there are any other projects still up for grabs what with Crazy Shuffle approaching completion at the moment. I feel like doing some drastically different things with the next project, and I'm really damn set on seeing this entire project reach a conclusion with all games done justice. well seems like Slashers, Dam busters, Sharks, Spread fire, Underground, Cry Baby, Lollipops, Billy Bob, Bits and Pieces, Manchester Beat, Hambo, Ninja Assault, Robbie Robot, And The Cheetamen. Are all Vacant Although The cheetahmen says work in progress but I'm not certain. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Sir Raptor on August 16, 2013, 02:24:52 PM Thing about Cheetahmen is, they're not gonna say who's making it. But whoever does is gonna be very, very good at this stuff.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Neonlare on August 16, 2013, 03:29:09 PM well seems like Slashers, Dam busters, Sharks, Spread fire, Underground, Cry Baby, Lollipops, Billy Bob, Bits and Pieces, Manchester Beat, Hambo, Ninja Assault, Robbie Robot, And The Cheetamen. Are all Vacant Although The cheetahmen says work in progress but I'm not certain. Hmmm, I recall Haunted Halls and Evil Empire also being open, since no one was currently working on those. I'll have a gander at these and see what strikes out at me. I really don't want to drift too far from the format of the original games, but considering how there's been like several shmups and platformers, I'm not sure how strongly kept to the original style some games can be, lest it all ends up being a bit of a repetition. Definitely eyeing at Robbie and the Robots along with some of the other ones, but it's all a matter of -what- to do with them. Mmmm decisions decisions. :eyebrows: Title: Greg responded.... Post by: The Moon Robot on August 25, 2013, 04:21:39 PM Okay so I was looking up the cheetahmen on kick starter and I went to the Action 52 site. I notice that they were going to Action 52.
then what I did was I message Greg himself saying that its already being done and I sent him to this page and the blog I made. Now today I get a email from Greg Pabich.... heres wha he wrote: Quote I HAD BEEN WORKING WITH ARTHUR LEE (MR PODUNKIAN ) FOR SOME TIME WITH THE IDEA THAT I WOULD PUBLISH THE RESULTS OF ACTION 52 OWNS. STILL WOULD LIKE TO DO THAT BUT ARTHUR HAD TO BOW OUT OF THE PROJECT DUE TO TIME. WOULD LOVE TO TALK TO SOMEONE ABOUT PUCLISHING THE RESULRTS. Thats really interesting indeed :) Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Jaun on December 07, 2013, 03:22:27 PM So is this still running?
I'm certainly not a "pro" (as the web says), but I can do my best to remake a game and make it fun. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Fighter375 on December 09, 2013, 09:00:38 AM Glad to see this project is still going.If someone is intersted or already is working on cheetahmen I strongly suggest doing something like this: http://www.youtube.com/watch?v=zaxU_jlHnIU (http://www.youtube.com/watch?v=zaxU_jlHnIU) the project has been abandoned but it has a lot of good thinks the original hadn't.
Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: handCraftedRadio on December 09, 2013, 10:22:04 PM So is this still running? I'm certainly not a "pro" (as the web says), but I can do my best to remake a game and make it fun. Go for it! :wizard: :handthumbsupR: Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: Ult on February 08, 2014, 06:46:31 PM Just registered for Spread Fire. Probably going to do a Geometry Wars-esque thing with an aquatic motif.
Is anybody still doing Micro Mike? B/c if not then I'll do that too. In fact, there seem to be a lot of games who devs never updated on. Anyone mind posting their current status on stuff? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: MugoUrth on June 19, 2014, 02:53:44 PM I just learned about this project today, but... I'm wondering if it is still going on. Deep down, this has always kind of been one of my hidden dreams.
I... Don't know if I can really do any programming, though. What program is everyone using to make these games? While my programming experience is not that great, I am not a bad spriter if I say so myself. ...Well, I'm learning anyway. To be honest, if there's any Action 52 game I wouldn't mind remaking, it's Dam Busters. Maybe I just like cutesy characters. I see that one is not taken, but if got a little more skill in programming I wouldn't mind working on it. Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: ActionGamemaster on September 18, 2014, 04:12:56 AM I just learned about this project today, but... I'm wondering if it is still going on. Deep down, this has always kind of been one of my hidden dreams. I... Don't know if I can really do any programming, though. What program is everyone using to make these games? While my programming experience is not that great, I am not a bad spriter if I say so myself. ...Well, I'm learning anyway. To be honest, if there's any Action 52 game I wouldn't mind remaking, it's Dam Busters. Maybe I just like cutesy characters. I see that one is not taken, but if got a little more skill in programming I wouldn't mind working on it. There's been very little activity for 4 YEARS. It's sad. Though, making a good game for this collab might revive the whole thing, so, good luck, everybody! ...Anybody? Anybody wants to remake Action 52? ...Hello? Title: Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) Post by: 42ndPotato on June 08, 2018, 12:34:01 PM Just found out about this project, seems like my type of jam! I realize that all the games were taken years ago but I'd love to try my hand at Ooze if the original developer isn't working on it anymore. Would that be okay or is the collaboration too far gone?
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