|
Title: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Lurk on June 29, 2010, 07:51:31 AM Burpnshoot Bootleg
Download v 0_0_3 http://www.box.net/shared/6rztx0lr0n (http://www.box.net/shared/6rztx0lr0n) How to play < move arm to left > move arm to right Z to shoot Q to reset level(and change map layout) X to call for backup (if you have backup left - see the small red truck above the score ) I'll be doing an attract mode of sorts tommorow to explain the various scoring schemes within the game proper. for now: Bullets hitting the 'walls' gain ricochet points which are used as multipliers when you hit something. Cans have an airtime value which is activated, once hit, and used as multipliers when they get into the trashcans. Also, the more a can is hit, the more points you get for it hitting walls. There is a 'slot' type bumper (question mark sphere) you can shoot; get 3 of the same to enjoy a special bonus, depending on the symbol There is a filling roulette. Get 10 bullets in it, and it will give them back. There is a channel roulette for the tv. Randomly browse through riveting USA tv. That's it, oh and watch out for the UFOs preying on the buddies. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) Post by: Melly on June 29, 2010, 09:32:13 AM Nice to see you here Lurk.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) Post by: The Greenest Banana on June 29, 2010, 02:37:12 PM Ahh, a fellow Burp'N'Shooter! I think the crude graphics in the prototype actually suit this cartridge's feel pretty well.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) Post by: ChevyRay on June 29, 2010, 04:09:51 PM I'm still not completely certain whether the middle cloud in that picture is, in fact, a cloud, or if it's supposed to be smoke coming out of the gun. Anyways, good start so far, Lurk! ;D The cover makes me crack up, so hopefully your game carries on that feeling.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: Lurk on June 29, 2010, 05:21:07 PM after another hour of work, a playable demo for you!
http://www.box.net/shared/iidqx8nvrh (http://www.box.net/shared/iidqx8nvrh) you have 99 bullets, when you can't shoot anymore, you can press Q to start over. I'm going to be working on making slightly better graphics now(decorum), and a proper loop with intro screen/highscore table. Let me know if you have any visual glitches. Melly- Yes, I've missed on all the compos since the lovecraft one. Time to get back on the saddle ;) Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: Melly on June 29, 2010, 06:17:19 PM Haha, that's pretty fun, though it seems pretty impossible to have any control over the cans to get them to land on the trash cans, but maybe that's the whole idea. ;)
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: Lurk on July 01, 2010, 08:07:23 AM New demo with graphical update and a few added features. I tried to better explain the rules in the How to play section of my first post, but I will also add a kind of attract mode/tutorial in the main loop to show it visually(it's how it makes the most sense).
(http://i282.photobucket.com/albums/kk276/lurkies/screenshot100copy-1.png) http://www.box.net/shared/fv7rs9xvn2 (http://www.box.net/shared/fv7rs9xvn2) still need to animate characters, make a proper splash screen and close the game loop(Q still resets the game) Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: Melly on July 01, 2010, 10:25:39 AM That's looking great. I like the style you're going for the characters, though I think the shooter should be sitting on a chair like in the art to make him seem even more like a lazy fart.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: ness io kain on July 03, 2010, 01:04:46 AM Ha, very amusing.
I agree that he should be in a chair though. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) NOW WITH DEMO Post by: feeblethemighty on July 03, 2010, 06:57:33 AM Fun! I got the shooting part down. But, where's the burping? :P
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) Demo 0_0_3 WITH MORE COUCH Post by: Lurk on July 03, 2010, 09:41:43 AM Demo 0_0_3, with what the fans have been clamoring for, couch and burp!
http://www.box.net/shared/l76i4fckem (http://www.box.net/shared/l76i4fckem) Added an intro screen and a game over screen. Some other graphical tweaks. Started pondering some kind of level scheme- like a pachinko machine. Still trying to walk the balance between skill and sheer luck(player won't be able to just shoot rapidly and score dumb points anymore). Q is still reset. Z shoots and <- -> move the lazy arm. Next, more graphical overhaul, sound/music replacing placeholders, level structure and a few more surprises(there's already one in this version, but I'm letting you guys find it on your own). Keep the ini file in the same folder as the game to keep track of highscores(if you remove it, it just won't save them when quitting) Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Lurk on August 06, 2010, 06:21:58 PM IT IS DONE
(http://i282.photobucket.com/albums/kk276/lurkies/screenshot110.png) http://www.box.net/shared/6rztx0lr0n (http://www.box.net/shared/6rztx0lr0n) Link also on the first page, with 'instructions'; I want to do an attract mode to explain the various gameplay elements, but I'm too tired right now and prone to insert bugs. Speaking of which, let me know if you find any in this first release version. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: JaJitsu on August 10, 2010, 06:19:10 PM "an unexpected error" popped up when i tried to start the game.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: moonmagic on August 10, 2010, 10:20:12 PM I love this game. There is so much to try for; it's like pinball.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Lurk on August 11, 2010, 01:57:15 AM Jajitsu: Would you mind trying this version out? It doesn't use surfaces, so it might make it work for you. Let me know how it goes, so I can update the link for others who might experience the same problem. Thanks ;)
http://www.box.net/shared/vgxu5gdcs6 (http://www.box.net/shared/vgxu5gdcs6) Moonmagic:I've been very interested in experiments where you strike a balance between luck/randomness and player input recently; my guess is it in some ways lead to pinball. God I miss classic pinball in an old arcade... Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: guille on August 11, 2010, 09:16:06 AM Good arcade feel, I like the graphics and the effects. I think it would be better it the arm didn't move the whole time, it feels kind of random. But it surely got good elements from pinball and Puzzle Bubble. :coffee:
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: moonmagic on August 11, 2010, 09:53:30 AM What I like about random / luck elements in score-based games is that it gives them the iceberg quality; you never know if you've seen everything, or if there's some weird combination of events that will still produce something unexpected. My second game of Burp'n'Shoot presented me with an alien, which I gleefully shot, and it left me with the feeling that there was quite a lot to discover. It is a nice quality for such a compact game.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: JaJitsu on August 11, 2010, 10:22:44 AM Jajitsu: Would you mind trying this version out? It doesn't use surfaces, so it might make it work for you. Let me know how it goes, so I can update the link for others who might experience the same problem. Thanks ;) http://www.box.net/shared/vgxu5gdcs6 (http://www.box.net/shared/vgxu5gdcs6) Moonmagic:I've been very interested in experiments where you strike a balance between luck/randomness and player input recently; my guess is it in some ways lead to pinball. God I miss classic pinball in an old arcade... Geh. Still not working for me. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Melly on August 11, 2010, 08:22:42 PM Works fine for me. It was pretty enjoyable. I love all the little artistic details and the whole hillbilly theme.
Sounds and music felt VERY muted, though. I had to turn my speakers way up. Gameplay was enjoyable in a pinball kinda way, yeah. I feel I'd get pretty infuriated if I tried to go for serious scoring, but as an amusing pass-time it was pretty nice. Nice to see you finally finishing a compo game Lurk. Guess the trick was the scale your ambitions down eh? ;) Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: belbeeno on August 11, 2010, 11:36:47 PM This game is an accurate depiction of weekends in the Podunks of Manitoba.
I'm blown away by the game's pixel art. Everything, from the sprites to the background, looks spectacular. You clearly put a lot of effort into the detail work. ...like a pachinko machine. Still trying to walk the balance between skill and sheer luck (player won't be able to just shoot rapidly and score dumb points anymore). You were able to capture Pachinko's randomness, but I feel like the pacing is off. I'd like to see what the game looked like with the speed and spawn designed towards sheer luck, making it feel more like Pachinko. Gaining points probably wouldn't have meant much at the end of the day, but it probably would have been a lot of fun to play in the same way Pachinko and (shudder shudder) Peggle are fun. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Lurk on August 12, 2010, 02:02:57 AM Belbeeno: I have never played pachinko, so I wouldn't know where to start. How would I change the controls? Currently, the player can change the direction of the arm slump using the arrows, so he can achieve a kind of primitive shaky drunk aim if he wished to. Z shoots bullets at the same pace. I initially wanted a pachinko/pinball feel, but I didn't know if it was more about aim or strength of shot. If you could describe the experience for me, I'm still working on it right now, post-compo, so I could try a few things. I have currently added levels, and am working on a few features that didn't make it in time for the deadline.
Melly: I was shocked, but not really surprised, at how much time it still took to do a small thing like this. The problem I face usually, is the amount of graphics that creep in when I try to expand a game. Also, sometimes, an idea starts out really good, but the gameplay doesn't end up making sense; I have control elements and graphics, but they don't work well together to be enjoyable- I'm blaming the fact I'm not a real programmer, and can't do everything I want with mad skills ;) Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: J. Kyle Pittman on August 12, 2010, 06:24:31 AM There's a very authentic, distinctly 90s arcade aesthetic to this. I dig it.
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: belbeeno on August 12, 2010, 10:47:31 AM I have never played pachinko, so I wouldn't know where to start. How would I change the controls? The controls for the game are fine and are actually like some pachinko cabinets. The thing about pachinko is that it gives a false sense of control when in reality the game is mostly random and entirely hectic. What keep people playing for are the huge payoffs from rare events that are near impossible to get (like the alien), as well as the usual loud noises and flashing lights. If it's easy to tweak and you want to try it, try jacking up the number of points you get for hitting event bumpers, keeping the slot bumpers on the screen but have them reset on a successful combo, and add more event bumpers like the revolver that require multiple hits but upon completion pay out a large amount of points. I was going to say increase the speed of everything to make the game feel hectic, but playing it again now it actually feels pretty good. I probably should have mentioned in my reply that I think this game is a hoot the way it is right now, but if you want it to feel like pachinko these changes and the usual formula of particle clusterfuck and sounds (which sounds great now but there needs to be more; especially as an indicator to how many points you're accumulating) are what you need. Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Oddball on August 13, 2010, 05:42:33 AM It looks scrumptious, but I suppose that's to be expected from Lurk. It was quite fun too, if a little short. A few suggestions, I'd like to be able to select which layout I play each game, and an online scoreboard would be awesome too. Still it's a really nice game as it is. Good work :handthumbsupL: :)
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Dustin Smith on August 13, 2010, 06:16:34 PM Nice arcade-ish action. As always I love your graphics. :-*
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Farmergnome on August 17, 2010, 07:18:26 AM FANTASTIC ART DUDE :-* ahhh caps haha. Great game dude, as always a fan of your comp games :beer:
Title: Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) Post by: Melly on August 17, 2010, 12:10:43 PM Also, sometimes, an idea starts out really good, but the gameplay doesn't end up making sense; I have control elements and graphics, but they don't work well together to be enjoyable- I'm blaming the fact I'm not a real programmer, and can't do everything I want with mad skills ;) I don't think it's the fact that you're not a programmer. Creating a good game is more than just a good idea. What seems awesome in your head may not make sense or simply not 'click' when you put it into practice. The solution for that is to do the opposite of what in my experience badass artists like you do. You guys seem to have an instinct of making a ton of assets for a game that's barely formed (probably because you see them visually before you see them as a set of mechanics), using up a lot of time before you make a prototype and see if the game you're making actually achieves what you want (whether that is being fun or anything else). So, the solution is to make small, dirty, ugly prototypes as fast as possible. They don't need to even work right and can have a lot of bugs, but as long as you can experiment with the gameplay and see if you find it has the potential to be what you envisioned, it's a very good way to test the feasability of an idea before you roll up your sleeves and get cranking. It's also great to let you discover complications with your concept that you had no idea you'd have to deal with, before you put too much commitment into it. |