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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 01:53:47 AM

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21  Developer / Technical / Re: AGen 2D Game Engine on: November 30, 2010, 12:21:44 AM
Hi. We have an update on the project.
Version 1.3.2 is out. Please check it out for a neat demo of cellular automation.

Also we have new tutorials on image manipulation and pathfinding.
22  Community / Townhall / Re: The Journey Down: Over the Edge on: November 20, 2010, 06:10:03 AM
Wow the game looks great. Very professional. It says on Rock Paper Shotgut that took you 5 years to finish it? Shocked
23  Developer / Playtesting / Re: Mr. Destiny's Adventure on: November 17, 2010, 09:39:13 AM
Interesting idea, sort of a turned based platformer.
Couldn't really get into the gameplay although I could listen to the theme song all day. Smiley
24  Developer / Playtesting / Re: 8-Bit Commando on: November 17, 2010, 07:35:00 AM
the spikes coming out of the ground are not noticeable enough, felt like a cheap death.
That's a good point. I might edit the spikes animation in a future version.
but the game is way too frustrating for me. makes me not want to continue when I get killed in one shot.
Yes, a health bar might also be a good idea, especially for multiplayer.

I'd also like to mention that version 0.1.5 is out.
New features include:
-Co-op mode (play with a friend if you have a joystick attached to your computer)
-Loading screen
-Basic storyline via the mission select screen
-New boss fight in level 1 (you're now fighting a nuclear reactor instead of a tank which is more appropriate I think)
-Improved the rockets powerup (rockets now home in on nearby enemies)
-Improved granades powerup (greater blast range)
-Numerous gameplay and enemy AI tweaks
-Numerous graphical/sound tweaks
-WASD control available in addition to the arrow keys
-Options screen that saves your settings (you can play the game in widescreen!)

Download is available at: http://2dengine.com/commando/
25  Developer / Playtesting / Re: 8-Bit Commando on: October 28, 2010, 05:48:09 AM
None of the graphics showed up on my netbook. The sound worked though.  Sad

I might be able to use another computer some time soon. Oh well.
Sounds like it might be an issue with your video drivers.
There should be a log.txt file in the game's directory.
If you post its contents here we might be able to figure out why the graphics aren't working.
26  Developer / Playtesting / Re: 8-Bit Commando on: October 28, 2010, 03:45:49 AM
Thanks a lot for the feedback. I've tried to take into account in version 0.1.3. Changes include:
-enemies take less hits to die
-continue points so you don't have to start from the beginning of the level
-improved powerup sprites (plus a cheesy announcer voice tells you what each powerup is)
-less inertial effects on the player
-the granades are more powerful

The demo of the first level can be downloaded at:
http://2dengine.com/commando/

Also, here's a sneak peek at the second level (which is still in the works):
27  Developer / Playtesting / Re: 8-Bit Commando on: October 19, 2010, 12:10:08 AM
Thank you all for the great feedback.
The game's heavy inertia-based movements seems to clash with the somewhat precise movement needed to avoid enemy fire. Enemies seem to take more bullets to die than they should, and I didn't see much difference in power between the grenades and the normal bullets.
It was difficult telling what the powerups did. I assume you have to collect more than one to get a new weapon, but nowhere did I see information explaining that or something visual showing how it worked.
Yes, you're right on all accounts here. The granades and missles need to be tweaked to cause more damage. The powerup could also use more work. I've been thinking about adding either continue points or a heathbar which will probably make the game more playable.

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So I like running muscle men
Who doesn't. Err... wait, that doesn't sound right.

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I couldn't make it past the part where you have to climb up the platforms, because when I pushed forward on the corner, my guy was shot back out to the left
Hmm, that's strange, could you explain where this occured exactly? Do you mean the bit with the moving platforms?

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For 2D retro games often times you need to fudge the physics and implement it yourself. Don't base your movement on applied acceleration, you want to directly implement a velocity. So pushing right should be player.velocity.x = speed; instead of player.acceleration.x = speed; player.velocity.x += player.acceleration.x; For jumping you should also do the same thing, set an initial velocity, then use a negative acceleration to "pull" the character back to the ground. In this way, it will feel MUCH more responsive!
Yes, you're right but the game is built on top of Box2D so it's a little more complicated.
I'll try to dull out the inertial effects a little bit in the next build.

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Oh, and I think your game looks more like a 16 bit era title than 8 bit.
Haha, yes you're probably right. Smiley

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The animations and all that are pretty spot-on.  The music was really good too; though it would fit better if you made lo-fi versions of the songs.  It doesn't really feel like an old game though
Yes, I've been looking into this. Found I nice little chiptunes converter program:
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GXSCCB236/indexE.htm
Unfortunately it only takes in MIDI files.

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You could maybe reduce the screen size a little bit because it feels like there's too much screen space for the sprites that aren't that big
The screen size is doubled. If it was scaled by 1.5 for example, the pixel art wouldn't look right.

Thanks again to you all and I'd like to mention that we've entered the game into the IGF:
http://www.igf.com/php-bin/entry2011.php?id=236
I don't expect the game will win anything but it's a good way to gain exposure.
28  Developer / Playtesting / 8-Bit Commando on: October 16, 2010, 11:49:36 PM
Hi. I'd love to get some feedback on our latest game, called 8-Bit Commando.


8-Bit Commando is a run and gun platformer with fast-paced action, a rocking soundtrack and explosions. The graphics will take you back to the classic age of gaming and the gameplay is bound to challenge even the most seasoned vets. (

)

Download
29  Developer / Technical / Re: A question for those of you who use Lua... on: September 22, 2010, 04:34:18 AM
Hi jimmykane,
I'm one of the guys behind 2dengine.com. We released an 100% Lua scripted game with our engine which actually made it onto Steam, BigFishGames, Impulse and Gamer's Gate, etc.

I'd wager that the graphical demands of some games are a bigger concern, and therefore improving the performance of Lua isn't going to do much to game performance as a whole.
We did profiling back in the day and from what I remember most of the time was spent on rendering rather than in Lua.
But this would vary depending on how much of your game is executed in C as opposed to Lua.
Lua is actually very fast for an interpreted language and unless you're not using it properly it shouldn't be a bottleneck for your game.

What do you use Lua for in your games?
In our case, we use it for game logic, AI and so forth.

Have you ever found it to be a drain on how fast your game runs?
The drop in performance for 2D game is insignificant compared to the many advantages which Lua offers over C/C++.

Would you start to offload more demanding tasks to Lua if it ran like a beast, since Lua is obviously much easier to write in than C/C++ for most people?
Interesting question. I think nowadays there are many 3rd party libraries so it is not really necessary to program technical things in Lua.

Also: which implementation of Lua do you primarily use? Luabind? The official lua release? Has anyone tried using LuaJIT with their game engine?
Basically, our engine (binded with toLua) exports rendering/audio/input capabilities to Lua where you script your game. There are also modules for physics, pathfinding and so forth.
LuaJIT doesn't seem to affect performance much in our case.
30  Developer / Technical / Re: AGen 2D Game Engine on: September 15, 2010, 11:21:28 PM
Hi Skofo. Nice avatar. Smiley
Yeah, AGen is somewhat similar to LÖVE.
The main difference is how the rendering works.
AGen is a framwork which offers many features not available in LÖVE such as: z-ordering, fast culling, complex vector graphics, viewports, cameras and more.
You would have to implement those in Lua if you are using LÖVE.
31  Developer / Technical / AGen 2D Game Engine on: September 15, 2010, 11:44:32 AM
Hi everybody. I'm talking about AGen a new 2D game engine and framework. Not log ago we released version 1.3.1. It's a nice little environment for making physics games in Lua.

Also, you can find a couple of new tutorials on scrolling and physics using Box2D.

Please check those out if you're a beginner programmer you might be surprised at how easy it is to start making games using AGen. Thanks for your time.
32  Developer / Playtesting / Re: Chains the puzzle game on: July 20, 2009, 01:09:01 PM
hi havchr
thanks a lot for buying the game!!!
i actually tried adding different symbols to the bubbles but it became a problem for certain levels like 'the scale' where the bubbles have numbers on them and stuff
33  Developer / Playtesting / Re: Chains the puzzle game on: July 20, 2009, 03:59:31 AM
We're happy to announce that Chains is now available on Steam:
http://store.steampowered.com/app/11360/
34  Developer / Playtesting / Re: Chains the puzzle game on: June 04, 2009, 07:54:09 AM
HybridMind, I'm honored by the positive response.


I'm glad you liked the game. Smiley Actually, one of the (valid) criticisms for Chains is that you can't easily tell the linking range.
By the way, for the past 4 months I've been working on a new title - an 2d exploration shooter. It's way way more advanced than Chains and a lot more fun too.
35  Developer / Playtesting / Re: Chains the puzzle game on: June 01, 2009, 09:17:01 AM
We are proud to announce that Chains will now be distributed by Canadian publisher Meridian4.
http://www.meridian4.com/games/chains/

You can download/buy the game here:
http://2dengine.com/chains/
36  Developer / Playtesting / Re: Chains the puzzle game on: April 19, 2009, 08:32:55 AM
We're happy to present an early port of Chains for the Mac.
It's a 32-bit universal binary, but for now it's Leopard only.
Backporting to Tiger is on the way.

We'd really appreciate any feedback on whether or not it works on your machine:
http://2dengine.com/chains/demo.dmg.zip  ~18 MB

37  Developer / Playtesting / Re: Chains the puzzle game on: February 16, 2009, 07:28:15 AM
I'm happy to announce that our little game got an 89% score in the 3rd issue of Indie Game Mag: http://www.indiegamemag.com/2009/02/issue-3-now-available.html

Also, check out a video of the game:



38  Developer / Playtesting / Re: Chains the puzzle game on: February 11, 2009, 02:05:58 PM
Labbed, do you mind trying to run the game again, we've just released an update to the engine.
Also, we've lowered the price to $9.95 and the latest version includes a fix for the colorblind.
39  Developer / Playtesting / Re: Chains the puzzle game on: December 16, 2008, 12:26:18 AM
It turns out that the there's a bug with the game running on internationalized versions of Windows.
Labbed, could you do me a huge favor and try running the latest build and tell me if it works or not:
http://2dengine.com/chains/demo.zip
or
http://2dengine.com/chains/Chains_Install.exe
40  Developer / Playtesting / Re: Chains the puzzle game on: November 27, 2008, 01:10:18 AM
so you're saying i'm crazy? Smiley
ok, i admit that the colors are a bit whimsical
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