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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Birds of a Feather (Now with demo!)
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Author Topic: Birds of a Feather (Now with demo!)  (Read 8145 times)
Ashkin
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« on: December 28, 2009, 08:43:48 PM »

Demo:

http://www.mediafire.com/?ttj2mzmznlm


Anyway, this here's the thread for BoaF, a simple platforming game with 2-player co-op (coded in GM).
Starring:

Nook's bird, pink-bird, and coin.

Arachne's cave tileset and balloons

Oryx's lofi people (I had to)

Oh, and HinchHUD.

And more coming soon.

A W.I.P. Screenie:




The basic story premise is that you and your brother, two average birds, are abducted (!!!) by a race of people (Oryx's people) called the Tini (pronounced tiny). You are dumped in a cave (With your watch stolen), and tasked with returning to the surface.

Original, right?

Anyway...

Things completed:
Basic movement for player 1 and 2 (jumping, running)
Balloons:
         Red - You bounce off.
         Green - Super high jump!
Archer Tini AI
Basic platforming (you can't fall through floors)
Shop room (can't buy stuff yet)
Money (om nom nom)
Health

To do:
Other enemies and hazards
LEVELS
Interaction between players
Things to buy at the shop
Scoring system
Etc.


 Gentleman

P.S. I may post a demo if you promise not to sue me for killing yourself to save yourself from it.

Edit: Forgot my shiny Assemblee icon.
« Last Edit: January 03, 2010, 01:19:30 PM by Ashkin » Logged
Ashkin
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« Reply #1 on: December 29, 2009, 08:49:30 PM »

 Tired
Not much time...
Got splitscreen working with two separate HUDs.



The orange balloons you see are balloons that once popped can be restored by touching the flashy ball.

Sorry about the lack of any kind of border between the views.



Working on a tutorial.

Edit: Also, the new project name is Birds of a Feather.
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Ashkin
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« Reply #2 on: December 30, 2009, 01:25:06 PM »

* Completed tutorial
* Created spikes
* Created Goal
* Was sad because of lack of comments

 Cry
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Inanimate
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☆HERO OF JUSTICE!☆


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« Reply #3 on: December 30, 2009, 02:37:42 PM »

I SHALL REMEDY THIS SITUATION BY MENTIONING

- YOUR TITLE IS WITTY AND CLEVER

- THE GAME LOOKS INTERESTING

- GREAT TO SEE SOME PROGRESS

I NOW BID THEE ADO
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Kazerad
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Should really make more games.


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« Reply #4 on: December 30, 2009, 03:10:20 PM »

I will also remedy it by saying: this looks fun! I can't wait to stomp/peck/whatever little oryxmen. You really should add a border between the view, though, or I'm going to keep trying to run into the other screen. Maybe just increase the X position of the right view a bit, so there is a few pixels' space of nothingness between them?
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Ashkin
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« Reply #5 on: December 30, 2009, 03:18:39 PM »

 Tears of Joy
Thanks guys. You rock.
@Inanimate
Title was my brother's idea.

@Kazerad
That is a good idea... I think I will try that. Thanks!

What this game lacks in innovation I will try to make up for with solid gameplay.

Once again, thank you.
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Tanner
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« Reply #6 on: December 30, 2009, 03:24:25 PM »

i am excited for this game
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Ashkin
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« Reply #7 on: December 30, 2009, 03:29:51 PM »

 Corny Laugh
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Ashkin
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« Reply #8 on: December 30, 2009, 06:55:50 PM »

Okay. Another update.

*Decided that this game should be really flashy, with points flashing across the screen and fountains of coins spraying out of dead enemies(overstatement).

*Music style: Chiptune, 'cuz it fits the graphical style.

*Downloaded a bunch of lovely Chiptunes by Blot, Valzi, and Saros.

*Started working a bit on the menu screen. It will feature a screen of the main character falling into the cave, and a bunch of The Tini falling past him.

I'm afraid that's it. Tongue
Finding music is time-consuming...
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Ashkin
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« Reply #9 on: December 31, 2009, 03:14:04 PM »

Right now I'm working on the lobby. This is where you can choose the tutorial, go into singleplayer and multiplayer, as well as unlock a bunch of goodies Well, hello there!.
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Ashkin
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« Reply #10 on: December 31, 2009, 05:33:04 PM »

Demo is a-go!
You get:
An unfinished lobby
The tutorial
A sample room just to run around and test the AI.

Bon-appetit!

http://www.mediafire.com/?ttj2mzmznlm

I think I've deserved a break. If you'll excuse me....
 Gentleman
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pgil
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« Reply #11 on: December 31, 2009, 05:49:43 PM »

Nice little demo:

Things I like:
-I had fun bouncing around on the balloons.
-The elf/archer guys are really cool
-great choice of graphics and music

Things I didn't like:
-Collisions are very glitchy. When you run into a wall, you kind of bounce back, and get stuck in the air.
-The hud and text jump around a lot. How are you displaying them?

Overall, it's looking good. It could use a lot of polish, but it's already fun.
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Ashkin
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« Reply #12 on: December 31, 2009, 06:18:00 PM »

Wait 'til I get some multi-player interaction going.
Did you think the tutorial worked well? Did it explain the controls and ideas, or did you just find out yourself?

As for the collisions, I'll look into alternate methods. Would a good way to check be, instead of on collision having the player bounce back to their previous position, checking ahead and stopping if there is a block ahead of you? Any suggestions on where I can find more help on this?

For the HUD I'm just using a simple draw event where the object draws the HUD at its position, and in the step event it jumps to view_xview[0]+1. Any idea how to improve on this?

Thankee muchly for the feedback!
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pgil
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« Reply #13 on: December 31, 2009, 06:50:29 PM »

For the HUD, try draw_sprite(sprite_index,image_index,view_xview[0],view_yview[0]). That should make it follow the view without jumping around.

As for collisions, it's hard to say without seeing your code. But instead of having the player bounce back to its previous position, you could check the collision before you move (x+hspeed), and if there's a collision, use either a while statement of Move_contact_solid to move the player to the wall one pixel at a time.
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Ashkin
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« Reply #14 on: December 31, 2009, 07:16:02 PM »

I will try this. Thanks.

Could you explain the code for collision? I've never really used a while statement before.

Edit: While.
« Last Edit: December 31, 2009, 08:53:08 PM by Ashkin » Logged
Blaizer
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« Reply #15 on: December 31, 2009, 09:48:39 PM »

While is a loop. It evaluates the code you put in the brackets (the condition) and then executes the loop body if it returns true. True is everything that is not "" (the empty string), 0, FALSE, NULL, and possibly others. When it finishes executing the loop body it will immediately check the conditional statement and execute the loop body again and again as long as it returns true each time. As soon as it returns false, flow will resume from below the while statements body.

An example (in perl, hehe)

Code:
my $x = 0;
while($x < 10) {
   print $x . " "; # the number with a space after it
}

prints:
0 1 2 3 4 5 6 7 8 9

Well, that's how a loop works anyway... I've never used GM so...
« Last Edit: January 01, 2010, 02:01:03 AM by Blaizer » Logged
Ashkin
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« Reply #16 on: January 01, 2010, 12:57:43 AM »

 Shocked
Amazing. I implemented the changes to the HUB, and it is absolutely rock solid.
Thanks, pgil!

The collisions, though, may prove harder to implement...
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pgil
Guest
« Reply #17 on: January 01, 2010, 07:56:47 AM »

It's hard to say without seeing your collision code. Are you using scripts or drag&drop?

I guess I wasn't clear-- you don't need to use a while loop, you can use move_contact_solid or move_contact_all to automatically move the character in a direction until it hits a particular object.
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Ashkin
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« Reply #18 on: January 01, 2010, 01:41:44 PM »

I'm using gml. I'm intermediate with it.

I've been using it so that whenever the bird object collides with a block, gravity is set to 0, and I have move_contact_solid.

Now however, I'm using a pixel perfect collision engine that's full of code I don't understand. The hard part will be tweaking all the variables to fit it.
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Ashkin
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« Reply #19 on: January 01, 2010, 07:22:26 PM »

Gosh, this is impossible.

Next time I'm going with a zelda-like.
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