Delaney
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« on: February 06, 2010, 09:28:12 PM » |
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Buddy-Rocket is a 2-player exploration game designed to promote cooperation. Each player has control over one of the ship's rockets. Players must work together to propel the Buddy Rocket around the world. AAAAWWWW YEAAH! BR is now available on Game Jolt! PLAY IT NOW AT http://gamejolt.com/freeware/games/other/buddy-rocket/1643/Check the video at Music by the totally awesome Lucy Knisley. Check her out at www.lucyknisley.comLet me know what you think! Thanks!
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« Last Edit: February 20, 2010, 01:56:31 PM by Delaney »
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AlbeyAmakiir
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« Reply #1 on: February 07, 2010, 12:54:07 AM » |
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Oh dear. I can see the arguments before they happen!
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Dom2D
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« Reply #2 on: February 07, 2010, 10:48:20 AM » |
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That sounds like a lot of fun, can't wait to try it out.
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Delaney
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« Reply #3 on: February 07, 2010, 11:35:08 AM » |
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Thanks! AlbeyAmakiir, does the name has some sort of hideous double meaning I don't know about?
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dkoontz
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« Reply #4 on: February 07, 2010, 04:47:12 PM » |
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Very awesome visual style. It's like flying through a semi-abstract art exhibit.
I think AlbeyAmakiir is referring to arguments between the players. Of the "go right! no go left, too much, turn around you idiot!" variety. Basically the exact opposite of the sense of peaceful exploration the video evokes.
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AlbeyAmakiir
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« Reply #5 on: February 07, 2010, 05:15:37 PM » |
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Yeah, I'm merely imagining me and my brother playing. We both want to be in control.
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Delaney
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« Reply #6 on: February 07, 2010, 06:02:27 PM » |
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Ohhh, ok. Doy. Actually, I think the controls make it pretty easy to cooperate. Since the ship is physics-based; rather than turning around the center, each rocket exerts a forward force that both pushes the ship forward and turns it clockwise or counterclockwise. You have to cooperate just to go in a straight line. Definitely looking forward to people's experiences with this when I publish it!
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phubans
Indier Than Thou
Level 10
TIG Mascot
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« Reply #7 on: February 07, 2010, 06:29:26 PM » |
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Brilliant concept
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GOZU
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« Reply #8 on: February 07, 2010, 06:55:19 PM » |
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This looks brilliant, you've got a solid conept and amazing art style for this. I love the fun little touches you added too, with areas you can draw on and stuff. Certainly looks to be one of the best implementations of the one button concept we've seen so far. Whilst some people have dressed-up a lack of ideas/originality in fancy graphics, it's pretty obvious that you actually put more thought into the actual control scheme, so kudos Also may I ask what engine this game was made in? Is it Flash? I'd like to think that it was done in GameMaker but I doubt GM could handle those kinda graphics, unless you're very skilled at optimization.
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Delaney
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« Reply #9 on: February 07, 2010, 06:59:48 PM » |
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Thanks, GOZU! I made it in Construct because Construct has an amazing 2d physics engine, allows for smooth rotation of images, and has an easy-to-use particle-creation object.
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GOZU
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« Reply #10 on: February 07, 2010, 07:05:46 PM » |
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I think I might have to download Construct then
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Delaney
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« Reply #11 on: February 07, 2010, 07:13:49 PM » |
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It's fun. If you use Game Maker, you should have no trouble with it. Keep in mind, it's technically still in beta, so bugs exist.
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GOZU
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« Reply #12 on: February 07, 2010, 07:45:52 PM » |
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Ah, may I ask what kinda bugs? E.g. is it bugs during development that can make it a bit difficult, or post-development bugs resulting in games not working correctly on some people's computers? I guess an example of something similar would be surfaces in GameMaker, which don't display correctly for people with certain graphics cards. Does Construct suffer from anything like that? Or is it smooth sailing once you complete a project? Kinda curious about performance too, GameMaker has been driving me mad with it's screentearing issues, if Construct doesn't have any problems like that and generally runs things smooth then that's a huge bonus
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AlbeyAmakiir
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« Reply #13 on: February 08, 2010, 01:22:46 AM » |
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I'm interested too and just had a quick look at the site. One of the good things about GM was that you could almost seamlessly move from drag-and-drop to actual code (nowadays I don't use drag-and-drop at all). Does Construct allow you to just use code as well?
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dkoontz
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« Reply #14 on: February 08, 2010, 01:10:57 PM » |
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I'm interested too and just had a quick look at the site. One of the good things about GM was that you could almost seamlessly move from drag-and-drop to actual code (nowadays I don't use drag-and-drop at all). Does Construct allow you to just use code as well?
From poking around on their site, it looks like they allow you to use Python to create events, although it looks like hooking all the pieces together still is done in the drag-and-drop fashion. There's not a tremendous amount of detail on the main site and I didn't dig too deep into their documentation. http://sourceforge.net/apps/mediawiki/construct/index.php?title=Python_Scripting
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Delaney
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« Reply #15 on: February 13, 2010, 02:40:30 PM » |
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I don't use Python with Construct, so I can't say for sure, but I'd be willing to bet you can do it all in code by running scripts at the beginning of each level.
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GOZU
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« Reply #16 on: February 15, 2010, 06:04:24 AM » |
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I've just taken the plunge with Construct and I'm attempting to learn how to use it right now. I'm glad that I'm giving it a try since it seems really cool, but it is SO weird trying to get used to a new program after using GameMaker for so long. It took me waaaaaay too long how to figure out how to get from one room to another Anyways thanks a bunch for turning me on to it though, it seems pretty solid so far Quick question however, I was wondering if you might be able to shed some light on this since by the looks of things the level in your game is really big? How does the engine handle huge levels with loadsa objects in them? Does it auto-deactivate stuff outside the current view or...?
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Delaney
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« Reply #17 on: February 15, 2010, 09:32:30 AM » |
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Not completely sure. I'm going to say no, but it's easy to tell it to turn off resource-intensive things like sin-movement and effects. Just tell the object to turn them off when it leaves the screen.
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