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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsVGNG8-bit Gun Tales *Demo Finished, download on first page.*
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Author Topic: 8-bit Gun Tales *Demo Finished, download on first page.*  (Read 26393 times)
threesided
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« on: March 02, 2008, 09:32:52 PM »


Progress:
Movement done.
Jumping works.
Firing bullets works.
Killing enemies works.
Graphics make me smile, so that works too.
Enemy shoots at you when you get close, but I need to fix height recognition
Bullet upgrade system works.
Health bar works, what with the whole get hurt and then be invincible for 5 seconds.
Ammo Works.
Items working, eg. ammo packs and gun upgrades.
Damage control is go!
Title Screen.
Figure out how to make an actual level bigger than the screen
Moving Enemy AI.
Actual level building and conceptualizing.


The hardest bits are getting done which I'm so relieved for. I hate being a non-programmer. I'm an artist godammit!!!

*Full demo gameplay vids!*
Vid 1
Vid 2
*spoiler* BOSS

DOWNLOAD HERE!
Download
« Last Edit: March 25, 2008, 10:19:58 AM by Mr. Trianglehead » Logged
Ivan
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alright, let's see what we can see


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« Reply #1 on: March 02, 2008, 09:33:46 PM »

awesome! awesome! awesome!
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threesided
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« Reply #2 on: March 03, 2008, 11:41:15 AM »

Update:

Movement done.
Jumping works.
Firing bullets works.
Killing enemies works.
Graphics make me smile, so that works too.


To Do:
Title Screen.
Get the GUI working properly.
Figure out how to make an actual level bigger than the screen
Implement gun upgrading and ammo.
Enemy AI.
Much much more!!!



This is the most I've ever finished on a game, so that's reassuring.

If anyone knows of any good tutorials for the things on my To Do list for Game Maker 7, please let me know ASAP. Thanks a whole bunch in advance.

I plan to either just make one long ass level, and therefore a shorter game, or release the game with like 1 or 2 levels at least, and then work on it post competition. Depending on how fast I can get things running smoothly.

It won't be groundbreaking, but it'll be pretty.
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Hideous
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3D models are the best


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« Reply #3 on: March 03, 2008, 11:44:37 AM »

Oh, I am so owned.
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« Reply #4 on: March 03, 2008, 12:04:17 PM »

*Sponsored by the NRA.*
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threesided
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« Reply #5 on: March 03, 2008, 03:19:45 PM »

*Sponsored by the NRA.*

Heh, I actually thought of that as a plotline point.


Update: I don't suck and this is now working to the point where I can do stuff and whatnot. Still looks bare though. Gotta stop now for a while though.



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Derek
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« Reply #6 on: March 03, 2008, 03:33:21 PM »

Whoa, man, great progress! Grin
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AdamAtomic
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hostess w/ the mostest


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« Reply #7 on: March 03, 2008, 11:28:52 PM »

dude is that the R2D2-alike from mask?
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threesided
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« Reply #8 on: March 03, 2008, 11:56:37 PM »

dude is that the R2D2-alike from mask?
the what? I'm not catching the reference, sorry.

I leave you with the fruit of my 48-hour labour:


There's a strange happenings with my ammo system. For some reason my ammo increase item increase by 25 and then 15... I can't figure out why...

Anyone good with gamemaker wanna run this over before I move on?
« Last Edit: March 04, 2008, 12:03:04 AM by Mr. Trianglehead » Logged
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« Reply #9 on: March 04, 2008, 08:03:33 AM »

Probably some issue in your code. It's very easy to miss one or two lines of code that fuck everything up. The best would be to go over your code and see what you think might be causing it. Better do it before you make the game anymore complex.
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« Reply #10 on: March 05, 2008, 02:23:49 AM »

Is that gun wearing a trenchcoat? If so, that is awesome.
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threesided
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« Reply #11 on: March 05, 2008, 11:15:30 AM »

Is that gun wearing a trenchcoat? If so, that is awesome.

bahaha, no. That would be the gun handle. It's wood, and therefore brown.



So, might as well update while I post this useless post:

Ammo system implemented properly now, it works like a charm.
New LAZER turret enemy implemented.


All the basics now work, all I have left to do before I can actually start making levels is get the enemies to have a moving AI, fix their sight lines a bit, and figure out how to scroll a level properly and stuff so that the level can be bigger than the screen size. Oh, and I guess with that, how to keep the HUD in the spot it's in. Oh yeah, and there's a slight glitch with the Gun Hero where you get stuck  in the platform if you turn around while hanging on the edge. I'm sure that's a simple one to fix though.


Music is being worked on a bit too, and I intend to at least do a startup screen withing today or tomorrow.

I'm so surprised I've got as much done as I do.
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Melly
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« Reply #12 on: March 05, 2008, 11:18:09 AM »

You have to use 'views' in order to make a scrolling level in GM7. Check the manual for information on that, isn't too hard.
« Last Edit: March 05, 2008, 11:19:45 AM by Melly » Logged

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« Reply #13 on: March 05, 2008, 12:09:26 PM »

I think this is looking amazing. You are a very good pixel artist.
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« Reply #14 on: March 05, 2008, 02:19:37 PM »

I like how the gun actually looks pretty innocent Smiley

Minor thing: the eyebrow is a bit hard to see in the screenshot. Other than that, the pixel work is looking very crisp and nice!
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« Reply #15 on: March 05, 2008, 02:30:06 PM »

The progress you've made in such a short amount of time is great! I've been working overtime, so it will be the weekend before I get a long stretch to get the coding done for my entry.
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threesided
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« Reply #16 on: March 08, 2008, 02:22:28 PM »

Little update:


I'm having more troubles on something that i thought would be easy...

On my start screen, I have a cursor, which instead of moving down, copies itself in the spot, so it ends up in all 3 positions without disappearing from the 2 spots where it isn't located... I can't figure out what to use to fix that. Might have to change my tactic for the sake of having a screen. But there it is regardless.

This week has been really school-heavy so less got done than desired.
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« Reply #17 on: March 08, 2008, 03:10:21 PM »

You should make the gun's legs a little thicker. It doesn't look right from the screenshot. Nice menu. Hope you work out that problem.
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threesided
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« Reply #18 on: March 11, 2008, 06:33:41 PM »

'nother update: This is still being worked on quite a lot!

I've gotten scrolling to work, and started on my game intro, going to rework the sprites so it's a little more full looking. I'm almost ready to start making the actual levels! Almost...

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threesided
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« Reply #19 on: March 12, 2008, 12:40:52 AM »

OH NO. It's video time.

Here you can see the workings of my game thus far, on my test map. I plan on revamping the look of the tiles and everything now, but this is so you can get an idea of how it's going to go down.





A couple unpolished bits code-wise, mainly with collision, but otherwise I'm really proud of myself for getting this far! Heck, I could definitely have some substance in time if I leave it unpolished like this. And even though the sounds are off, you can still enjoy them separately if you close your eyes.

Tell me what you think people!
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