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TIGSource ForumsCommunityDevLogsAmici Exeunt [2-player co-op platformer]
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Author Topic: Amici Exeunt [2-player co-op platformer]  (Read 18402 times)
droqen
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« on: August 29, 2010, 10:29:38 AM »

latest:
http://www.swfcabin.com/open/1285377381
arrows & KL
WSAD & CV
Q+P = resign


two-player co-op platformer;
local multiplayer only

Pinky* attributes:
+ Size / Power
- Jumping / Speed
Special: Trample Attack / Stomping / Super Heavy

Inky* attributes:
+ Jumping / Speed
- Size / Power
Special: Wall-Jumping / Tiny Kick / Slide

Blinky* attributes:
+ Speed
- Nothing...?
Special: Ranged Attacks / Universal Door Access

Clyde* attributes:
+ Jumping / Jumping!!!
- Speed
Special: Cap Shield / Stomping

*not the names they will be keeping (probably)
« Last Edit: September 24, 2010, 05:59:17 PM by Droqen » Logged

Loren Schmidt
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« Reply #1 on: August 29, 2010, 10:50:26 AM »

I like the character designs. They're very engaging, and I like the fact that they all have such different body layouts and sizes.

I'm definitely intrigued!

What sort of focus does the game have? The different character abilities make me imagine a blend of puzzles and combat.
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droqen
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« Reply #2 on: August 29, 2010, 11:00:34 AM »

Thanks! That was very much the goal.

Currently I am thinking of a procedurally-generated setup, but...
There are also level design things in mind.

There will most definitely be a blend of puzzles and combat, though :]
Along with a dash of multiple solutions, depending on your team.
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Doktor_Q
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« Reply #3 on: August 29, 2010, 11:09:03 AM »

I hate you. Why can't I design anything this cool?
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dspencer
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« Reply #4 on: August 29, 2010, 09:27:23 PM »

Local multiplayer? As in same computer, or LAN?

either way, good for you for making a coop game! the world needs more of them.
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Bones
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« Reply #5 on: August 29, 2010, 10:40:56 PM »

I think he means IP connection between two hosts.
(but I've been wrong about what he could me before)
Just if I remember correctly I played a beta version of this project a long while ago.
But that was back when only the jumper was implemented.

So he might have just converted the project to LAN/local keyboard.

Are the sprites still going to generate their base color by the players input name like it used to?
« Last Edit: August 29, 2010, 11:08:37 PM by Bones » Logged

Sit down and relax,
Keeping focus on your breath,
This may take a while.

droqen
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« Reply #6 on: August 30, 2010, 12:07:37 AM »

This is going to be losing the online capability (unfortunately ._.) which means there will be no naming, and no need for colour generation (despite the glee with which it filled me).

Local multiplayer = same machine.

For now, anyway :D
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droqen
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« Reply #7 on: August 30, 2010, 06:31:10 AM »


Help me decide!
(I can't decide)
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Hangedman
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« Reply #8 on: August 30, 2010, 06:40:35 AM »

I like the smoother design. (A)
For some reason (B) is not as easy on the eye.
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ITIAMOSIWE (Play it on NG!) - Vision
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Noel Berry
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« Reply #9 on: August 30, 2010, 08:26:00 AM »

I think (A) is better. It seems smoother, as Hangedman said. (B) seems like he's almost crying or something, to me, because of the darker shadows under his eyes.

So, my vote goes to (A)  Beer!
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TobiasW
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« Reply #10 on: August 30, 2010, 08:34:12 AM »

I hate you. Why can't I design anything this cool?
That.
You didn't even write that much about your concept, and I already want to play your game.

And definitly (A)! (B) looks like he didn't get his portion of sleep last night.
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Ant
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« Reply #11 on: August 30, 2010, 08:40:42 AM »

Well now I'm going to have to go against the grain here and say B. He just seems to have a little more character to me.
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Loren Schmidt
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« Reply #12 on: August 30, 2010, 09:26:31 AM »

I like (A). (A) is an awesome weird creature with no head, and (B) is just a chunkily proportioned unicorn.
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mokesmoe
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« Reply #13 on: August 30, 2010, 01:47:35 PM »

A vote for me too. This game looks pretty sweet, now I just need to find someone to play with.
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deathtotheweird
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« Reply #14 on: August 30, 2010, 02:09:30 PM »

stop working on so many games you nerd

stick to one and finish it Tongue
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QOG
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« Reply #15 on: August 30, 2010, 03:29:35 PM »

This looks quite fun, you should definitely finish it.
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droqen
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« Reply #16 on: August 30, 2010, 06:33:32 PM »

I'm sorry, allen. I'm afraid I can't do that.
I think you know what the problem is just as well as I do.

~

Ant: I appreciate your opinion! Nice to see that my silly idea did not get entirely... one-sided against. That sentence did not make a whole lot of sense.
« Last Edit: August 31, 2010, 08:03:07 AM by Droqen » Logged

droqen
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« Reply #17 on: August 31, 2010, 12:09:09 AM »

TRY IT HERE (click! it's flash)
This version features temporary control schemes and two characters:

Pinky with incomplete CHARGE ability.
WSAD
C jumps
V charges when at top speed
V also cancels the charge

Clyde with HEADBANG ability.
ARROWS
K jumps
L headbangs (press rapidly but not too rapidly)

Also, try:

Clyde can ride Pinky. You can do some crazy stuff with this (trying jumping off of a charging Pinky)

---> HAVE FUN WITH THIS FEATURE NOW WHILE YOU HAVE THE CHANCE (Pinky-riding is probably going away forever unfortunately)

DON'T MAKE PINKY JUMP IF YOU ARE RIDING IT DOESN'T WORK

AAGHH

IT'S HORRIBLE

THEY'RE ALL DYING

AAAHHHGGHHH
« Last Edit: August 31, 2010, 12:15:05 AM by Droqen » Logged

Loren Schmidt
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« Reply #18 on: August 31, 2010, 02:08:50 PM »

Oh, neat. This already feels pretty good. I think maybe a bit more air control would be good for smaller characters- this amount seems good for big hefty guys though. It makes them feel more massive.
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Dozer
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« Reply #19 on: August 31, 2010, 09:48:46 PM »

Well... Even though I see that [A] has already won, I have to say that I think would work better both artistically and in game... He just looks like he's about to fall over now, and he seems to lack personality without a nose... wish we could have both Sad

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