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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)nulShade - [Finished] post-update - Sky Drop PowUps
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Author Topic: nulShade - [Finished] post-update - Sky Drop PowUps  (Read 5759 times)
jph wacheski
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« on: January 26, 2011, 08:47:02 AM »



UPDATED; Now in 3d,.  holding Z will charge up to do a Burst Shot. (tap for Single Shots  Hand Any Key ) many tweeks to camera and play,. still a 1up demo with a Drone to play with., since I have noone to test with here I will build an AI and then add 2UP controls at the end. Drone is dumb still,. .

UPDATED Feb. 1st; added obstacles (energy walls) these can be destroyed!  added some crazy fractalesq turnbucles(?) to help define the arena,. and just cuz they looks cool.  the 2up Drone is faster and a bit more fun to play with now, but still does not have Boost or Burst capablities,. remaines single player for now, still working out the gameplay concept, but having some good ideas from experimentations,. so will continue freejazz style.

UPDATED Feb. 4th; - Added 'bits' that are smashed off stuff when shot. These land on the ground and can be collected, for what, I do not yet know,. mostly cosmetic changes, the arena is now golden. the turnbuckls look better,. etc.  

UPDATEd Feb. 19th; - Finally a 2up playable prototype demo is up! Please test and let me know how it playes., I intend this to be played on arcade controles, not sure if 2up on a single keyboard will work or have key stealing issues? Use joy2key to map at least one of the players to a usb pad for now. For single player, my testing AI is now availible for each player press 1 or 2 to toggle. (they can self fight, poorly)  this is still a crappy testing AI with limited use,. they just shoots a bit and move around a bit (no burst, boost, or walls).
 I have made a lot of additions, but this is still just a prototype and much will likely change still. Players can also now drop small Energy Walls to build protection. This uses up matter, that you need to collect (bits).  Anyway,. there are now winning conditions, and basic play is all working well.  I have a lot more planed (building turrets, other weapon types, etc.) but time is always a limiting factor.    

UPDATED 21 Feb. - implementing some suggestions,. walls are now LESS painfull when touched *0.1,. also they now move, mpore when smaller., added a start to a GUI with health bars.., added a cool sound effect when holding fire to do a charged shot,. came up with a name I like,. and whatever else..,

UPDATED 23 Feb. - TURRETS!  hold build till you hear a 'click' release to build a turret,. takes 8 bits,. gotta fix the GUI, bits are just shown as a number now.  seems to be working well, still needs more balanceing,. . also re-did the player designs as I found the much simpler turrets looked better., yes I spend way too much time tweeking and retweeking useless stuff.., alas, this is my process.

LAST UPDATE 27th Feb. - not much else added minnor tweeks done, and an OS X build added. I just ran out of time,. due to some paying work comeing up,. (send me more contract work!) I will continue to develop this, and hopefull get it more balanced, and feature rich in the future,. it is what it is.

Entry
Windows DOWNLOAD: nulShade_042.zip (ver. 042, 147Kb)

OS X DOWNLOAD: nulShade_042_OSX.zip (ver. 042, 227Kb)
OS X version will need SDL to run, get from here;  http://www.libsdl.org/download-1.2.php

Post Update 7th March;  Added the Sky Drop Bonus items, they give 25 health and 5 build points, perhaps they are too frequent, but they are to be fought over. Smiley So they bounce high and disolve when out of bounces. Added a Match Counter, to help keep score, no way to reset that yet. Lowered the number of 'bits' that spawn when stuff is shot,. this cleans up the field, to make the Bonus items more desirable.

Update (post deadline)
Windows DOWNLOAD: nulShade_043.zip (ver. 043, 145Kb)  

CONTROLS
1up controls; WASD to move, tap C to fire (hold for burst), V to boost. tap B to build sheild wall (hold for turret).
2up controles; ARROWS to move, tap I to fire (hold for burst), O to boost.  tap P to build sheild wall (hold for turret).

SPACE to pause.
M to mute the sounds.
R to restart.
ESC to quite.
1 and 2 to toggle the sadly difficent AIs (just for basic testing).
F toggle FPS should be around 60.




I am going for something sorta' Virtual-ON informed, as I always loved that one, however this will b much more minimalist.  I decided to go with a standard 4-direction stick, and 3 action button setup for the controls, as I have recently been retrofiting some arcade cabinets to play PC games,. and this shall work well on some of those systems (most any 2UP MAME machine setup).  

see;


or;  http://www.flickr.com/photos/jphwacheski/4976912243/

 Hand Joystick
I am building using the ZGameEditor engine (free, open source) as it just keeps getting better all the time with new features poping up constantly.  So the game is running in openGL and I can build for win, osx, and linux.  

See; http://www.zgameeditor.org/

Sorry the Mac and Linux will need to wait till ZGE gets its next release.  I am using some features only avalible in the current beta version. (beta only builds for windows) I will post a video later so everyone can at least see it in action.
« Last Edit: March 07, 2011, 11:13:02 AM by jph wacheski » Logged

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jph wacheski
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« Reply #1 on: January 29, 2011, 10:01:28 AM »

Now in 3d, and holding Z will charge up to do a burst shot. (tap for single shots  Hand Any Key ) many tweeks to camera and play,. still a 1up demo with a drone to play with., since I have noone to test with here I will build an AI and then add 2UP controls at the end. Drone is dumb still,. .

Smiley
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« Reply #2 on: January 29, 2011, 12:12:09 PM »

This looks absolutely fantastic. The control scheme, whereby you're always kept facing towards the enemy, certainly helps speed things up as you don't have to worry about aiming etc, but it might make things a it too easy. At the moment the enemy AI is a bit too stupid to be able to tell.

Maybe collectable powerups or something would make the gameplay a bit more varied?

Definitely the best-looking entry I've played so far, though.
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jph wacheski
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« Reply #3 on: January 30, 2011, 09:56:49 AM »

Thanks, I do try to make it look nice,. spent some time fixing visual glitches, and designing colors and shapes,. however it is still just a prototype demo. Loads left to do still, like devise some actual gameplay  Wink . I have been just working out some ideas, to see what could work, and testing implementations, no telling how it will develop from here,. I had some ideas when I started, so I will see if I am able to develope those into a workable 2up battle game.  My main goal is to get it playable on old arcade controles for those hardware machines.  I had some other ideas for player movement (a towards/away +/-rotation style) as well last night (in a dream!) I would like to try those too.  So I am still just testing ideas I guess.., stay tuned.
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jph wacheski
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« Reply #4 on: February 01, 2011, 01:01:07 PM »

Bump for new version,. get i021 from top post, info there,. Cheers.
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« Reply #5 on: February 01, 2011, 06:49:55 PM »

This is rather pretty. You make flat shaded 3D look really nice. :-)
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« Reply #6 on: February 02, 2011, 12:52:02 AM »

Do you know when you'll be able to get an OS X build out? It looks rather pretty and I'd love to give it a go.
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« Reply #7 on: February 02, 2011, 11:40:22 AM »

Hi Jph! (After a quick playtest: ) The movement is very smooth, and the locked circle around mechanics, together with the zooming looks so slick. 8-) Looking forward to play more! (I guess I'm an Iteration Games fan... )
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jph wacheski
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« Reply #8 on: February 02, 2011, 03:44:44 PM »

Hi Oral, Smiley no dog in this fight?  thanks for the kind words,. iterationGAMES is a fan of you. Put something (a game or demo) on your web site please! (the scary face is neat thought)

Frog-  I was using the release build of ZGameEditor I could just build for the other platforms now,. however, I am using the beta, for some of the new scripting and collision handeling features,. it will therefor have to wait till Ville does a proper release with the new beta stuff. Shouldn't be too long he is quite qick..,

JamesGecko- thanks bro. flat 3D is an under used style that i still happen to like a lot.

I am still not done with the friggn camera,. but I can see some cool play emerging from play testing and dreaming with this demo,. . more to come.


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Ivan
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« Reply #9 on: February 03, 2011, 03:29:04 PM »

Can we get a mac version?   Roll Eyes
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jph wacheski
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« Reply #10 on: February 04, 2011, 08:18:43 AM »

Ivan- you can, but not till ZGE gets an update to add the current beta features to the release version,. the beta always has Windoz building and the Mac an Linux only gets updated when those features are locked into a proper release version,. after bug hunting, testing, etc.  

I will post a video later today, so you can see the thing in motion.,  I have to run out to get beers.   Beer!  Cheers.
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« Reply #11 on: February 05, 2011, 07:23:20 PM »

No dog no. Who, Me? (I'd like to enter something too, but I don't have much free time (and nerves) this month. And yes, I should update the site... using it mostly for sharing stuff "behind the curtains" right now.)
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« Reply #12 on: February 17, 2011, 10:30:57 PM »

Hey! I met you, today, at that Hand Eye thing. This looks really cool but I can't check it out quite yet.

However, it looks strikingly familiar!
I wonder where I could have seen it before o-o
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jph wacheski
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« Reply #13 on: February 19, 2011, 07:49:05 AM »

Hey Droqen, you found me!  What does it "strikingly" remind you of?? I would like to see more nul-shaded 3d, but not that much of it around that I find.
 Sometimes using a minimalist style leads to games looking similar to other ones that used that same style,. i find this also true with many pixel-art style games, especialy the very low bit ones., however there are always many ways to individualize even these minimalist depictions,. making them unique. Anyway, try the newest ver. on the top post, it is now working as a 2up game.

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« Reply #14 on: February 19, 2011, 11:04:18 AM »

There was a game that I saw where someone had a little ship running around and... building turrets, or something, and you held a button to load it up with power to get the tower built.

That's all I remember; sorry T_T

Will try... after this weekend. I need to be finishing a game this weekend. x3
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« Reply #15 on: February 19, 2011, 12:23:43 PM »

Oh my god this game is a BLAST

I just played it with my sister, and she got it very fast (an impressive feat), and it was AMAZING fun! The only problems I see are:

1.) It's very easy to just run circles around people
2.) Building feels kinda useless; perhaps it could make wider, more 'wall' like things, instead pf pillars?
3.) Boosting was fun, but the rapidly changing camera made it hard to steer sometimes, and led to
4.) Lots of running into blocks; I'd suggest when you hit one, you bounce off, because in the start we kept grinding against it on accident, and exploded fast
5.) The controls were sort of cramped; try WASD+GHJ, and Arrows+,./
(We did get used to the controls fast, but they were very awkward at first)

The style is gorgeous, the game-play frantic fun, and the minimalistic style is very consistent, and makes the game extremely approachable and fun! I think some more striking colors would help a lot as well, definitely, but your colors are fine.

I hope there's online, man! This is already, frankly, one of my favorites in the entire competition; if it got online, I'd probably explode from the greatness! It's perfect as a local multi-player game too, so that's fine.

Also, this reminds me of Custom Robo Arena, but that wall building mechanic makes it so much better. I'd suggest checking out that game, if you weren't already inspired by it.
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« Reply #16 on: February 19, 2011, 03:32:14 PM »


4.) Lots of running into blocks; I'd suggest when you hit one, you bounce off, because in the start we kept grinding against it on accident, and exploded fast

This was my only real complaint with the game.  Particularly blowing myself up on my own barriers.  My girlfriend pointed out that the GUI was confusing.  Neither of us were really sure what the number in our respective color indicated.  I thought at first it was wins, then I thought it was deaths, then I thought it was deaths caused by the other player.

Aside from that though this game is fantastic.  I'm looking forward to seeing how you develop the building part of the game.
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jph wacheski
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« Reply #17 on: February 21, 2011, 04:34:09 PM »

Inanimate, oyog- thanks so much for all the great suggestions,. I was also annoyed by the energy walls,. took you guys commenting to spur me to do anything about it  Undecided

I think this is much better now, you take one tenth the damage you would get from a shot when touching the walls, I still like the idea of a bit of a penalty. and now you bounce off, and the walls move away too,. they move more when smaller!

Glad it is playable on a single keyboard,. I will add some way to re-configure the keys, but not likely till it is more 'done'. joy2key and a gamepad  Hand Joystick are suggested in the interm.

I am unlikely to do online play as my target is an old arcade machine, 2up realtime in person.  Gentleman  However perhaps, if I get some help, it could be done. ZGE now has DLL linking so it could turnout to be much simpler than i think. .,

The wall building was just a test of building in general and more buildings should be added soon. I find it usefull to block shots and run when needed.

Oh,. now when you grab up the bits you get health regenereated but it is tinny,. 0.1 of a shot hit, this stuff will all need to be ballanced more when all the rest is working. I am planing random health packs to drop from on high,. or perhaps from 'mining' the walls?
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jph wacheski
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« Reply #18 on: February 23, 2011, 04:21:00 PM »

A new version, 041 up.  Now with the Turrets!  You just hold the Build Button till you hear a sound,. there is also a part on the player that pops up,. then you release and the Turret is build where you are faceing.  You can 'bump' them to move them around a bit,. they take about 3 or 4 shots to destroy. You will notice they only start to aim when the other player is in range,. this gives you the ablitly to sneak up on enemiy turrets from a distance,. the interesting thing is since you can not aim anywhere but at the the other player some stategy of movement is needed to shoot the turrets or to stop the opponent when they are trying to shoot yours., more testing of this is needed, to see how well it works,. I just wanted to get them added and then will work on the ballance, timeing, etc.  Wizard
« Last Edit: February 23, 2011, 04:43:02 PM by jph wacheski » Logged

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« Reply #19 on: February 23, 2011, 09:09:00 PM »

This game is a lot of fun (:

I think that your 'health packs from on high' is a good idea, maybe if they clearly mark where they're about to drop? Temporary areas of desire (maybe a 5-second drop time, or more).

Can't wait to try w/ turrets.
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