Here it is.
JUMP THE GUNEdit: Feb. 27
Just finishing up...this is basically where the game will stop for the compo.
JUMP THE GUNEdit: Feb. 26
HAHAHA NEW VERSION, TONS OF NEW STUFF
JUMP THE GUNEdit: Feb. 25
We decided to change the name to "JumpTheGun," too bad. However, I've gotten major work on the game, MAJOR work. With this, school, drumline, concert band, and all that jazz I'm TIRED AS HELL.
But here you go,
the fruits of our labor.If you happen to screw up the controls you set, the arrow keys and the enter key will always work to reselect "change controls." That is, unless you set "up" to the down arrow key and "down" to the up arrow key, in which case you're an idiot.
If you actually did what I just described...
...you can still fix it. Go into the settings folder and open up controls.ini. Change each of the control entries at the very top (up,down,left,right,jump,fire, etc.) to 0, and you should be able to navigate the menu properly. Spacebar still resets the game.
Default Controls: WASD + GV, Arrow Keys + OP
Some Screenshots:
EDIT: Feb 7
Okay, all throughout the school day I finished up some bullet stuff, so here's
build 2.WASD + G + V, IJKL + Enter + Right Shift
The reason for the awkward controls is that keyboards can't properly handle too many buttons being pressed at the same time, especially in the same region. Because of this, the game isn't actually "playable" yet, unless you want to route some gamepad input through
JoyToKey,
MotionInJoy, or XPadder (cough cough).
In which case this build itself is decently fun.
Spacebar resets both players, useful if you want to set a fair starting fight.
So here's the pitch:
Take Contra, a small map that's the size of one screen, pit two people against each other, and add in claymores.
What do you get? Well...this game, obviously. For now, it's codenamed Pew!Pew!!Pew!!!, though my team hates the name. I personally think it's awesome.
Still reading? Here are some more details. I'm planning on having the game a little more fast moving than Contra, and really all it's taking from Contra is the firing scheme. The only difference in controls is that Down + Fire will be mine planting instead of low shooting. Down + Jump is still up for grabs, since I don't think I want to put in semi-traversable blocks. As for art direction, low res, 8-bit-esque goodness. Here's some art prototypes.
No, that's not a thumbnail.
Arrows indicate animation, and that block is horrid, I know. Just demonstrating the size.
I haven't gotten that much done, but I'll be shoving doing much work as I can in the next 20 days to make this game perfect. For now,
here's build 1.
Just a physics demo, double jump/walljump/player collision is all that's implemented. WASD + G, IJKL + Enter.
Suggestions are more than welcome.