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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesLady Boy Love Collection [FINISHED]
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Author Topic: Lady Boy Love Collection [FINISHED]  (Read 95912 times)
increpare
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« Reply #40 on: August 11, 2008, 02:09:12 AM »

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« Reply #41 on: August 11, 2008, 05:55:31 AM »

You could say her boobs are plus-size.

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UltraJMan
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« Reply #42 on: August 11, 2008, 05:24:55 PM »

I thought I was the one with the horrible puns in this thread :D

Anyhow... they expand and retract, I imagine they fire bullets or milk squirts or something... either way, I'm sure it's going to be hilarious.
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increpare
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« Reply #43 on: August 11, 2008, 05:40:39 PM »

Okay.  I should have done the interface/title-screen/level-select stuff/password entry stuff/bitmap-font-display before starting the game engine; having to put all of the main game loops in around the code now is going to be awkward (and also isn't going to be an enjoyable task at all).  Ah well: a lesson learned for next time I guess  Roll Eyes

Update, the intro text:


################

IN A CITY
IN THE FUTURE
THERE LIVES A
LADY

################

EVIL TREMBLES
BEFORE HER

################

MEN WORSHIP HER

################

WOMEN AROUSE HER

################

SHE IS JUSTICE

################

AND HER NAME IS
LADY MILLION

################
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MekanikDestructiwKommando
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« Reply #44 on: August 11, 2008, 06:04:16 PM »

http://forums.tigsource.com/index.php?topic=1769.0
http://forums.tigsource.com/index.php?topic=1504.0
1D FTW it's the future.
0D games are.. Audioonly!  Huh?
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There have always been interactive experiences that go beyond entertainment.  For example, if mafia games are too fun for you, then you can always join the mafia.
increpare
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« Reply #45 on: August 11, 2008, 06:08:46 PM »

1D FTW it's the future.
Don't forget 1D superarcade delux
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increpare
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« Reply #46 on: August 13, 2008, 05:27:23 PM »

Progress report:  after a couple of days off, I got most of the gross interfacy things done today.  Intro/Titlescreen/stage select screen/password entry/outro* screen all done.  PHEW.  Only interfacey bit to add in the megaman game now is the pause/weapon-select screen.



The absence of music is becoming more and more conspicuous, and the lack of special sound effects for various things the bosses do is also rather obvious, but...have to deal with weapon selection, and DEATH first.

*it's going to be a real tear-jerker



To do (in this order):
firing bullets
implement basic sound effects
helmet dudes
damage animation
health bar
new game title
multiple bullets
transition to boss-screen (the barrier, screen-scroll, &c)
*bullets array
robust killentity function (will take care of bullets/&c)
kill all entities when meet boss
bullets hit bad guys
bad guys damage animation
bullets deflect off bad guys
bullets kill bad guys
shootable/regenerating platform
bosses  <- 1/2 done essentially
have lady million warp on screen at start of level <- looking for more interesting way to do it than a direct imitation of megamen
conveyer platform
rising block platform/rising spike platform/or rising lava? (or maybe just have lots of spikes timed along the edges?)
falling spikes
have some music done by now
pause screen
pause screen w/ weapon select
rehash the boss selection screen
killing bosses grants use of new weapon (with screen saying this)
intro
title screen for 1d megaman game
password display after death
password entry
death
design the levels
outro
then other 3-in-one stuff if I have time:
     game select screen
     very buggy/quickly executed biocosm ripoff
     game 3, also quickly executed
     sick panda game, also also quickly executedz
« Last Edit: August 13, 2008, 06:21:56 PM by increpare » Logged
increpare
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« Reply #47 on: August 14, 2008, 04:28:13 AM »

Got started on Specimen Collector today



not quite finished yet, but I think i should be able to get it out of the way in another session.



To do:
firing bullets
implement basic sound effects
helmet dudes
damage animation
health bar
new game title
multiple bullets
transition to boss-screen (the barrier, screen-scroll, &c)
*bullets array
robust killentity function (will take care of bullets/&c)
kill all entities when meet boss
bullets hit bad guys
bad guys damage animation
bullets deflect off bad guys
bullets kill bad guys
shootable/regenerating platform
bitmap font display
bitmap number display

bosses  <- 1/2 done essentially
have lady million warp on screen at start of level <- looking for more interesting way to do it than a direct imitation of megamen
conveyer platform
rising block platform/rising spike platform/or rising lava? (or maybe just have lots of spikes timed along the edges?)
falling spikes
have some music done by now
pause screen
pause screen w/ weapon select
rehash the boss selection screen

killing bosses grants use of new weapon (with screen saying this)
intro
title screen for 1d megaman game

password display after death
password entry
death
design the levels
outro
     game select screen
     very buggy/quickly executed biocosm ripoff
     game 3, also quickly executed
     sick panda game, also also quickly executed
« Last Edit: August 14, 2008, 05:57:57 PM by increpare » Logged
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« Reply #48 on: August 14, 2008, 07:18:10 AM »

Not bad, you're making some quick progress on this Smiley
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medieval
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« Reply #49 on: August 14, 2008, 07:37:42 AM »

If you don't finish this




 Cry
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increpare
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« Reply #50 on: August 14, 2008, 11:01:07 AM »

If you don't finish this
I wouldn't worry too much; I think I'm pretty much set to do everything on time.  Finished Specimen Collector just there (was a lot of fun to write ^_^ ), and should be able to get Sick Panda done and out of the way today as well, leaving only the hooker-dancing game to do , and the rest of lady million (by far the biggest of the games) to finish.

The big task on the horizon is to do the music now: i did an estimate today, which says that I'll have to do 19 music tracks, which will be a challenge I think (I'm planning on having them all be really low-bit square-wave monophonic tunes, which should make writing them slightly more manageable a task).
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increpare
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« Reply #51 on: August 14, 2008, 04:50:34 PM »

update: sick panda is done, and ready to break your heart.



Not sure whether I want to get the sielluz-inspired-dancing game out of the way now, or go on back to lady million.  I'm thinking dancing game right now, but we'll see...
« Last Edit: August 14, 2008, 04:55:55 PM by increpare » Logged
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« Reply #52 on: August 16, 2008, 01:33:42 PM »

The sick panda should dance and that should be the game, it should dance the night away until it is so sick it dies...
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increpare
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« Reply #53 on: August 16, 2008, 03:06:16 PM »

The sick panda should dance and that should be the game
No No No.  Sick Panda game is done.  There will be no dancing in it.  That is final. Dancing is for Game 3.  Which I haven't started yet.

Spent today working on soundtracks.  Have at least a placeholder for each of the levels.  Woooot.

If I just get the rest of the code done to play the music tonight in the right places I'll be content with my progress.(edit: DONE)

To do:
firing bullets
implement basic sound effects
helmet dudes
damage animation
health bar
new game title
multiple bullets
transition to boss-screen (the barrier, screen-scroll, &c)
*bullets array
robust killentity function (will take care of bullets/&c)
kill all entities when meet boss
bullets hit bad guys
bad guys damage animation
bullets deflect off bad guys
bullets kill bad guys
shootable/regenerating platform
bitmap font display
bitmap number display

bosses  <- 1/2 done essentially
do weapon graphics/icons
code in weapon differences
conveyer platform
rising block platform/rising spike platform/or rising lava? (or maybe just have lots of spikes timed along the edges?)
falling spikes
have some music done by now
pause screen
pause screen w/ weapon select
rehash the boss selection screen

killing bosses grants use of new weapon
(with screen saying this)
intro
title screen for 1d megaman game

password entry
death
death animation
password display after death
design the levels
outro
     game select screen
     very buggy/quickly executed biocosm ripoff
     game 3, also quickly executed
     sick panda game, also also quickly executed
« Last Edit: August 17, 2008, 08:43:46 AM by increpare » Logged
increpare
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« Reply #54 on: August 16, 2008, 09:00:58 PM »

I tried to make some art. 




« Last Edit: August 16, 2008, 10:14:21 PM by increpare » Logged
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« Reply #55 on: August 16, 2008, 11:54:56 PM »

Those MS paint blobs are awesome.
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« Reply #56 on: August 17, 2008, 12:37:07 AM »

The MS Paint blobs are fucking disturbing.
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increpare
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« Reply #57 on: August 17, 2008, 04:55:52 AM »

If by "MSpaint" you mean "Photoshop", why then thank you  :D
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« Reply #58 on: August 17, 2008, 05:30:46 AM »

Humour me, for I am but a simple lad. WHAT IS THIS?
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increpare
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« Reply #59 on: August 17, 2008, 05:55:43 AM »

Humour me, for I am but a simple lad. WHAT IS THIS?
Why it's a very expensive piece of software used for the creation and/or manipulation of graphics  :D

It's going to be 4 games in one.  One being a 1D megaman demake, another being a Biocosm demake, another being a only tenuously linked Ciellus-related dancing sim, and another being an low-fi sick panda themed game.  I'll hopefully have a basic released out next weeken.

Given that there were already several megaman games for the original Game Boy, to get to demake level mediawise, I imposed a 2-colour display (with gameboy resolution), and monophonic music line.

(I was tempted to call the resulting, 'demade' console, following the gender-swapping aspect of my main effort, the Lady Boy, and make Lady Million its launch title.  Thus far, for whatever reason, I have not done so).

I hope that is a satisfactory answer to your question.  (The image above with lady million written on it depicts a rather leguminous lady million together with the five bosses in the game).
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