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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionCommander Jet Pack : A dangerous path[FINISHED]v1.1
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Author Topic: Commander Jet Pack : A dangerous path[FINISHED]v1.1  (Read 36552 times)
Glyph
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« on: March 06, 2009, 05:49:54 PM »

DOWNLOAD THE [New, Not for Consideration] VERSION:
CJP-aDP v1.1
New area, but save data won't carry over from an old version. The new area is something extra to do, a challenge... be prepared for anger.


DOWNLOAD THE [For Consideration For Voting] VERSION:
CJP-aDP v1.0

SCREENSHOTS--





---PREVIOUS POST---
Setting-
Commander Jet Pack is flying in his Macro 102 Jet Pack Mech, in a search for the Ultimate prize- The indescribably immense treasure of Nama! He will search far and wide and travel a dangerous path to finally find the treasure, but Commander Jet Pack will never give up in the face of danger!
An entry for the Cockpit Compo.
(plays like a 2d sidescroller, where you're viewing the sidescrolling action from the cockpit, and you can get out and such.)
Progress-
Player gfx implemented
Item gfx implemented
cockpit gfx implemented
eqippable items gfx and full engine
pause/item display gfx and full engine
Player physics engine
all enemies
tiles-enough to get the job done (area 1, so far)
sound effects
demo v0.6, v0.05 and v0.1
Screenshots-







Newest Version (Old)-
CJP-aDP v0.6
Older Version(s) (Older)-
CJP-aDP v0.1
CJP-aDP v0.05
Controls-
Up-Fly/Select item/display page (in pause menu)
Down-Go into doors, Select item/display page (in pause menu)
Left/Right-Move/Select item (in pause menu)
A-Shoot (if have weapon)/Confirm/Begin
S-Exit shops, houses (if in one)
Q-Get off/on Mech (if on land)/Swap Info-Display screen (while paused)
W-Pause/Unpause
Space-Restart
Enjoy!
« Last Edit: April 27, 2009, 06:22:31 PM by Glyph » Logged


Fuzz
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« Reply #1 on: March 06, 2009, 06:53:05 PM »

Wait... the cockpit is a laptop?! And it's in black and white?! Yes please!
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Glyph
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« Reply #2 on: March 06, 2009, 07:22:54 PM »

Yeah... I guess the hand's so creepy because the fingers are different widths or something about its position. I'll work on fixing that.
As for the black and white style, I have an obsession with things in this old style... something about them draws me in like a sucker.

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Fuzz
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« Reply #3 on: March 06, 2009, 07:24:56 PM »

Don't fix the hand! It adds to the atmosphere.
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Inanimate
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« Reply #4 on: March 06, 2009, 07:40:34 PM »

I love the black and white.
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Glyph
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« Reply #5 on: March 06, 2009, 07:57:57 PM »

Made this in past few hours-

the static and bars show up when you're outside the mech (of course, if the area's not filled with poison gas Wink) because it's not in use and I guess it does that. Don't worry, it's animated and not always near impossible to see through like in this image.
The outside the mech parts are for Commander Jet Pack and his pistol/laser to show who's boss, but are probably going to be pretty rare, and it will use the view visible when dismounting, keeping you within sight of the mech.
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« Reply #6 on: March 06, 2009, 08:06:13 PM »

Really nice idea! I can't wait to see more (or even play it!)!
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« Reply #7 on: March 07, 2009, 08:57:33 AM »

This is a really cool idea.  Hand Thumbs Up LeftSmiley
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« Reply #8 on: March 07, 2009, 09:09:51 AM »

nice!   Grin
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Glyph
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« Reply #9 on: March 07, 2009, 12:11:26 PM »

Thanks everybody, for all your comments! Smiley I'll try to have a demo version made soon, I just have to now make an item, money, and hp engine and implement some enemies.
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Glyph
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« Reply #10 on: March 07, 2009, 08:27:59 PM »

Okay, did a lot but not everything. Made one enemy, money, hp, and jet fuel engines. and I have a playable demo. Just one room that showcases the three guns in the game, the enemies I made, and some jars with money in them.
Controls-
Arrows- Left/Right:move  Up:fly
A-shoot
Q-get off/get on Jet-Mech.
Space-reset
Still heavy WIP, please report any bugs!
Here's the link-
http://www.mediafire.com/?gjzhckjnynj
EDIT: Oh, and screenshots, of course!

« Last Edit: March 07, 2009, 08:37:33 PM by Glyphmasta » Logged


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« Reply #11 on: March 07, 2009, 10:08:52 PM »

Oooh, it is really fun! I love it already.
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Glyph
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« Reply #12 on: March 10, 2009, 01:03:17 PM »

Okay, it's been a while, but... I finally got around to an update.
I have sound (just sfx), a pause screen, a new enemy (not much development there) and sadly no new tiles. The pause screen can be triggered with W, and is a lot like the La Mulana pause screen, in that I will have it display all the items you get and the weapon select. I'll change the first post to include what this post added, as well.
Also, press S when the player to abort your visit outside the mech, and, at the cost of some hp, get back inside.
(This version, v 0.1, has all the equippable items and weapons. The Knife can be used with S, and the present does nothing (yet, of course).)
Screenshots-




Download-
http://download206.mediafire.com/yxmvzvpwpmeg/ynzk2wynzm0/CJP-aDP+v0.1.exe
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Glyph
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« Reply #13 on: March 13, 2009, 07:30:38 PM »

I think it's time for a proper update.
Okay, I'd like to report that everything except for the obscurities (i.e. lava) in my engine is programmed, and all the items are programmed in (except about three that deal with the obscurities). There are 33 non-equippable items in the game, 90% or so I'd say are completely optional and a lot are in secret areas, rooms, etc. I also made the "Info Screen", which displays info on any item you have.
I am a full one to two days ahead of a frantic schedule I put together when I realized I hadn't done any work in a while, and all the enemy graphics will be made tomorrow, with them being coded into the system I made on the next day. [If all goes well...] In the last week I plan on making all the areas (6, not counting final) and putting on some finishing touches. (yes, it's (semi)open-ended, I decided)
I'm sorry for not having a demo OR screenshots in this post, but I'm more focused on just finishing this game than anything else. If I find some free time, maybe.
but free time will only come when I'm done, so the next thing I probably release will be the whole game.
On a side note-
bluej774, I don't mind knowing what it reminds someone of. And I played a bit of Blaster Master, it is AWESOME yet uncannily similar at the same time, as I had never even heard of it before and it has the same gameplay mechanic.
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Glyph
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« Reply #14 on: March 17, 2009, 12:56:41 PM »

Oh, dang. I just realized Mediafire, for some reason, made my files undownloadable.  Cry
I re-hosted them somewhere else, please tell me if they work...
I need this to all work when I finally post the game.
Check the first post for the updated downloads.
Still working... it is exasperating, but I will finish.
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Synnah
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« Reply #15 on: March 17, 2009, 01:02:55 PM »

The links in the first post work fine for me!

The game's sweet! Pretty tricky though. Or perhaps I'm just rubbish. I'll play it in more depth when the next version is out.
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« Reply #16 on: March 17, 2009, 02:45:04 PM »

sky painting mode? Durr...?
EDIT: shit, wrong thread. Shrug
« Last Edit: March 19, 2009, 08:05:43 AM by fiber optic asparagus » Logged

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Glyph
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« Reply #17 on: March 17, 2009, 06:00:47 PM »

Huh? Like, painting the sky with your jet exhaust or something?
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Glyph
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« Reply #18 on: March 19, 2009, 03:19:56 PM »

Oh, I see. It happens.
You had me thinking there.
Nice to hear that the links work! And the demo [v0.1] may be a bit ridiculously difficult, especially the pit with the last gun, but I'm not trying to make the game as a whole that hard or anything.
I really want the difficulty to be on an exploration basis. here, I'll break it down-
I've made the first three bosses (and of course the rest, when I program them) INSANE, but I don't want people to just grind through them because that would lead to hours of pain and misery. So, I've planned it out so that if you explore a bit, you'll find items that will power you up in multiple different ways, giving you an easier time on the bosses.
That's basically what I want it to all melt down to.
I've done a lot more work, but no actual areas have been made, as I want to get the bosses and other things out of the way first, so it can be just pure design from then on.
Thus, I won't have a demo, but maybe some screens would do.

A boss, with the traditional "Crazy Light Beam" attack thrown in there.

Another boss, second form image excluded because I don't want to give everything away.

Another boss, first boss I made. Sadly, pictures didn't turn out too well. Too bad.

The title screen/Info screen in the game.
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Fuzz
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« Reply #19 on: March 19, 2009, 05:29:35 PM »

Looking amazing.
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