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August 20, 2018, 02:58:49 AM

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TIGSource ForumsCommunityDevLogs= Space Punk Slam Dunk =
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ProgramGamer
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« on: January 17, 2018, 04:54:36 AM »


Official Space Punk Slam Dunk Devlog

Summary:

Space Punk Slam Dunk is a puzzle platformer being developed by me with music composed by rj, composer for Homestuck, but also for Muddledash, BULLETIN, Salem, HALT AND C R T T R! Space Punk is a game where you, a young girl on her way to the gym, gets her sports equipment stolen by alien punks. Eager to get your stuff back, you jump in the alien ship's tractor beam and make your way through the various sections of the ship to retrieve your stolen items. The game involves using basketballs to solve puzzles and defeat the no-good space punks!

Release Platforms:

We plan on releasing the game for PC, Nintendo 3DS, Nintendo Switch and maybe a few more down the line. The different versions will most likely release in that order, with a few months in between to give us some time to port the game properly.

Promotion:

For regular updates concerning the game, please check our official Twitter account!

Technical:

As you may have seen from the posts on our Twitter account above, we are (well, I am) in the process of completely re-writing the game, from scratch, in C++. The reason for that has to do with our plans to port to Nintendo consoles. The game, up until about a week and a half ago, was being developed with Game Maker Studio 2. The problem with that is that GMS2 doesn't have an export function for 3DS and Switch, so if we want to release for Nintendo consoles, which is where we anticipate our target audience to be, we need to "switch" tools.

Finally...

We hope you'll enjoy seeing the game together as much as we enjoy making it! We'll keep you posted with regular updates both here and on Twitter! If you have feedback or questions, don't hesitate to post!
« Last Edit: August 19, 2018, 04:26:19 PM by ProgramGamer » Logged

Nikolas
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« Reply #1 on: January 17, 2018, 08:31:32 AM »

The name is awesome!
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ProgramGamer
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« Reply #2 on: January 17, 2018, 08:56:13 AM »

Thanks! It was actually rj who came up with it after we finalized the enemy design and basketball theme.
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« Reply #3 on: January 17, 2018, 09:59:53 AM »

Love the name
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Josh Bossie
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« Reply #4 on: January 17, 2018, 01:55:36 PM »

Just wanted to say I'm also here for the name.

I was actually half expecting a game similar to the Barkley RPG games, and given that GIF you posted on Twitter I might not be that far off
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ProgramGamer
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« Reply #5 on: January 17, 2018, 02:56:56 PM »

Not gonna lie, I had to look up what the Barkley RPG games are. Having said that, Space Jam definitely came up when me and rj would discuss game ideas haha.
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« Reply #6 on: January 17, 2018, 04:50:20 PM »

i am an avid fan of barkley shut up and jam gaiden and you can be certain that the phrase “chaos dunk” will be used at least once
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ProgramGamer
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« Reply #7 on: January 17, 2018, 06:32:30 PM »

rj, you knew about this potential source of inspiration and never told me about it? How could you!  Cry

(just kidding, you probably told me about it a thousand times and I just don't remember)
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Cobralad
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« Reply #8 on: January 18, 2018, 12:54:08 AM »

looks like BAWOB on itch.io
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« Reply #9 on: January 18, 2018, 01:27:09 AM »

it's that, but stronger
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ProgramGamer
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« Reply #10 on: January 26, 2018, 01:37:07 PM »

Since there's a lack of actual game stuff to show due to me hitting the reset button on this project (as stated in the OP) I'm going to present you with some concept art for the main character and the alien enemies. Don't worry, I'll get to the good in-game stuff in time  Wink

 

 
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« Reply #11 on: August 12, 2018, 06:11:37 PM »

Hey, sorry about the lack of updates in the last, uh, wow, 6+ months huh. To be perfectly honest, I had planned to wait a bit before posting updates so that I'd have a backlog of stuff to talk about, but I got busy with life (good stuff, don't worry) and I sorta forgot to post about any of it. But I'm making it up now, and I should have a post to publish here about every one or two weeks for the foreseable future!

Update #1 (Finally!): Player Sprites

So, before I start talking about the game proper, I'd like to get into a bit of where I'm going with the graphical style of this project, and compare it to their previous iteration in the old Game Maker version.

So, to start off, let's look at the main character, Serena:



So, as you can see, her first iteration's face was bit more rounded, and there's anti-aliasing between pixel clusters. Her feet were also much narrower, which didn't make much sense considering whe's running around a lot, and her hairstyle was also different due to the fact that, at that point in development, the inciting incident for the story was to have the aliens steal her hairband, which she would have gotten back at the end of the game. She also grew a few inches while the game was being made!

There's a few reasons for these changes. First, I wanted to make her silhouette a bit more defined and easily identifiable, so I gave her a better posture and a bit wilder hair, and I made her a bit taller so she'd take up more screen space. Second, while the anti-aliasing wasn't bad per se, it felt a bit inconsistent and messy in the places I did use it, especially on the face, so I decided to throw it out entirely and go with solid clusters of pixels with no AA in most cases. I feel like this gives it a bit more of a crisp GBAesque look, which is an aesthetic I can definitely get behind! Also, some of the AA was done with transparent pixels on the edges, which some purists might frown upon.

I also did a running animation, though I'm not going to go in great detail into why I made it the way I did quite yet because I intend to rework it for various reasons. I'll say though that I'm pretty happy with the ponytail flow in this one. Here it is, compared with its old version. There's a few other animations as well, but they don't read as well when not in motion, so I'd rather show them in action in proper game capture.



A more subtle detail with this design (and something rj came up with if memory serves) is the color scheme. The two main colors in this design are purple and yellow, and derivatives thereof. With purple and yellow being relatively underused complementary colors, I think this gives Serena qutie a distinct and contrasting look.



And that's about it for now! Sorry if this was a bit underwhelming after such a long time. I'll try to have some gameplay footage next time! And I do mean try, because, well, I'm in the middle of refactoring a bunch of technical stuff in the game right now, and all these changes somehow completely broke collisions with level tiles, so every moving object goes through walls right now.

Maybe I should rework this game to be about ghosts instead then Tongue

In any case, I'm working on this while working a full time job and making preparations for University, so I'll be a bit busy in the next few weeks. Again though, since I have a backlog of juicy technical details to talk about, I should be able to post here even if I don't manage to make much progress on the actual game.

See you in the next one!
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« Reply #12 on: August 13, 2018, 04:08:34 AM »

Also here for the name.
Liking the main char design, also much prefer the look of the crisper sprite with less AA
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« Reply #13 on: August 13, 2018, 04:31:00 AM »

Very fluid animation you have there, gj
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« Reply #14 on: August 13, 2018, 06:15:48 AM »

Another  Hand Thumbs Up Right for the name lol.
Animations are looking good so far too
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« Reply #15 on: August 13, 2018, 05:35:52 PM »

i can't wait to get rich off of naming this game
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