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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Charles Babbage and the Difference Engine (COMPLETE)
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Author Topic: Charles Babbage and the Difference Engine (COMPLETE)  (Read 9674 times)
Ryavis
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« on: December 11, 2009, 12:21:49 PM »

I had Kazerad choose four threads for me (two for sprites and two for music) and I stuck to only using them. So no Oryx sprites, sorry.
http://forums.tigsource.com/index.php?topic=9353.0
http://forums.tigsource.com/index.php?topic=9147.0
http://forums.tigsource.com/index.php?topic=8963.0
http://forums.tigsource.com/index.php?topic=9234.0

So given that...
http://chaos.foxmage.com/BabbageFinal.zip

Or, if you want my old version without sound and stuff,
http://chaos.foxmage.com/Babbage.zip


Part of the stage 1 bossfight against Newton, the sinister levitating egg.


A difficult formation of enemies in stage 2. Watch out for the scything lasers!


I'd suggest not playing stage 3 if you don't like skulls.

Controls-
arrow keys: move
q: focus mode
w: jump (note that your jumps are limited!)
enter: pause
t: skip cutscene (hold it down for best effect!)

Cheats (only present in old release)-
o: switch between levels
p: get extra lives and jumps
1: switch to easy difficulty
2: switch to normal difficulty
3: switch to hard difficulty

Too late for comments now!
« Last Edit: January 09, 2010, 10:08:43 PM by Ryavis » Logged
saluk
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« Reply #1 on: December 11, 2009, 12:39:55 PM »

Cheap boss with the arrows. Rest of it was good skill level for bad shmup player like me. I didn't realize at first the jumps were limited and ran out a bit quickly Smiley
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HanClinto
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« Reply #2 on: December 11, 2009, 12:50:06 PM »

I love the idea of limiting yourself to a small handfull of threads.  Those are good choices, and I look forward to seeing more of your work!

--clint
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Ryavis
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« Reply #3 on: December 11, 2009, 01:05:23 PM »

I myself haven't actually beaten it. The closest I've gotten is partway into the stage boss's third attack pattern.
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Inanimate
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« Reply #4 on: December 11, 2009, 09:34:58 PM »

It's to my understanding that shadows get SMALLER the higher up you are... and it seems I'm always firing, and can jump only occasionally? I might be missing something.

OH, FORGOT TO MENTION: Grats on using Nook's stuff!
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ras
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« Reply #5 on: December 11, 2009, 10:27:41 PM »

It's to my understanding that shadows get SMALLER the higher up you are...

Where did you get that understanding? Think about it, it makes no sense.
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Inanimate
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« Reply #6 on: December 11, 2009, 10:40:12 PM »

It's to my understanding that shadows get SMALLER the higher up you are...

Where did you get that understanding? Think about it, it makes no sense.

Cartoons and games from what I can remember. Eh, I thought I was wrong anyways.
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Fifth
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« Reply #7 on: December 11, 2009, 11:36:41 PM »

It depends on if your light is coming from a single, occludable point (light bulb), or an unfathomably huge wall of flame (the sun).

I'm fine with how the shadows work here.  It gives a good sense of where you should look when respawning.

I didn't like how much my own shots were blending in with the background, though.  Even with the line guides, it was disorienting.
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Ryavis
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« Reply #8 on: December 12, 2009, 11:14:17 AM »

Well, I made them blend in with the background on purpose because one of my testers thought that back when they were really visible they made it harder to see where enemy shots are. Since in this kinda game, your own shots are really taking the backseat to what enemies are firing at you, right?

Of course, if I get a majority opinion on what to do here I'll change it. I'm not so sure what's the right way, myself.
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Ryavis
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« Reply #9 on: December 21, 2009, 07:57:09 PM »

UPDATE: Now that finals are over, I am resuming work on this.
Upcoming features (some of which are already implemented):
Difficulty modes!
(so as to not drive me mad designing waves, the only difference between difficulty modes will be number of pickups. Easy will be very generous with extra jumps)
Pause!
Enemies who drop pickups will be visibly different!
When landing from a jump, all enemy shots within a radius of you are destroyed! (so no more landing on top of enemy shots and dying)
A fix for a rather serious bug with cutscenes that I doubt anyone noticed!
Also, stage 2. It will feature killer astronauts, plants that spit hearts at you, and an evil block of ice. Stay tuned!

Let's see if I can get this stupid game done in time!
(Also, am I a bad person for double-posting?)
« Last Edit: December 21, 2009, 08:19:17 PM by Ryavis » Logged
Strom
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« Reply #10 on: December 21, 2009, 08:22:29 PM »

Press F1 to get more jumps Wizard
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See my Assemblee 2009 2D and 3D work Here. My A Game By Its Cover compo entry Journal of Shikoku.
Ryavis
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« Reply #11 on: December 21, 2009, 08:30:43 PM »

Okay, I'll make the extra lives cheat give you more jumps also... just for you, Strom <3
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Ryavis
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« Reply #12 on: December 23, 2009, 09:15:54 PM »

Update:
Stage 2 is done.
Features:
Killer astronauts!
Plants that shoot hearts at you!
Lasers!
An evil block of ice!
Gripping drama (if you can figure out how to read the dialogue)!
All I promised and more!

New version is online, new controls posted in first post, etc.
Again, any comments appreciated. I'm not good enough at these games to truly test them.
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Ryavis
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« Reply #13 on: December 30, 2009, 10:32:31 PM »

Update:
Stage 3 is done.
It includes skulls that shoot minerals at you, skulls that shoot lasers at you, plants that throw explosive flasks, and did I mention it has skulls?
Also includes a button for skipping cutscenes, because they get pretty old when you are testing the same boss like twenty times in a row.

This means that I officially have done all of the content I wanted. Just need to add menus, sound, scoring (maybe?), and, of course, balance.

So... I'd appreciate it if some people played this and said what they think is wrong with it. Hopefully there's at least some people here who are good enough with these kinda games to tell me how bad my design skills are, right? I know that this is the kind of game which requires a real commitment to beat, so it's okay if you cheat and play in easy mode. Just I think it'd kind of help if I got feedback from more then two people.

(And no, there is no stage 4. That black screen you get if you cheat past or beat stage 3 is just the temporary "You win." screen.)
« Last Edit: December 30, 2009, 10:38:56 PM by Ryavis » Logged
Kazerad
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« Reply #14 on: January 01, 2010, 10:21:13 AM »

Playing on Easy Mode, I could make it as far as the ice cave without cheating. It could just be that I'm being too stingy with jumps, since whenever I lost all my lives I'd still have 10-40 jumps in reserve (the things that killed me were usually the things I didn't think would kill me). Maybe someone more paranoid would do a better job than me.
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Ryavis
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« Reply #15 on: January 09, 2010, 10:10:10 PM »

Final version released.
NEW FEATURES
A mediocre menu!
An opening cutscene!
Music!
Sound!
Spoken dialogue! kind of
You heard that right! This is the only game in this competition, to my knowledge, with spoken dialogue!
It's a big buggy, but I hope you forgive my saying "whatever" and going back to playing Dragon Age: Origin, considering the rather severe dearth of feedback.

EDIT: Also I just realized the shitty title screen doesn't even have the name of the game. Ah well.
« Last Edit: January 09, 2010, 10:16:33 PM by Ryavis » Logged
X3N
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« Reply #16 on: January 20, 2010, 10:03:37 PM »

The music and homing bullet maths has a beautiful combination. Very pleasant to play  Cool
What kind of maths did you use for the homing bullets? Very elegant.
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Ryavis
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« Reply #17 on: January 20, 2010, 11:15:28 PM »

If you mean the player's homing shots, they detect what the nearest enemy is at the moment they are fired. Then they change the direction they are moving at a steady rate while until it equals the angle between them and their target. Occasionally this results in them going in circles around an enemy.

Also, thanks for the feedback.
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X3N
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« Reply #18 on: January 21, 2010, 11:44:35 AM »

Cool.
Fun game, gonna try more of it later.
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Melly
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« Reply #19 on: January 23, 2010, 11:31:40 PM »

A very nice shmup, but unfortunately I feel some aspects of it are a bit flawed. The background tiles you chose make it hard to see the bullets as they blends together and confuse your eyes. Losing all your powerups when you die is just annoying, and feels like an archaic mechanic coming from the NES era.

Other than that it was quite enjoyable, though each level seems to drag on for too long.
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Feel free to disregard the above.
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