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    #16
    Re: Unnamed new platformer

    You gotta pick one project and stick with it.
    Ryner's Games

    Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

    Monster Must Die - Winner: Halloween Horror Contest - Click Here!

    All you need to play is a computer, no outside program necessary!

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      #17
      Re: Unnamed new platformer

      You gotta pick one project and stick with it.
      What do you mean by this Ryner?

      As far as future worlds go salamander, the game is very much a "as-I-go" experience, meaning I don't have everything planned out. I was thinking I'd like the next world to be a jungle area, and the initial plan is to have a minimum of 8 worlds.

      Now for some small progress. I admit progress has been a little slow. I've been doing many other things lately, froming re-watching Dragonball Z to re-playing games, etc. And with the news of a new RPG Maker for the DS, I wonder if anyone is reading these little progress updates. I did finish a bit of the coding for level 1-4. I finished most of the easier scripts in the coding, such as jumping and re-directing the player so they don't walk on certain areas. I'll still need to add in enemies and the tougher coding some other time.

      I think that I'll probably go with 4 levels and a boss level for each world. That way there is a fair bit of variety and it will be easier to balance the game this way.

      Many of the levels are linked up, and I playtest each one before moving on, but it's been a while since I've checked how these levels connect and if there's any problems moving between levels. Something else on my to-do list that I'll need to finish.

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        #18
        Re: Unnamed new platformer

        I've almost finished a bit of coding related to the hubworld. In the hubworld there are many different jukeboxes. The nifty thing about them is I plan on setting them to a switch and having the music you choose change the music of the hubworld....until you change it. So you could choose a theme you really like, leave the hubworld and when you return, it'll still be playing.

        So far I have four jukeboxes finished, and the advanced coding will still need to be finished. What I'd like to do are make special jukeboxes that will play certain music that other games use alot. Say, a special jukebox will allow you to play a certain theme from Usuru: Ultimate Story, or play the hubworld theme from Donkey Kong. With any luck I'd like to extend this to something I could host for other people's creations. Say, playing a theme from Secret of Everyone or Slayers' Reign. It's a nice thought, anyway, and we'll see how it works out.

        And one last thing I keep forgetting to mention....I have 2 system blocks and 2 scenario blocks! Woohoo!

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          #19
          Re: Unnamed new platformer

          Sounds nice so far. I like the idea of the jukeboxes; perhaps you could let the player exchange some sort of currency they found throughout the game to unlock some groovin tunes?
          Just call me judge, jury, and a cab.

          Current Project: We The Brave

          Fearless Gaze Studio here:http://www.pavilionboards.com/forum/...play.php?f=159

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            #20
            Re: Unnamed new platformer

            You gotta be psychic or something FlamingMage, because that's exactly what I have planned out already. You earn tokens from the main game, and use them in a vending machine to access the jukeboxes.

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              #21
              Re: Unnamed new platformer

              Big changes to the game today.

              I went in and decided that some changes were still in limbo, and needed to get sorted out if I was to continue on a normal, non I'm-going-crazy spree. So the big structual change is all of the switches have been individualized, and are written down for future reference. Usually this is a sign of bad things; anything I've written down for a game in planning, that game never materializes. The one game that has broken that rule is Donkey Kong, and hopefully this one will too.

              Anyway, keeping track of all the switches is a huge step forward. Initially I re-used the beginning switches and turned them on and off as levels switched. I knew this wasn't a good idea since bugs could more readily appear in any given game section, but I did it to make some headway into the creation process. Now all switches are used for one item, and are carefully tracked and written down. Words can't express how much easier this will be for making the game.

              I've also made a decision to use switches only for one object or event. This means that I'll likely run up and fair amount of switches. This doesn't bother me as far as the number of switches, because there's no way I'll hit 500. What bothers me is whether using new switches for everything will eat up memory. I'd ideally like to release the game requiring only 2 memory cards, but considering I also want a lot of custom graphics, this may be a problem. It's a little early to tell that, however.

              And with any luck, more progress on level 1-4 will be in the next update.

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                #22
                Re: Unnamed new platformer

                And skins. Everyone loves unlockable player skins.
                Just call me judge, jury, and a cab.

                Current Project: We The Brave

                Fearless Gaze Studio here:http://www.pavilionboards.com/forum/...play.php?f=159

                Comment


                  #23
                  Re: Unnamed new platformer

                  I didn't work on the game yesterday, and I probably won't work on it today (hanging with friends....something I can't do everyday). So let's talk about something else.

                  I think I've finally found a title I can settle on. Introducing;

                  Josh's Out-of-Body Adventure

                  It's a little bit my own idea and a little bit of one of Duel's suggestions. Although I want to place emphasis on the fact it's a platforming game, so I may also put 'Platforming" between body and adventure. But that also makes the title a little long, and that's something I'd like to avoid.

                  At the very least, this is the first game title I could sit with really well, and enjoy it. Feel free to leave any suggestions.

                  And on a lighter note, I'm glad my games have appeared in every weekly progress on the front page. I'm glad to see my constant work is being recognized!

                  Comment


                    #24
                    Re: Unnamed new platformer

                    I haven't worked on this game for a while. Between my job and doing other fun activities, this got pushed off to the side. I figured if I didn't work on it a little today, I may get into a slump of not doing anything with it, so I forced myself to begin working on it.

                    Aside from getting the jukeboxes completely up and running, I also did some more work on 1-4. Most of the code to make the idea in that particular level work is down and good. I've yet to playtest it thoroughly however.

                    And I have a question, for those keeping track of these progress updates...do you care how many memeory cards you need to play a game? I'm starting to realize that I may have to up the maximum amount of cards needed to 3. Generally I try to put everything in one card, and only Usuru used two cards (and really, one could cut the game enough to make it fit onto one. I did do it, so I know). If I'm using one card for custom graphics, then the other would have to house the system and scenario, and the game is always getting bigger, so I don't know if everything could fit within two memory cards.

                    Will post more progress as it develops.

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                      #25
                      Re: Josh's Out-of-Body Adventure

                      I have more progress to report, but first, an exciting decision. The title for the game will be Josh's Out-of-Body Adventure. I decided I like the title enough to use it. It has a bit of everything I'm looking for. It says the character game, which is nice. The Out-of Body piece tells us a little about what the game is about, and Adventure is a bit of an action word to finish things nicely.

                      Although, I must admit I'm not sure if the character name Josh will stick. It was thought up somewhat randomly. But it'll stay for now.

                      Level 1-4 has seen even more coding, with the gun firing at the wall complete. It really only amounts to a minute of actual game time, but I playtested, tweaked, and carefully crafted the whole situation to meet my standards, and make an event that's quite the experience.

                      The gun, after getting the power from the player, moves into position and begins the chargeup sequence. This is a rather slow-buildup, where I used sound effect 12 and started at tempo 1, and slowly built it up, until it reaches 19 and fires. The screen also slowly changes red during the chargeup, losing green and blue in the process.

                      I suppose words can't do it justice. You'll have to check it out yourself when it's finished.

                      I've yet to include enemies in the level (usually it's the last element I put into a level), but I'm almost finished with this particular level. After 1-4, there will be the first boss battle. More on that later! I'm pumped with my progress. Time to check out for the night and start anew in the morning. Peace!

                      Comment


                        #26
                        Re: Josh's Out-of-Body Adventure

                        I spend a good deal of time on the game today. I finished up more of the coding for 1-4, so it's nearly complete. I debugged the level (there were a lot of mistakes left behind), and now it mostly works. I still need to add some baddies to a particular section, otherwise they are in other areas of the level and working fine.

                        I also did a big design for the first boss battle. You start out above water, and can chat with a lady before jumping in the water. You sink right to the bottom, and then go to the battle area. It took a good while to design this level, since underwater envoriments aren't my specialty. It's looking good, although far from what I expected. I originally wanted the whole arena to be open, and have events push you back if you tried to leave. But since the arena is so big, it would take too many events to do so, so instead I have the arena closed off with walls.

                        I should get more into the actual battle after I start working on it, but....what the hell! You do battle with "Captain Calcium", the walking, talking skeletal frame that's got a bone to pick with you. He has a problem though; although his bones are all accounted for and bleached white, he can't see all that well. So, he wanders around the level randomly and shoots homing beams that will tell Captain Calcium exactly where you are, and he'll shoot for a life! You also have to watch out for the ground, as there are some steam vents that'll spray hot water on you, taking a life if you accidently step on them.

                        So how do you take out this *****? Thankfully there are 4 items in the corners of the arena. Pick them up, and beat up that skeleton! Careful though! With every hit, the Captain will launch more homing beams into the field. If you can hit him four times, he'll crumble. Don't get weak knees, or the Captain will crunch-a-tize ya!

                        EDIT: That particular word is censored here, but not at the Mag. How very odd.
                        Last edited by 1ce; 10-21-2009, 06:11 PM.

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                          #27
                          Re: Josh's Out-of-Body Adventure

                          this is an interesting idea.

                          Thank you Ωbright for the sig fix!
                          Card Three is released! You can find it here!

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                            #28
                            Re: Josh's Out-of-Body Adventure

                            I may need to take a break from my little project here.

                            It's been a little depressing over here. I try and charge on, but the lack of interest and the closing of my picture progress topic....it's a tough pill to swallow.

                            The progress I've made is all well and good, but the project may be too ambitious for it's own good. I'm scared to work on it since I have so much to work on. I want to add so many features that were in Donkey Kong and exapnd them, that this game will take a while to complete. I can tell you that the optomistic prediction of a year-end release is not going to happen. And I'm not sure my initial prediction of a Feburary 2010 will actually hold. And I'm also unhappy with how the game has no narrative. It has no direction, no soul.

                            So, I think I need to step back and take a couple days off. Re-evaluate where I stand now, and start back up in a couple of days with a fresh perspective. So this isn't a cancellation, nor is this a two month break. Not even a month break. Just a couple or so days to relax.

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                              #29
                              Re: Josh's Out-of-Body Adventure

                              There's interest in this! I'm subscribed and read every new post you make!

                              If you want I could suggest more stuff. I was under the impression that you had it totally under control already.
                              Just call me judge, jury, and a cab.

                              Current Project: We The Brave

                              Fearless Gaze Studio here:http://www.pavilionboards.com/forum/...play.php?f=159

                              Comment


                                #30
                                Re: Josh's Out-of-Body Adventure

                                Hehe, thanks FlamingMage.

                                I still have it mostly under control. I just need to take some steps back and check out what I've done, where I'm going with this, and when it will be finished. And I think I'll be ready to start working on it within a few days.

                                Thanks again

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