Adventure Kid.

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Adventure Kid.

Postby Eldude » Mon Aug 17, 2009 9:14 am

Hi

While I am waiting for my boss's to give me something to do on my other projects I thought I would make my own simple game.
All backgrounds will be made by me and at this stage I have pinched a sprite to use.

AT this stage I was planning it to be a platform game which is more vertical climbing rather than horizontal. The idea will be that you have to find the way out of the level.

There will be things to slow you down like conveyour and moving platforms. Switches/buttons which make platforms move into place. Bounce pads to get extra higher jumps and things like that. Maybe keys to collect to open doors. You may have seen this engine of mine before.

Latest compile below, Check my latest post for a progress update.
Attachments
Adventure Kid.nds
Latest compile 26/09
(554.56 KiB) Downloaded 148 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby James » Mon Aug 17, 2009 12:45 pm

Bass will be kicking himself now because he said he didn't see any good games made with DSGM.

Yey, I reached the top. Love the sprite but if you jump when not moving left to right the jump looks really lifeless.
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Re: (No Name Yet) Platformer

Postby Eldude » Mon Aug 17, 2009 1:57 pm

Yes I am still working on sprite animation. I do have a jump frame on the strip but have a couple of problems with it.
When the sprite lands after the jump, for some reason, every second jump it stays on the jump frame and does not return to the standing frame so I have taken the jump frame out for the time being until I work it out.

If you look at the orginal demo of this engine I posted somewhere on the forum you will see the jump frame.

When you reach the top I wil have a door which will take you to the next level.. I have not added that yet. I am still working on the level and the engine.
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby Eldude » Tue Aug 18, 2009 12:22 pm

Played a bit more with sprite animations. It is still not perfect but ok for now. I added the jump animation back in.
Added a bit more to level 1.

I have thought about the game some more. The concept is going to be similar to the homebrew "Still Alive" the Portal game for DS. I will not be using portals but will use the idea of figuring out how to get through the level.
To achieve the puzzle/challenge I have decided to use such things as
    . Tricky jumps
    . Jump pads for higher jumps
    . Switches to open areas of play or move platforms into place or activate moving platforms.
    . I may add the collection angle to the game. You have to collect all the what ever object to finish the level. This also makes sure that the player see's the whole level and not just the way out.

Other game design I have been thinking about was a mini map on the bottom screen and a little display showing the amount of objects to collect and how many left.
Was also thinking of doing a timer but not sure if I will.

Anyway. Here is the current engine.
Attachments
BGplat.nds
Platform Game. Made with DSGM 2.8D
(347.56 KiB) Downloaded 42 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby Zingaliam » Wed Aug 19, 2009 7:17 am

Wow, this is looking good, i can't wait for more!
I look noob, sound noob, act noob, and probably am noob. But i'm learning. So give me a break and i'll learn.
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Re: (No Name Yet) Platformer

Postby Eldude » Wed Aug 19, 2009 7:43 am

The more encouragement the more motivation for me.
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby James » Wed Aug 19, 2009 11:29 am

Well, here's my share of encouragement.
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Re: (No Name Yet) Platformer

Postby Eldude » Wed Aug 19, 2009 11:43 am

Thanks Jimmy.

If anyone wants to submit a level go ahead.

The rules for the dynamics are as follows.
The room size should be about 1024 x 1024
To reach an above level when jumping it should be no more than 64 pixels beween tops of platforms to make it look like mine. You can go a bit more if you want it to just make it to the above level.
MAX Width/gap between horizontal platforms should not be more than 112 pixels.
The top of the highest platform should be no less than 224 pixels from the top of the image otherwise when you jump the bg scrolls and the bottom appears up the top.

If you want you can just make it with black lines on a magenta BG and I will colour it.
If it gets used.. Of coarse you will make the credits.

If anyone can think of a good BG to put where the clouds are now. Go ahead and submit a seamless 256 x 256 image.


Latest Compile.
Press D-Pad up to exit the level.
Attachments
BGplat.nds
Made with DSGM 2.8D
(350.06 KiB) Downloaded 14 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby ashess » Wed Aug 19, 2009 12:47 pm

nice :) I had a bit of trouble making the big jump going right, almost like the ground isnt really as far as on the picture. oh, and I can stand on the door right now ^^
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Re: (No Name Yet) Platformer

Postby Eldude » Wed Aug 19, 2009 1:12 pm

Playing on the emulator is hard. On the DS is easier. I did not want to make it to easy so yes, some of the jumps have to be timed correctly but they are all possible as you have said.. you are standing on the door which I can fix in 2 seconds flat.
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby Eldude » Wed Aug 19, 2009 8:24 pm

Level 1 is pretty much complete. I still may add some collectables later on when I figure out what I will collect!

Started Level 2. I have gone for a building construction theme on this level. It has the stereo type red steel work beams to run on. Added a sky scrapper background to this level... Still may change it a bit more.

Added my first bounce pad. This pad will make you fly through the air around twice as high as a normal jump. I drew a magnet under the pad to make it look like you are being propelled by the negative force of the magnet.

I added a menu at the start so you can jump to what ever level you like... The game will not stay like this, it is for debugging purposes only so I don't have to play through every level to test the new level. I can just jump straight to the level I want to test.

Latest Compile.
Attachments
BGplat.nds
Level 2 started.
(402.06 KiB) Downloaded 13 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby Eldude » Thu Aug 20, 2009 5:51 pm

Level 1 slightly altered. I just put a couple of more gaps in the top platform.

Level 2 pretty much finished.

For testing purposes, at the end of the level it goes back to a level selection menu.

Was thinking of putting in a view function. Hold down a button and you can look about 100 pixels in any direction by using the D-pad.

Decided on security passes to collect.
card.png
My card :P
card.png (2.81 KiB) Viewed 651 times


Comments please.
Latest compile attached.
Attachments
BGplat.nds
Platform game made with DSGM 2.8D.
(407.06 KiB) Downloaded 8 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby WillWill56 » Fri Aug 21, 2009 10:03 am

Grrr... if you fall too fast you fall right through platforms! Especially annoying when at the second spring of the second level.
Come forth, come forth! But he slipped on a banana peel and came fifth...
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Re: (No Name Yet) Platformer

Postby Eldude » Fri Aug 21, 2009 10:28 am

Play it on the DS.

In an emulator it can skip frames and sometimes it skips the frame where it detects the platform.
I am also looking at putting in more detection points so that it has less chance of missing detecting a platform.

Game update.
I have added two collectables to level 1 and the door up the top remains shut until you collect them all.
This adds a new angle to the game as I can now start at the exit but can't get in until everything is collected.
I am going to work on teleports. I am also going to work on platforms that appear when you hit a switch. To do the appearing platforms should be interesting.
I could do this in 2 ways. I could just switch backgrounds or I was thinking of using a sprite platform but running along the top of a sprite may be tricky.
I am looking at going the sprite angle as I thought you may be able to see the background scroll when you switch backgrounds. Also with the sprite option, I can make moving platforms.

I have made my own sprite collision system as the built in one was not accurate enough. Mines not perfect either but at least it only detects when the sprites actually touch and not just the the transparent bits touch.

New card sprite. Think I might make an animated sprite so the red and green lights flash. What do you think?
card.png
New card sprite.
card.png (2.83 KiB) Viewed 644 times


Latest Compile. Has the collectables. Still working on the collectable sprite and door.
Attachments
BGplat.nds
Shows the collectables on level 1
(412.56 KiB) Downloaded 33 times
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

My Scratch Page: http://scratch.mit.edu/users/Eldude
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Re: (No Name Yet) Platformer

Postby WillWill56 » Fri Aug 21, 2009 11:37 am

Try drawing a line (after the sprite position is calculated in bit-shift but not set) from the sprites previous position to where it will be next and see if the line passes through any collisions, if so, move to the first pixel of the line that collided (and set the bit-shifted positions to the correct place), else, move to where it was headed.
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