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So, I'm making an indie game...

Last posted Apr 02, 2015 at 12:17AM EDT. Added Feb 18, 2015 at 08:42AM EST
40 posts from 19 users

It uses the actual 8-bit palette, along with some 8-bit limitations (3-4 colours per tie/sprite) (INB4 You say I'm using 8-bit because I'm lazy to draw proper sprites)

Any suggestions? The game isn't finished, so expect some changes.

Minty wrote:

What's it even about?

A spacemen (Named Joe Attitude) goes on a planet to defeat earth-invading space monkeys.

It's basically a NES-styled 2D beat 'em up.

Fillerthefreak wrote:

A spacemen (Named Joe Attitude) goes on a planet to defeat earth-invading space monkeys.

It's basically a NES-styled 2D beat 'em up.

Ah okay.
As long as it's decently animated, robust and has intuitive controls, then yeah, I say it's pretty much guaranteed to be popular with the side-scrolling beat-'em-up community. Most beat-'em-ups are fun, but they all follow a similar pattern.

  • Power-ups
  • Different weapons (if you decide to make it a side scrolling shoot-'em-up)
  • Tough bosses
  • Good level design
    And more so, I'm not really a videogame developer, but that's what I notice from most involving beat-'em-ups.

Tomboy-sama wrote:

This reminds me more of the Apogee Software games on DOS due to the colors you picked. Neat concept though, I'm sure you'll share a demo when you have more content coded in?

Eh, thanks.

I worked on the sprite-work for quite awhile, I had to choose colors that made the sprites easy to see from the level design. I also used specific colors to get the best graphics possible with palette limits (EX bright blue instead of white)

And yeah, I'll probably have a short demo once the first level is complete, or so. It's a browser game anyways, so I'll probably share the final game, too.

There's one thing you absolutely HAVE to make sure when designing this kind of game- the combat can't just be button mashing. Find a way to incorporate strategy. For example, one thing you can try is to give at least some of the enemies some form of AI (it can be really simple, of course) instead of just basic movement patterns. This aspect of the game is vastly more important than the graphics.

I spent up to 3 AM working on the game last night, have some new screenshots.

The new spawn area. Showing revamped graphics.

Some enemies in a group.

This waterfall produces bubbles that float to the top of the screen.

This purple monkey is stronger than the green ones.

I'll get the combat done soon, I have a few plans for decent ideas.

Find a good critic and give him a blowjob for good scores
Maybe the ability to pick stuff up and use it as a weapon (maybe even knocked out monkeys?).

Last edited Feb 19, 2015 at 01:37PM EST

Jellopy wrote:

Find a good critic and give him a blowjob for good scores
Maybe the ability to pick stuff up and use it as a weapon (maybe even knocked out monkeys?).

Maybe even the background assets?

I mean you could use the bones from the skeleton decor as a club of sorts.

Or maybe even starting a move chain after you hit an enemy? As pressing up and the attack button would do an uppercut after you hit an enemy. Or even pressing different directional buttons could do different things?

Also, the other attack button fires the laser, I dunno if I'll change this, or keep this (It could be used for puzzles, powerups, and other sorts)

Just doing a rather ROUGH test of the game. Only has basic controls and AI

Controls

-Arrow keys to move

-Z for primary move

-X for secondary move

-Z while moving for alternate primary

-C to pause

Enter to reload due to glitches with the camera

(Also yes, I did make this with Stencyl. Call me a programming noob if you want)

Fillerthefreak wrote:

Just doing a rather ROUGH test of the game. Only has basic controls and AI

Controls

-Arrow keys to move

-Z for primary move

-X for secondary move

-Z while moving for alternate primary

-C to pause

Enter to reload due to glitches with the camera

(Also yes, I did make this with Stencyl. Call me a programming noob if you want)

I walked on top of a cactus and the next set of cactus killed me.

10/10 like Dark Souls with cactus – IGN

The gun seems a little bit overpowered. Maybe you could add ammo or a pause to reload? And it seems like you'll always take a hit in melee combat no matter what you do, so maybe add in some kind of front block move.

Other than that it seems pretty solid, especially if this is your first time.

Tophat Demon wrote:

I say, as another game developer, your animation here is torp nortch!
I usually find animations to be a pain to program. Your game's pretty decent, too.
(Might I suggest some sort of blocking system?)

I agree I made up some games and I always struggle when I'm animating sprites, the graphics here are nice the animation feels smooth and the game is surprisingly good for being your first game, nice work!

Holy fuck, this is a damn good game. Like I'd totally play it when it's done. It's pretty challenging though. I died quick. Having challenge is good. I just recommend adding a block move and cleaning up the sprites a bit more (you know, the sheets of black dots sometimes on the terrain. It kinda hurts my eyes). Other than that you're great. I like the feel of the game too. Even though it's ridiculously simple I really feel like I'm stranded on an alien planet fighting to survive. Maybe if you could try to put some text in the beginning to show the plot kind of like the original Zelda or something? That would be pretty cool if you could pull that off. Anyways, I'll be playing the game some more. Keep working on it dude. You have talent and potential.

Oh yeah, one more thing, dying animations. You need those. I like how you added a damage animation but they just despawn when killed. Do whatever your creativity desires with this. You've been perfect with animations so far.

Last edited Feb 24, 2015 at 06:47PM EST

BAD NEWS

I've kinda broke my keyboard while testing a mini-game of sorts (You had to mash WASD to race space monkey bikers of sorts)

I mashed the keys so hard, the W key broke. It's a laptop, so I guess I could just use a USB keyboard.

Either way, I'll start working again soon, I've got a bit too much on my hands with RL stuff for now.

Tophat Demon wrote:

I say, as another game developer, your animation here is torp nortch!
I usually find animations to be a pain to program. Your game's pretty decent, too.
(Might I suggest some sort of blocking system?)

Thanks!

For the animations, I go test them as a GIF in gimp a couple times before I feel like they're perfect enough. Which can take hours to do, but they end up looking pretty.

Also, I'm completely redoing the combat in the next update, so I'll probably do that.

The game got corrupted, so I decided to hastily turn it into a 2D platformer using whatever assets I had left.

INB4: This game is too hard.

Directional Pad for Movement, X for Jump if anyone's wondering

Edit: Two critiques: The first obstacle should not be a leap of faith, and perhaps we could get to see the buzz-saws sooner than 0.1 seconds before they kill you

Last edited Mar 24, 2015 at 11:59PM EDT

Ryumaru Borike wrote:

Directional Pad for Movement, X for Jump if anyone's wondering

Edit: Two critiques: The first obstacle should not be a leap of faith, and perhaps we could get to see the buzz-saws sooner than 0.1 seconds before they kill you

Also, Z to run.

Will change. But, that part is easy when you see the spikes after that.

Filler.T.Freak wrote:

Also, Z to run.

Will change. But, that part is easy when you see the spikes after that.

Z to run
Shit, that might be a game changer, retesting!
Edit: Enemies are easier to handle, leap of faith still BS

Last edited Mar 25, 2015 at 12:40AM EDT

Filler.T.Freak wrote:

The game got corrupted, so I decided to hastily turn it into a 2D platformer using whatever assets I had left.

INB4: This game is too hard.

So is the original gone forever? If so, then that sucks man, sorry.

Also, I think what you have now would be more playable if you
1. slowed down the entire game and
2. allowed for infinite mid-air jumps.

Added checkpoints, and redesigned level so far.

Also added a hidden "shortcut" inside the level.

Last edited Mar 25, 2015 at 01:50AM EDT

Fixed jumping physics, you no longer "drag: while switch directions.

You can also now duck, which may come in handy.

Removed checkpoint due to glitch.

A few level design changes, and an expansion.

Ryumaru Borike wrote:

Glitch Report (at least I think it's a glitch)
You cannot Run to the Left and Jump at the same time

I can.

Are you sure you're not ducking? You cannot move and duck at the same time.

Another update.

-Added new stuff to the level, making it even harder.

-Due to a strange bug, had to remove original, and re-link the new game.

-Some debug stuff is on the hud right now, ignore that.

Another update!

-Added death animations.

-Added dynamic loading to keep framerate smoother. But has little effect.

-Patch a couple issues.

NOTE:

Please do not post replies with the embedded game, please. Don't want people's computers to take dumps.

More update!

-Test level is now done!

-Added swimming

-Fixed checkpoint bug

-Added death scream sound that my friend suggested.

-Patched a few errors

-Added supersawblade (appears at level end)

-Added elevator

Skeletor-sm

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