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Topic:   Retro games   (Read 348005 times)


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Gan


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Re: Retro games
« Reply #165 on: April 25, 2011, 07:05:35 PM »
http://cl.ly/2Y3m2L393q2a1T0R463Y

This includes 3 different music tracks, I only used the first. The other two may come in handy for levels or something.

EqwanoX


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Re: Retro games
« Reply #166 on: April 25, 2011, 09:01:09 PM »
Quote
I like it:
Retro Game Title Movie
THATS cool, we'll definatly use that

slight update, i tryed to center the laser, and i added a gun upgrade that has longer range and does more damage
http://cl.ly/0I3K0c1v200O2h1z050Z

Connors


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Re: Retro games
« Reply #167 on: April 25, 2011, 11:05:46 PM »
I like how it's still called "Sprite Nav v0.x.x". That should be the secretive "development name" until it's released. XD

So, which sounds should be used for the menu? I say pressing "Y" plays #3 (shortened to a few seconds). Afterwards it goes back to 1 or 2, maybe at random.

Let me know if you decide to add some more graphics tiles, or proper animations. I like animating. Even if it's simple stuff like recoil or zombies leaning left and right when they walk it helps it look better.
Does using recreate sprite before updating the screen slow down the game very much?
What about seeing your own feet move?

EDIT: Try replacing "updatescreen" in the timer with:
Code: [Select]
         LET check = (check * -1) + 1
 Â        IF check = 1 then UPDATESCREEN
 Â        END IF
That updates every other frame, it should be faster. Let me know what you think, and if it looks too choppy or weird. I think it's fast enough though.
« Last Edit: April 25, 2011, 11:16:42 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Zoo


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Re: Retro games
« Reply #168 on: April 26, 2011, 03:23:05 PM »
I think hitting Y should open a "New game" "Load game" menu. I think we need to work on a boss level now. Any ideas for a first boss? We also need a cutscene before (Or after) said boss. I have an idea, if you want to stick with the computer console idea. A cutscene could be as simple as:
Now loading pictures from EQ station.....
Then it shows a picture or zombies. Then opens anothe picture of some more zombies or maybe the main character shooting zombies. I've seen Eq's art before, he's pretty good at drawing. Maybe he could do the pictures. I'm a crummy artist. Anybody willing to do a computer voice? You can change your voice with garage band, or just use one of the mac voices.
Voice acting isn't needed to badly, but would make the game more lifelike and interesting.
I think the weapon is a good idea. Maybe you could make it so you can toggle between weapons, and give them different ammo, and make the green gun slower but stronger, and the yellow one faster but weaker.

Just some ideas,
            -Zoo
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Gan


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Re: Retro games
« Reply #169 on: April 26, 2011, 04:35:01 PM »
Give me a script and I can play around with voice tuning.
I've only recorded and changed my voice once, that was for Rock Paper Scissors Extreme!

Whoa, this is a group project now? It's gonna die.

webmaster804


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Re: Retro games
« Reply #170 on: April 26, 2011, 05:33:43 PM »
Hey, hate to interfere but my brother (zoo804) just showed me the progress so far and i've got a few comments.
These are mostly from a players point of view.
At the beginning of a round i recommend the screen lock for like 3 seconds and your player be highlighted. When ever I would first get to a new level i would have to find my guy and by that point i would be half dead. That might just be me but it cant hurt to try and I bet it would be simple to do.
I like how it gives you time to think in between each room and having to decide where to go next gives it an element of strategy. Makes you think things like: is it worth the 3 zombies to try to get the ammo and the key? Or should I try for the health first? I like this a lot because most shooters are just point gun shoot zombie move on. The way this game works means you need a plan and strategic thinking not just a quick shooting reflex.
One more problem I have is that if you die you have to go all the way back to the beginning. The way the game seems to work its hard to beat a level all in one go. So having to go back and replay the whole game every time is frustrating.
i love the game and if theres anything I can do to help don't hesitate to ask (just gonna warn you I have almost no skill whatsoever with script or stuff like that)
« Last Edit: April 26, 2011, 05:35:52 PM by webmaster804 »
"For future reference, Harry, it is raspberry...although of course, if I were a Death Eater, I would have been sure to research my own jam preferences before impersonating myself."
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Zoo


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Re: Retro games
« Reply #171 on: April 26, 2011, 05:40:02 PM »
Gan,
I would start by doing anything the computer says, in your best robot voice. Then maybe a few small expression the player says randomly in game. Like sounds of pain, and maybe some "Ha, Take that"s or something. Since this really has no story yet, there aren't any scripts yet. But I'm sure we'll have some in the near future.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Connors


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Re: Retro games
« Reply #172 on: April 26, 2011, 06:32:49 PM »
I'm going to look at this soon on a better computer (school's computer), so I can give better advice and probably try to make levels. I like making levels.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

EqwanoX


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Re: Retro games
« Reply #173 on: April 27, 2011, 09:46:22 PM »
webmaster had some good thoughts, i can see how its confusing at the beginning when you dont know where your character is, ill figure out something to fix that. i added lives though, and armor that cuts damage in half, and i fixed some bugs.

http://cl.ly/0w0I1S2z3o0g472u362b

i would like to draw a doom-like title screen, but i dont think i can do more scene-oriented artwork than that cause its just to time consuming and probly isnt needed in this type of quick action game. but i still like the intro idea

i would like to start makeing more enemy and boss sprites, the graphics are pretty simple to make i just need inspiration, anyone have any ideas? otherwise ill probly just copy more doom designs

we could still use some more regular and boss levels/arenas, if anyone can make any ill add them in the next update
« Last Edit: April 28, 2011, 11:46:12 AM by EqwanoX »

Connors


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Re: Retro games
« Reply #174 on: April 28, 2011, 12:30:11 PM »
Quote
Does using recreate sprite before updating the screen slow down the game very much?
What about seeing your own feet move?
- Connors on animated sprites
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Zoo


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Re: Retro games
« Reply #175 on: April 28, 2011, 03:12:02 PM »
w00t. Connors is making animations. It'll be awesome if it doesn't slow the game down a lot. OK I found a glitch. When I beat level one, I went on to the next stage, and being the smart gamer, I set off a bomb to destroy all the zombies closing in on me. It showed my character die, and even though I had 2 lives, It gave me the game over screen.
« Last Edit: April 28, 2011, 03:12:48 PM by zoo804 »
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #176 on: April 28, 2011, 07:05:42 PM »
fixed
http://cl.ly/3I1W1q4734120B2h242n

i dont know how much slow-down animations would be, its worth a try, ill test it

Zoo


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Re: Retro games
« Reply #177 on: April 28, 2011, 08:06:50 PM »
No background.... :(
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #178 on: April 28, 2011, 09:10:12 PM »

Connors


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Re: Retro games
« Reply #179 on: April 28, 2011, 10:36:44 PM »
made one today:

I'll try making him lean left and right for walking next.
As for the player, you could try switching between rotating +/- 3 degrees, so he moves his arms left and right.
(feel free to edit or remove the extra blood, I just put that in for style 8))
« Last Edit: April 28, 2011, 10:37:31 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/