4.24.2010

Saturday Update

Two weeks in a row! Bonus points or whatever. This week, I've got three different games to talk about and another thing. Quick intro done, let's get to it.

Generic Platformer:

There hasn't been much done level designs wise, but I have gotten a few things complete. The shop, for one, has been more or less completed (I might still change a few things later on), but it works well enough! Also, I made the shop keeper have a paedo-smile, just because I can.



The shop being completed also means that I've constructed the main Hub section, so yay! Another small update that I've done is I made ladders... that work. In addition, I have sprited three different terrains from the two Grass and Void terrains.



In clockwise order, starting from the middle: Snow (Yes, I know it looks like clouds...), Void, Underground/Dirt, Grassy, Volcanic. I am still working on some scenery sprites for each environment, but so far I've enough to make it look nice in my own perfectionist opinion.
Some other environments I am planning:
  • Desert
  • Underwater
  • Clouds
  • Space
If you have any others you want to suggest, feel free to comment.

Gravita

A game that I worked on long ago that I've just recently picked up. It's almost complete, as I was about 50% done with it before I started again. Gravita itself is a basic arcade SHMUP scroller that includes power-ups, different enemies, achievements (GameJolt), and more. It uses the same style as Prozo, but with a tad bit more color. Screenshot!



The gimmick in Gravita is that it's all mouse. The circle ship, which is the player, follows a curved path depending on the x-coordinate of the mouse. This also allows the ability for those with quick mice to easily avoid the ships with a flick of the hand. The Stage is the stage of the player (the higher, the more bullets you can fire). The power-ups included so far are:
  • Health - Regain 10 HP
  • Shield - Regain 10 shield
  • QuickShoot - Quicken the shooting pace for the player
  • Stage - Add fifty experience points to the stage bar
  • Repair - Regain 10 HP and shield
  • Invert* - Inverts the screen (Not implemented and not sure if I shall as of now)
Same as with the environments in GP-1, if you have any suggestions feel free to comment.

CaveGame

Unfortunately, I've been so focused on working on Gravita and GP-1 this week that not a lot of work was done on CaveGame. That also means no demo (Sorry UG), but I have begun the procedural generation process, and that might take a lot of brainpower to figure it out. I'll try to get it all sorted out by next Saturday, but not promises.

GM Extended

GM Extended (or GME) is just a .gmk file that will include scripts and constants that will further extend GM's current functions. For constants, I'll be adding some common colors and I'm not sure what else at this point. Most of the scripts that I have made right now deal with real numbers and mathematics (Factorial, Pythagorean theorem, roots, etc...). The scripts I have so far:
  • Factorial - n!
  • Pythagorean theorem - a^2+b^2 = c^2
  • Inverse Pythagorean theorem - c^2-(a^2 or b^2) = (b^2 or a^2 respectively)
  • Root - The nth root of a number (e.g. cubic root of 27 is 3 since 3*3*3 = 27)
  • Draw_self(); - Draws the sprite as it normally would be if the draw even wasn't being used
If you have any suggestions on what I should add and it's not in the list above, please comment. However, GME is not meant for a bunch of complex scripts like 3D Terrain and that type of thing. Mostly I want smaller useful scripts.

That's all for this week.

4.17.2010

Saturday Update

Alright, I failed last week due to unforeseen events that stopped me from posting another blog. However, we're back on our regular schedule. Today I shall be continuing two games from the last Saturday blog (Generic Platformer and CaveGame).

Generic Platformer

As of last post regarding this game, it was in its early stages. Now it's still in the early stages, but has moved onto the level designing part! Spikes have been added, the level ending keys were also added (as well as the key part to the HUD), and I completed the beginning "cinematic" portion of the game.

As you can see from the amazing screenshot, there is a new area type. This is also the beginning room, where you meet Lenos. I won't say much as to who Lenos is (you'll figure it out in the game), but he is willing to use his powers for you if you can fulfill his requirements.

Here we're back at the Hub entrance, where the game is very simple and basic for learning experience and whatnot. The shop, in which you use the coins you collect, will not be available until you reach the main Hub. So far, I have all the levels finished for the Hub entrance. All that's left before the entrance is completed is that I need to make the main Hub and connect that to the entrance.

CaveGame

In CaveGame, I've made good progress sprite-wise. The player sprite was completed, and I now have eleven treasures sprited. In addition, I also have the treasure menu working correctly! Here's a screenshot:

I still plan on having 50 treasures, but I only have 30 planned out so far. Now I will work on the procedural generation of the levels, then finish up the treasures. If all goes well, I may have a demo next Saturday.

4.03.2010

Saturday Update

Yay, the weekly Saturday update is just something I'll try to get in every Saturday (Obviously) and where I'll just show off anything that I haven't already (Screenies, game files, etcetera). For today, I'll just show off two platformer games and something else that I'm currently working on.

Generic Platformer

If you haven't already figured it out, the game is called Generic Platformer because (1) it's currently a tentative title and (2) the game is basically a generic platformer. Same as any other platformer, you control a... thing with a :3 expression and have to make your way across many levels. Some screenshoots:



Xero

Some of you might remember, if you were on YYG, a long time ago, I had an image advertising Xero in my signature. Since then, that idea has long been in the trash can, but I decided to reuse the graphics (and the name) to make a newer platformer.
In this Xero, you basically take the roll of an engineer whose goal is to repair the ship that you're in. It'll be slightly explorative, but it is mainly a puzzle game (And no, there are no Necromorphs). Screenie!



Cave Game
Yet another uncreative name, but the title is tentative also. Cave Game is basically a top-down hexagonal-grid based game in which you are searching for as many treasures as you can before you make it out of the cave. The cave itself is unbelievable (and by that, I just mean it's not very realistic), as it includes ice, water, and grass in addition to a normal rock floor type. Either way, I plan on having it procedurally generated with at least 50 different treasures. And now for a screenshoot (The player sprite has yet to be made):