Author Topic: Blastlabs [Axe]  (Read 47030 times)

0 Members and 2 Guests are viewing this topic.

Offline Stefan Bauwens

  • Creator of Myst 89 - סטיבן
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1799
  • Rating: +162/-24
  • 68k programmer
    • View Profile
    • Portfolio
Re: Blastlabs [Axe]
« Reply #30 on: September 12, 2012, 06:34:21 am »
Wow, that looks amazing! Well done on the sprites Deep Though!


Very proud Ticalc.org POTY winner (2011 68k) with Myst 89!
Very proud TI-Planet.org DBZ winner(2013)

Interview with me

Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #31 on: September 13, 2012, 09:33:54 pm »
So guys, I'm extending this question to you - what would you want to see? What kind of enemies do you like, what kinds of platforming techniques do you want to see programmed into this game?
In-progress: Graviter (...)

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Blastlabs [Axe]
« Reply #32 on: September 13, 2012, 09:37:31 pm »
hanging from ledge would be nice to see. :)
Sig wipe!

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: Blastlabs [Axe]
« Reply #33 on: September 13, 2012, 09:40:28 pm »
Different guns with cool effects added to them (like a bazooka kicks you back).
A system either based on picking up powerups in-game or a money system like in Zombie Gun would be nice to see.

Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #34 on: September 13, 2012, 10:58:39 pm »
Alright, so after thinking about my game for a while, I've decided to take a different approach that will hopefully be a lot more epic. Instead of guns (which could break a lot of things with long range), I'll give the player a variety of melee attacks and just polish it to give it a nice platformer feel.

Ledge hanging is certainly a possibility, but I'm not sure what money could buy. Hats maybe?
* leafy runs
« Last Edit: September 13, 2012, 10:59:41 pm by leafy »
In-progress: Graviter (...)

Offline turiqwalrus

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 840
  • Rating: +51/-2
  • Wheeeeeee~!
    • View Profile
Re: Blastlabs [Axe]
« Reply #35 on: September 14, 2012, 09:10:03 am »
Hats and skins would be the obvious options. otherwise, maybe add buyable 'special effects'(e.g. fireworks) at the end of a level or new tile sets.

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Blastlabs [Axe]
« Reply #36 on: September 15, 2012, 08:36:15 pm »
How about adding some magic? :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: Blastlabs [Axe]
« Reply #37 on: September 16, 2012, 12:19:54 am »
How about adding some magic? :D
I second this motion.

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: Blastlabs [Axe]
« Reply #38 on: September 16, 2012, 01:07:19 pm »
Ninjas don't have magic.

They have throwing stars though ;D




Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Blastlabs [Axe]
« Reply #39 on: September 16, 2012, 02:49:56 pm »
Actually some ninjas have magic. I think magic or throwing stars could both be cool. Depends on the nature of the game though.

Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #40 on: September 16, 2012, 07:41:14 pm »
Alright, magic it is. I'll see what I can do. I've spent a lot of time fine-tuning the player movement engine so that it feel natural. This involved adding a slight "stickiness" to the wallsliding, fixing walljumping, adding player inertia, and just all-around tweaking of values. I've also done quite a bit of optimization and taken out greyscale so that it'll run on all devices. Here's a quick screenie (everything's running at 6MHz):



I've attached the screenshot level so you can test out the movement and tell me what you don't like about it.

(I haven't put in the new sprites yet, I'll do that eventually :P )
« Last Edit: September 17, 2012, 12:23:24 am by leafy »
In-progress: Graviter (...)

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Blastlabs [Axe]
« Reply #41 on: September 16, 2012, 10:30:38 pm »
It's got a nice look and feel. Can't wait to see some game elements.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Blastlabs [Axe]
« Reply #42 on: September 16, 2012, 11:50:06 pm »
wow, now that is awesome! You got the player perfect IMO :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #43 on: September 18, 2012, 11:15:32 pm »
Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working! I'll probably make some more detailed tilesets in the future, but I've just made a simple line tileset for now.


In-progress: Graviter (...)

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Blastlabs [Axe]
« Reply #44 on: September 18, 2012, 11:16:31 pm »
wow, this is awesome! I really like it, and wall jumping gives these cool dust pixels :D
I also like that the walls aren't solid now, so just borders :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!