Author Topic: Maximum Security: DT's (formerly) unnamed puzzle platformer  (Read 83681 times)

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Offline Streetwalrus

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #105 on: July 25, 2014, 10:56:45 am »
Whoa, nice to see you again Deep, and this still looks pretty damn awesome ! :D

Offline Sorunome

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #106 on: July 25, 2014, 04:16:59 pm »
WTF DT, that is looking way too epic :P

Also, why does the title screen remind me of 1984 :P

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Offline Deep Toaster

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Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #107 on: July 25, 2014, 04:33:38 pm »
Also, why does the title screen remind me of 1984 :P
I was just thinking about that!

It was one of the ideas for a storyline, but I scrapped it in favor of something a bit more stupid. It goes something like this:

You find yourself in a mostly empty cell. Turns out it's a prison cell. As you go through the levels you discover there's far more security and booby traps surrounding you than you thought. But why? Why are you stuck in such a high-security zone?

Because you committed tax evasion. (Or some other mundane white-collar crime that definitely doesn't warrant the maximum-security setting.)

EDIT: Some updates on the stats of the project.

Source programs: 44 (!)
Source size: 9.5 KB

The program now loads external level packs correctly \o/
« Last Edit: July 25, 2014, 04:36:48 pm by Deep Thought »




Offline Sorunome

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #108 on: July 25, 2014, 05:09:42 pm »
Haha, nice idea :D

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Offline Deep Toaster

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #109 on: July 26, 2014, 05:16:08 pm »

Nice to see this up and running again. :D I think I'd be a bit surprised if the level editor and the program fit in the 8k limit. :O
I've just folded the level editor into the main program, and the total size is just 8700 bytes, which is still within the limit :o That actually kinda surprised me.

All that's left is to finish up saving levels, then creating a default level pack, and the project is complete :) Glad I picked up the project again—it feels great to finish things.




Offline chickendude

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #110 on: July 28, 2014, 12:10:34 am »
This looks great (it's been looking great for a long time now, though ;) ), i can't wait to see it finished! I still really love the bubbles in the air-meter :D

EDIT: Also, do you have a release with the embedded level editor for us? And can the levels we make be loaded/progress from one level to another (ie. be beaten)?

Also, embezzlement might be a nice crime to tie together the picking up coins concept.
« Last Edit: July 28, 2014, 12:13:56 am by chickendude »

Offline Deep Toaster

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Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #111 on: July 28, 2014, 02:19:25 am »
I'm still working on tying the level editor together, but yes, users can create level packs with as much depth as the built-in levels, with full progression and scoring/timing features :)

Update: fixed a ton of stuff with loading archived levels. I just realized there's more to be implemented than I thought—in particular, how to even work a story into a level-based puzzle platformer. Ideas?




Offline chickendude

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #112 on: July 28, 2014, 08:39:07 pm »
I think cutscenes or just little introductory text screens before/after each level would be nice. "You wake up and slowly open your eyes. Wait a sec, why are the sheets wet? Did you...? [game starts]" You could also add text that pops up in-game, for example after hitting a switch or something. Adding a place for text seems to be the most obvious way to incorporate a story...

Offline Deep Toaster

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Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #113 on: July 28, 2014, 10:12:35 pm »
Yeah, the plan was for a combination of cutscenes and subtitles hard-coded into the default levels, but as it is I'm now 800 bytes away from the execution limit. There is a popup routine in place that I could reuse for story, but if it takes too much space I'll have to cut out the story as it's the only thing I can reasonably cut from the program at this point. (The level editor added just around 1 KB of extra memory, reusing a good 2–3 KB of routines from the main program, so I think I'm keeping it in.)

Progression through levels is now fully operational. As I said, it's pushing the limit now—9 KB total, 10 KB in sources.

EDIT: I ended up 200 bytes away from the limit, so I shaved off 400 bytes just by taking out two lines of code (Bitmap and RectI) :D Should be on track to finish now!
« Last Edit: July 29, 2014, 08:25:07 pm by Deep Thought »




Offline Deep Toaster

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #114 on: August 16, 2014, 12:57:49 am »
So it looks like I was way too optimistic :P

I'm about 200 bytes over the limit now, so I sold my soul to use Fullrene. As compensation, I think I'm going to make the game a little prettier than before, now that I have the liberty.

The level editor is now fully functional as far as I can tell, as in you can add, delete, and modify levels. Levels are password-protected for editing by a string up to 8 letters/numbers long.

The next features to work on will likely be rearranging levels, then a graphical (!) level picker. Think a minimap of the level structure, along with an overlaid lock symbol if the level is locked :D
« Last Edit: August 17, 2014, 11:53:15 pm by Deep Thought »




Offline Deep Toaster

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #115 on: August 18, 2014, 04:58:40 pm »
Fresh version with a bunch of bugfixes!

I actually had to tweak some stuff in the core engine to fix some minor issues with collision detection. Debugging comment-less two-year-old Axe code is a lot of fun :P

The level editor is now basically complete, as it allows you to move levels around in the level pack.

Also started making the actual levels. The first (animated) screenshot isn't so much a level as a demonstration of the physics engine, just for the pretty effects :D The last two are actual levels.

You can download these levels along with the program here: http://www.omnimaga.org/maximum-security/demos-and-bug-reports-21366/msg391694/#msg391694




Offline Matrefeytontias

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #116 on: August 18, 2014, 05:07:46 pm »
Woah nice :D I'll sure be playing it when I'll have space on my calc for it. That is, after the clean-up of my calc I keep telling myself I must do since some years. <_<

Offline Princetonlion.tibd

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #117 on: August 18, 2014, 05:50:34 pm »
I just cleared my memory so I think I'm going to try it.

Offline Sorunome

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Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #118 on: August 18, 2014, 07:34:50 pm »
Screenshots looking awesome :D

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Offline Deep Toaster

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Maximum Security: DT's (formerly) unnamed puzzle platformer
« Reply #119 on: August 18, 2014, 09:25:29 pm »
Thanks!

I'm debating whether I should create that graphical level select menu—it would definitely be pretty but it'd add a good extra kilobyte to the program I think. By that point, and with the extra bulk of a bunch of default levels, I probably might as well compile an app.