Author Topic: In Medias Res (Contest Entry)  (Read 4970 times)

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Offline LincolnB

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In Medias Res (Contest Entry)
« on: May 29, 2012, 06:46:45 pm »
In Medias Res is a game that starts in the middle of things. You are thrust into an unfamiliar environment, and are forced to figure things out. Because of this I'll have to be pretty careful about the learning curve, and unfortunately I can't do any beta-testing before its due for the contest (at least not online, I might enlist my siblings or friends)

Anyways, all I have is an idea so far. I'm going to re-use the sprites from Base 671 (which is dead), so this isn't going to be a physics platformer like every single one of my previous games.

With help from Quigibo, I was able to set up a simple mod engine (it literally is one line of code) so that I can run any no-stub program from within another program. Because of this its a pretty unsafe engine, since the mods can do basically anything they want to. But hey, whatever.
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Offline parserp

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Re: In Medias Res (Contest Entry)
« Reply #1 on: May 29, 2012, 07:16:38 pm »
:D nice! Now you won't even have to include a readme! :P

Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #2 on: May 29, 2012, 09:06:51 pm »
Eh, actually I probably will, just with an FAQ and stuff
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

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



Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #3 on: June 01, 2012, 05:22:00 pm »
Got a simple enemy engine working; its not a whole lot, but I'm trying to code as modularly(?) as possible.



All they do right now is move when the player's near them; I've spent most of the time thus far building the engine, working a touch on the menu, and coding a sprite editor that suits me.
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 stevon8ter

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Re: In Medias Res (Contest Entry)
« Reply #4 on: June 01, 2012, 05:40:45 pm »
Looks cool so far, they even run offscreen :p
I think this could become a very nice game
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Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #5 on: June 15, 2012, 07:23:14 pm »
OK, I have actually been working on this, but as you can tell I'm not one to document my progress much. Here are some things I've gotten working (screenie soon, probably)

  • Scrolling tilemaps - w/ RLE compression  8)
  • HUD at the bottom of the screen
  • Hearts, you have three until you die
  • Pills a la Fantastic Sam, the same as coins in a game like Mario
  • Grayscale tiles
  • Doors, locked doors, and keys

Quite a few more things i need to implement.
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 squidgetx

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Re: In Medias Res (Contest Entry)
« Reply #6 on: June 15, 2012, 08:47:23 pm »
Seems pretty cool so far, can't wait for the screenie~

I take it it's a sort-of-not-really adventure game? What's your "objective"? Or does it change as you're thrown into each 'new situation'

Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #7 on: June 17, 2012, 09:28:16 pm »
Yeah, thats probably how I would describe it. See, I like puzzle games, but I didn't want to make yet another cramped, static puzzler. I wanted a) dynamic enemies and b) large worlds. At its core, I guess you could say its mostly a puzzle game. But I love the feel of adventure games, and I'm trying to recreate that.

Screenie (finally):
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 squidgetx

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Re: In Medias Res (Contest Entry)
« Reply #8 on: June 17, 2012, 10:40:48 pm »
Oh my, that looks pretty nice. I like your sprite work and the scrolling mechanic. How is the main character controlled/how many directions do you have? I once experimented with a rotate-forward-backward movement scheme but it was hard to control for me :( but judging from the smoothness that's what I'm guessing you have going on ???
« Last Edit: June 17, 2012, 10:45:01 pm by squidgetx »

Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #9 on: June 17, 2012, 10:55:30 pm »
Thanks. There's 12 directions, but that's because I only wanted to make 12 sprites; theoretically, the engine I have could support up to 256 directions :) Anyways, its pretty simple, after the contest I'm ofc going to release the code, but really all I'm using is sine and cosine with some little tweaks.
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 leafy

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Re: In Medias Res (Contest Entry)
« Reply #10 on: June 17, 2012, 11:12:45 pm »
I don't think it's that hard to program - from what I gather the left/right are used to increment an angle value (theta?), then moving forward is adding sin(theta) to y, cos(theta) to x, and moving backwards is adding the negatives of those two values (adjusting for inflation ofc).

Looks very nice! That greyscale seems to be working nicely with the scrolling and everything :D I still don't quite understand the premise of the game, though...
« Last Edit: June 17, 2012, 11:15:55 pm by leafy »
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Offline LincolnB

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Re: In Medias Res (Contest Entry)
« Reply #11 on: June 17, 2012, 11:17:59 pm »
Yeah, that's pretty much exactly how it works. Aaaand the premise of the game is...being worked on. lolz
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:
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Offline Stefan Bauwens

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Re: In Medias Res (Contest Entry)
« Reply #12 on: June 18, 2012, 02:36:49 am »
Yeah, thats probably how I would describe it. See, I like puzzle games, but I didn't want to make yet another cramped, static puzzler. I wanted a) dynamic enemies and b) large worlds. At its core, I guess you could say its mostly a puzzle game. But I love the feel of adventure games, and I'm trying to recreate that.

Screenie (finally):

Looks pretty nice.:)


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Offline DJ Omnimaga

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Re: In Medias Res (Contest Entry)
« Reply #13 on: June 18, 2012, 02:40:02 am »
Seems quite interesting. Because of the "Res" part of the title, however, at first I thought you were taking over Kalan_vod's game http://ourl.ca/3263 :P

EDIT: It even has topic ID 666? O.O
« Last Edit: June 18, 2012, 02:40:19 am by DJ_O »

Offline squidgetx

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Re: In Medias Res (Contest Entry)
« Reply #14 on: June 18, 2012, 08:13:54 am »
I don't think it's that hard to program - from what I gather the left/right are used to increment an angle value (theta?), then moving forward is adding sin(theta) to y, cos(theta) to x, and moving backwards is adding the negatives of those two values (adjusting for inflation ofc).

I know, I didn't have trouble implementing it, I had trouble moving around with this movement scheme. Originally Zombie Gun was going to be a top-down crowdcontrol instead of one dimensional left/right with exactly this movement system but I scrapped it because it was difficult for me to actually move my character around lol. Maybe I'm just bad at these types of games but it was awkward for me :P
« Last Edit: June 18, 2012, 08:14:22 am by squidgetx »