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GREEN 2: RED - Updated 9/3/12!

I really love this a lot!!!

I love the music. I'm in to chipmusic and my game had chipmusic in it (courtesy of Fruity Loops and Plogue Chipsounds. What software did you use?

The title screen is magic! Really amazing. What technique are you using to vary the size of the red squares? (I'm new to Construct, so I hope you don't mind me asking.)

I love the actual mazes. Are they procedurally created or did you hand-craft each one? Beautiful colors.

Fascinating idea of a two-player on the same keyboard. Haven't seen that in a long time.

Definitely a cool game. No criticism except that it needs a help screen.
 
I also wanted to say that I am fascinated that you based this on an earlier game for RPGMaker. I spent a year studying RPGMaker and have every version, even the three versions on the PlayStation. This board makes me nostalgic. I just bought the VX Ace product and maybe I'll play with it. But Construct is my love now.
 
Ugotsta":1ya8miyg said:
Glitchfinder, I'm loving it and especially your descriptive, humorous wording about the Spike Trap!

Sorry for the late response, but in regard to music, I'm really not sure about existing resources for free game music. I was more so referring to audio in my initial response, but you've got that seriously covered. I really, really like the audio you've chosen.

As for background music, I threw a quick loop together that I hope you might like, trying to make it Tron-like and similar to the opening music. I realize it's very simple, just a quick loop, but I like simplicity myself. I'll release it under Creative Commons for free use if you like it.

Here's a loop with no drum sounds: Red prototype

And one with just bass drum accompaniment: Red prototype with bassdrum

Other than that, I'm digging this game and have nothing further to add than that I'll be keeping an eye here for development!

Well, thanks for the great reply, and thanks for the music. Unfortunately, I threw that music into the game last night, and it's been steadily getting on my nerves while working on it today, so I have to say it's a no-go. If it gets on my nerves that fast, it's going to be annoying for long-time play.

BlueScope":1ya8miyg said:
Seems like there's going to be even more to this game than it seemed at the start. I like that, and I'm wondering if you'll do something on the graphic side or if you'll keep this style... I like the simplicity, but at the same time, it does look like placeholders so far, so... just wondering.

@theory: Just when I thought Glitch kidnapped you and took over your account. Hm... then again, he could'Ve porbably taken the necessary login data from you first... :huh:
In case it is you: Good to know you're still alive ;)

Thanks again for commenting. Unfortunately, I don't have the time to make this like the original spec by theory. I've had literally no time this week, thanks to midterms and a full work schedule (a more perfect storm has yet to show itself to me), so I have to wrap things up and come to a close fast.

As for the bit about theory, I did do that. I just decided he had to post to prove he's still alive and kicking. All part of the master plan, you see.

rosareven":1ya8miyg said:
Oh dear, this game must have gotten so popular already that there's a spam post named after it XD

All the best Glitch, your game is no doubt going to be on top 3!

Thanks for the awesome vote of confidence. I doubt it's THAT good, but we'll see. I just wish I could see more of your game. Also, that spam post was funny.

Bob Thulfram":1ya8miyg said:
I really love this a lot!!!

I love the music. I'm in to chipmusic and my game had chipmusic in it (courtesy of Fruity Loops and Plogue Chipsounds. What software did you use?

The title screen is magic! Really amazing. What technique are you using to vary the size of the red squares? (I'm new to Construct, so I hope you don't mind me asking.)

I love the actual mazes. Are they procedurally created or did you hand-craft each one? Beautiful colors.

Fascinating idea of a two-player on the same keyboard. Haven't seen that in a long time.

Definitely a cool game. No criticism except that it needs a help screen.

About the title screen music, I didn't make it. We found it under a creative commons license, and decided to use it. I honestly have no idea what was used to make it. However, I will say that while I have pretty much no talent with regard to music, theory has a bit, but has not chosen to install fruity loops for this project. In fact, I've barely seen him over the past month, save when he sent me the spec sheet for the game.

As for the title screen, it's sort of simple. My screen is made in javascript, but the varying the size bit is pretty easy. On every tick, their size either grows or shrinks by four pixels in each direction, and their opacity goes up or down randomly as well. I don't remember how it was evented, unfortunately, but I remember that their behavior, with the exception of the random placement, took two conditions (on every tick, and for every square) and three commands. (set height, set width to height, set opacity)

As for the maps, they are certainly not procedurally generated, but by the time you see them in game, they no longer qualify as hand-crafted either. What I ended up doing was hand-crafting the maps, and then setting it so that the components would sort of randomize themselves. The walls start off by choosing a random opacity and destroy themselves if it is too low. The mobs and coins throw a random chance to decide whether or not they actually show up. And thanks for the bit on the colors, I was particularly proud of managing that.

The two-player keyboard bit was more a matter of convenience for testing than being on purpose, but it's grown on me, and the reaction was mostly positive, so I think it'll have to stay that way.

As for the help screen, that's coming in the next version. (Which will be the final one for the contest. I plan to complete the original spec for the game and release it as GREEN 3: INDIGO, if possible) The help screen will be accessible from the title screen, and will be a sort of video tutorial on the game.

Bob Thulfram":1ya8miyg said:
I also wanted to say that I am fascinated that you based this on an earlier game for RPGMaker. I spent a year studying RPGMaker and have every version, even the three versions on the PlayStation. This board makes me nostalgic. I just bought the VX Ace product and maybe I'll play with it. But Construct is my love now.

You know, you can edit your old post by hitting a button in the bottom right. That said, thanks again for the further comment. I'm pretty sure I still have a copy of theory's old RM* version, although I think the official download is gone now. You can find the old thread here
.
 
Cool game Glitchfinder :) Iv been playing this one for a while now, it's very fun, and addictive :D

Good luck with the contest :)
 
I'm not sure about what is this game, it seems a game engine with placeholders, there only i like about the menu intro, then the whole graphics are considered as placeholders which they have no graphics, only geometric primitives.

The graphics are part of gameplay for some people may enjoy.

But at overall, it's well done, sometimes is hard to get someone to play multiplayer lol, maybe you could to integrate multiplayer using node.js or socket.io, there some tutorials, have good luck!
 
Glitchfinder":3dt7c0fi said:
Bob Thulfram":3dt7c0fi said:
I also wanted to say that I am fascinated that you based this on an earlier game for RPGMaker. I spent a year studying RPGMaker and have every version, even the three versions on the PlayStation. This board makes me nostalgic. I just bought the VX Ace product and maybe I'll play with it. But Construct is my love now.

You know, you can edit your old post by hitting a button in the bottom right. That said, thanks again for the further comment. I'm pretty sure I still have a copy of theory's old RM* version, although I think the official download is gone now. You can find the old thread here
.

If you ever find a copy of Green, I'd love to see it. I was fascinated by your instructions in the other thread:

RED doesn't like you. He's slow but will slaughter you, given the chance.
ORANGE hates you. He'll outrun RED to get to you first.
PINK is insane, and hates everything. Especially you, though. If you see PINK, hide.
YELLOW is most important, get them all if you can.
BLUE demands a sacrifice of YELLOW to let you past.
WHITE is amazingly helpful. But only to the rich.
GREEN is your personal hero. Get to GREEN and it will save you from inevitable defeat.
BROWN is harmless, and easily pushed around.


There's a cool block-graphics RPG game idea in there! It's like a poem or a song! Even if I never see the actual game, I might like to make one starting with the poem and (of course) rewriting it. Poetry and games!
 
Glitchfinder":yd2ibdd3 said:
Bob Thulfram":yd2ibdd3 said:
I really love this a lot!!!

I love the music. I'm in to chipmusic and my game had chipmusic in it (courtesy of Fruity Loops and Plogue Chipsounds. What software did you use?

The title screen is magic! Really amazing. What technique are you using to vary the size of the red squares? (I'm new to Construct, so I hope you don't mind me asking.)

I love the actual mazes. Are they procedurally created or did you hand-craft each one? Beautiful colors.

Fascinating idea of a two-player on the same keyboard. Haven't seen that in a long time.

Definitely a cool game. No criticism except that it needs a help screen.

About the title screen music, I didn't make it. We found it under a creative commons license, and decided to use it. I honestly have no idea what was used to make it. However, I will say that while I have pretty much no talent with regard to music, theory has a bit, but has not chosen to install fruity loops for this project. In fact, I've barely seen him over the past month, save when he sent me the spec sheet for the game.

As for the title screen, it's sort of simple. My screen is made in javascript, but the varying the size bit is pretty easy. On every tick, their size either grows or shrinks by four pixels in each direction, and their opacity goes up or down randomly as well. I don't remember how it was evented, unfortunately, but I remember that their behavior, with the exception of the random placement, took two conditions (on every tick, and for every square) and three commands. (set height, set width to height, set opacity)

As for the maps, they are certainly not procedurally generated, but by the time you see them in game, they no longer qualify as hand-crafted either. What I ended up doing was hand-crafting the maps, and then setting it so that the components would sort of randomize themselves. The walls start off by choosing a random opacity and destroy themselves if it is too low. The mobs and coins throw a random chance to decide whether or not they actually show up. And thanks for the bit on the colors, I was particularly proud of managing that.

The two-player keyboard bit was more a matter of convenience for testing than being on purpose, but it's grown on me, and the reaction was mostly positive, so I think it'll have to stay that way.

As for the help screen, that's coming in the next version. (Which will be the final one for the contest. I plan to complete the original spec for the game and release it as GREEN 3: INDIGO, if possible) The help screen will be accessible from the title screen, and will be a sort of video tutorial on the game.

Wow, food for thought! I'm intrigued by all of this and it gives me ideas. I hadn't quite realized you could have an opening screen in JavaScript. Or does the JavaScript be part of the Construct actions? I know how to write a HTML5 web page and I know (some) of what Construct 2 does, but I don't quite get where you are mixing them. :sad:

Anyway, your game is awesome and reminds me of the work by Jason Rohrer, who I admire.
 
Ok you! I liked this, but I'm no exactly sure what happened. at some point I was red, and then I did alot as blue, but... hen I was playing as both. w/e I collected a lot of gold thingies... hb games should make a drunk tile
 
So, I feel I should mention a few things. While the twitter feed IS mentioning updates, they are currently not reflected in the hosted copy of the game. That's because there are a few new bugs I have yet to deal with, at least one of which makes the game entirely unplayable depending on what you do. (Specifically, in the current state, I cannot continue to play after activating a revival tile when there is a dead player, because the whole screen turns white for some reason)

So, for now, I'm going to leave it on the same version that was uploaded for the contest. Once I finish converting everything to use the new manager object, and iron out the last of the bugs that resulted from that, then I'll upload a new version. I'll also go through my project history on github and update the changelog, which will quite possibly double in length.

For anyone who is curious and wants to try playing the very latest version, they can try using git to download the repository, then follow the instructions in the README. I intend to make certain that the project can always be used in the free version of Construct 2, so you shouldn't need to pay for anything just to try that. If you're curious about how to download a git repository, I'm pretty sure that github has OS-specific instructions on how to do so in their documentation.
 
I just updated the hosted copy of the game! That means that any bugs you find and report on the issue tracker are probably not fixed. Here's the current changelog, minus some older stuff I can't remember doing:

  • Fixed a bug causing the game to repeatedly change maps when all players are at 0 remaining lives.
  • Fixed a bug involving players changing maps several times when a new map is loaded.
  • Moved the player management code out of the Player object and into a new Manager object.
  • Created a public repository for the project.
  • Created a public issue tracker for the project.
  • Licensed the project under Creative Commons - Noncommercial due to some of the music used.
  • Added a formatted README.creole file for Github.
  • Added a plaintext README.txt file for other use.
  • Modified the revival god-mode timer to be independent of frame-rate.
  • Fixed issues regarding disappearing icons on the Help screen.
  • Fixed the repository so that it did not include backups, databases, or uistates.
  • Restored random map orientation.
  • Fixed a crash in a specific situation.
  • Fixed several bugs involving players not being placed when the map loaded.
  • Fixed a few bugs where players would load with a map despite being dead.
  • Fixed player placement based upon map orientation.
  • Deprecated a few unused variables.
  • Set sound effects to preload with the game.
  • Fixed music pausing in Chrome. (Still broken in Firefox, possibly waiting for update to browser)
  • Updated map exits with new values to assist in placing players properly.
  • Cleaned up the event sheet.
  • Fixed minor issues involving return values and music.
  • Fixed a massive processing time leak that would eventually result in the game spending the vast majority of its power and time processing the list of players in the manager object.

Note that I am not finished moving stuff to the manager object. However, at this point, I can't find any specific bugs, so I felt it was as good a time as any to update the hosted copy.
 

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