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

It's pretty cool so far. The camera works wonders so far. It is pretty impressive.
The gameplay/graphics are pretty neat too. The style just...fits. It matches the theme of the game (at first I thought it was Dwarf Fortress or something though so a tutorial would be nice).

The only thing is, what's the goal of this thing, exactly?
It got kind of boring later on.

And once I got dropped into a random pit of blue. Then I went all the way up (read: all the way up) and found a teleport.
But other than that, pretty sweet. I love the AI too.
 
AeroLowe":1gj5arfc said:
It's pretty cool so far. The camera works wonders so far. It is pretty impressive.
The gameplay/graphics are pretty neat too. The style just...fits. It matches the theme of the game (at first I thought it was Dwarf Fortress or something though so a tutorial would be nice).

The only thing is, what's the goal of this thing, exactly?
It got kind of boring later on.

And once I got dropped into a random pit of blue. Then I went all the way up (read: all the way up) and found a teleport.
But other than that, pretty sweet. I love the AI too.

Thanks for the compliments! A tutorial will be accessible from the selection screen, which will show up after the title screen in the future.

As for a goal, I mentioned it in the main post, but I guess I'll reiterate: Survive as long as possible, get as high a score as possible. Pretty simple, but it will be quite challenging, especially once I finish up player deaths/respawning. (I've currently got player death, I'm working on the respawn bit right now. One thing I would like to note is that respawning will not be a matter of just wait for a respawn. If you activate the spawner on the current map, dead players can respawn there after five seconds. (If they died before the spawner was activated by another player, then they'll still have to wait another five seconds) If all players on a map die, but at least some have lives left, then a new map will load, with the spawner already active, and the players will appear around it.

As for the big blue map, that's actually an empty map I have yet to finish. It's set to become a treasure map. At the player levels calculated for in the current demo, that means that there will be lots of treasure, and no enemies. Also, the map isn't always blue. The maps are actually all green in the editor. It's not until you start a map that its color is determined. They just tend to be blue because blue is the last color handled.

Anyway, what I've finished and what I have yet to do before the next demo, which should be tonight:

Finished
  • Player death, complete with sound effect.
  • Capability to respawn a player, editor-side. This took up a few unanticipated events, but there's no way around them. At this point, that means that aside from the five events already mentioned, I'll have one event per character. (Not player, but character. That's all I'll say about that for now.)
  • Player respawn tile. This has no behavior yet, though.
  • Added background handling for up to four players, minus the necessary gamepad controls. (Those will be handled via an edit to the gamepad object for a later demo)

Unfinished
  • Respawn tile behavior and sound effects.
  • Respawn sound effect.
  • Respawning on a new map if no players survive the current map.
  • Kicking players to the title screen when all lives are gone.

I would also like to note that, by now, this would be over 100 events if I was not using custom behaviors. In point of fact, the current project would be at 45 events right now if I had been using global variables rather than data stored inside an array.

Edit: The rest will have to wait for tomorrow. I got caught up on a small issue that proved quite annoying. Specifically, upon the death of a player, the camera "snaps" to the other player. I know how to fix it, though. It's pretty simple. I made a new object, one that the camera treats as a player, but has no sprite. When a player dies, they spawn one of these at their location. When this is created, it picks the first player in the player array and moves toward it. As that happens, the camera scrolls toward the remaining player, rather than simply snapping. Once it actually collides with the player, or if no players are on the map, it despawns again. Unfortunately, I have no time to implement that tonight.
 
Wow, I really like the concept behind this one. I think the visuals lend themselves well to the gameplay concept. In fact, I've got a number of game ideas I'm working on right now that have very much the same blockish appearance, but my hope is to keep the graphics simple but make the gameplay immensely deep, sort of like a roguelike. It seems to me you're going that exact route with this and it seems to be coming along great.

I'm very interested in the progress on this, especially given the roguelike nature of it. I've always loved roguelikes and played Rogue, Nethack and Moria around the time they were first circulating BBS systems. Looks like you've got the random levels done well on that note. They seem interesting enough to me to maintain interest. Plus, the way the monsters chase you works very well given the hybrid roguelike/realtime gameplay.

Given the blockish appearance, how do you envision the sounds best done? I was guessing you might want to go the 8-bit route? If so, there are infinite sources of sound for that. I work with lots of different audio software and I guess I tend to focus more on audio than anything. If you're interested, I can throw some ideas your way. I'd love to see this one progress quickly.
 
I'll respond to your post later tonight, Ugotsta. Unfortunately, I'm short on time before work.

Anyway, I just uploaded a new version! Check out the changelog for details, but by now I can guarantee that if I wasn't scripting behaviors, I would be at more than 100 events. Kind of odd, considering how simple the game is.

Unfortunately, I didn't have time to script it to kick you to the title screen after all lives were lost, so you'll have to be content with refreshing for now. HOWEVER, you can be left on the map with no players but lives left if a revival tile is active. Just wait the for the respawn count and move on from there.
 
I had a go. Here's my top score! :)

red.png
 
Ugotsta":whmo9r09 said:
Wow, I really like the concept behind this one. I think the visuals lend themselves well to the gameplay concept. In fact, I've got a number of game ideas I'm working on right now that have very much the same blockish appearance, but my hope is to keep the graphics simple but make the gameplay immensely deep, sort of like a roguelike. It seems to me you're going that exact route with this and it seems to be coming along great.

I'm very interested in the progress on this, especially given the roguelike nature of it. I've always loved roguelikes and played Rogue, Nethack and Moria around the time they were first circulating BBS systems. Looks like you've got the random levels done well on that note. They seem interesting enough to me to maintain interest. Plus, the way the monsters chase you works very well given the hybrid roguelike/realtime gameplay.

Given the blockish appearance, how do you envision the sounds best done? I was guessing you might want to go the 8-bit route? If so, there are infinite sources of sound for that. I work with lots of different audio software and I guess I tend to focus more on audio than anything. If you're interested, I can throw some ideas your way. I'd love to see this one progress quickly.

All right, I'm sorry for taking so long to reply to this. Thanks for the compliments, they really do help me keep going with this project. As for the sounds, I contemplated using legitimate chiptunes, but was unable to find a site with enough resources that fit what I needed. I am not a composer, nor am I particularly good with audio in general. If you could link me to a site with a large number of chiptunes that are up for a creative commons or creative commons: attribution license, I would greatly appreciate it. Unfortunately, I cannot let myself use anything that's licensed as personal use or royalty free (the kind where you pay up front for use), but that's about the only limit. As it is, I'm using sound effects more akin to synth from the 70's, like you might see in the original TRON movie. I'm not sure how much I like them, so the opportunity to compare would be quite helpful. Again, thanks for the suggestion, and I hope you enjoy the finished product.

I would also like to note that the game is now hosted on one of my own domains. You can access it any time from either http://red.vg4life.com or http://red.game-development-blog.com! (This is mostly because dropbox is filtered at work, and I want to try it there, to see just how bad it really is)
 
Glitchfinder":9j99a2od said:
As for the sounds, I contemplated using legitimate chiptunes, but was unable to find a site with enough resources that fit what I needed. I am not a composer, nor am I particularly good with audio in general. If you could link me to a site with a large number of chiptunes that are up for a creative commons or creative commons: attribution license, I would greatly appreciate it. Unfortunately, I cannot let myself use anything that's licensed as personal use or royalty free (the kind where you pay up front for use), but that's about the only limit.
Ever try http://www.chiptune.com/ ?
(Once the AMIGA interface loads, browse through songs via the little "Chipbench" window.)

Also your game is not subject to being forced to adhere to commercial use requirements. You're not selling it.

(Unless you plan to in the future ... But you can worry about that after the contest.)

The song in the title is amazing and awesome ... But the ... BGS??? That plays during the levels grinds on my nerves after a short time. Really needs to be replaced by music or something less ... Irritating.
 
Venetia":2eo09nbw said:
Glitchfinder":2eo09nbw said:
As for the sounds, I contemplated using legitimate chiptunes, but was unable to find a site with enough resources that fit what I needed. I am not a composer, nor am I particularly good with audio in general. If you could link me to a site with a large number of chiptunes that are up for a creative commons or creative commons: attribution license, I would greatly appreciate it. Unfortunately, I cannot let myself use anything that's licensed as personal use or royalty free (the kind where you pay up front for use), but that's about the only limit.
Ever try http://www.chiptune.com/ ?
(Once the AMIGA interface loads, browse through songs via the little "Chipbench" window.)

Also your game is not subject to being forced to adhere to commercial use requirements. You're not selling it.

(Unless you plan to in the future ... But you can worry about that after the contest.)

The song in the title is amazing and awesome ... But the ... BGS??? That plays during the levels grinds on my nerves after a short time. Really needs to be replaced by music or something less ... Irritating.

I totally agree with you on that one. In point of fact, lemme update that right now. There was something I was considering replacing it with, and I think it's time to do so.

Edit: nvm, that totally didn't work. :/ I'll just take out the current bgs for now.
 
AeroLowe":fsj2o8eo said:
I stopped because I didn't know how to respawn. DX

Just hit the four white squares toward the center of the map.

Also, you guys need to be more careful. I was barely into this game, when I took the cap. (For your sakes, I won't count it towards the top score)

score.png
 
Great job CrazyFlail!

I've updated the game yet again! Check the update log for the 23rd for details, but I think some of the changes should be pretty obvious. I should have the entire game complete for levels 0-5 by the time I stop tomorrow or the day after. Then it should be pretty easy to extrapolate to the rest of the game. Suffice to say, you've only had a tiny taste of the game so far!

Once it's done for levels 0-5 (which will include one new enemy, two new items, and a bunch of new maps), you'll start to see progress on the rest of the game. That will include a lot of new level-based maps, newer, higher leveled enemies as you progress, and, eventually, the incredibly unfair boss mob toward the end. If you somehow manage to beat enough of the boss mob, you'll eventually be able to access The Core, where the stakes are high and the risk is higher! At that point, it becomes an all-or-nothing gamble to survive and collect the higher-reward treasures. Remember, the only way to lose is not to play, but the game ends when you die!

Speaking of, I have yet to have it boot you to the title screen on death. Sorry about that.
 

moog

Sponsor

if you need music for stages, I'd be glad to help make you something small for a bgm :) game looks cool, good luck with your future stuff.
 
I have an update that resolves several bugs, however, dreamhost seems to have encountered some sort of global network outage. I can't access it, and neither can downforeveryoneorjustme. None of my sites are available, nor is the main dreamhost page. So, for now, I'll upload it at dropbox again.

The patch fixes several bugs regarding respawning. They include players respawning in the wrong place, players disappearing and/or going into negative life counts while respawning, and gates being blocked when you didn't take them.
 
Mother Gloria":34k0weeu said:
if you need music for stages, I'd be glad to help make you something small for a bgm :) game looks cool, good luck with your future stuff.

If you'd be willing to, that would be awesome! No guarantees about it being used, and I would prefer it was 20-30 seconds tops. Still, thanks for the offer!

Also, Dreamhost is back online, so now I have the newest version hosted on my own site yet again. I'll edit the main post in a minute.
 
There's a new mob in town! Everyone, meet the Spike Trap.
spiketrap-default-000.png
He's new on the block, and is sort of confused about who he is. He obviously doesn't like the players, but at the same time, all those little ORANGE things running about willy-nilly and hitting everything are starting to wear on his nerves. Here's to hoping he'll take an active dislike to them as well!
 
There, I posted.

Heh.

But 4srsly its a great project and if I can get Glitchfinder to stop spoiling the surprises, maybe it will turn out to be a fun one. :)
 
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!
 
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 ;)
 
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!
 

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