Your Story [uDG 2011]

Member
Posts: 283
Joined: 2006.05
Post: #16
[Image: snap-11_08_15__012014.png]

New build (link at top)! Use the arrow keys to move the ship around.

I've been working on some tiles and a level to try it out in. I'm pleased with the results, but it's near half time so I'd have liked to have made more progress. It's exciting though; I'm enjoying working on this and seeing what everyone else is doing.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #17
New build with a tiny tiny mans!
http://files.slembcke.net/temp/Your%20Story.app.tgz

So I've been pretty quiet so far. I joined up with maximile a few weeks ago because it sounded like he basically wanted to make the same game as me and even more so because he can make art. Wink

Anyway. I've been poking around at character controls in Chipmunk a bit and generating collision shapes for the levels. At this point I'm relatively happy with how it works and it's demo time! Also, maximile whipped up a nice little sprite for him.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #18
[Image: upshot_7iOwQwnl.png]

1) Tweaked a lot of the platforming controls like the run speed, jump height, etc. Added double jumping.

2) Added some really basic lighting code. Might turn it into the fancy lighting like from Twilight Golf, but not for now.

3) We have our first enemy in the game. \o/ Spacebar shoots now, but not really in a helpful or visible way yet.

edit: Forgot to add a link to the new build -> http://files.slembcke.net/temp/Your%20Story.app.tgz

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Member
Posts: 27
Joined: 2011.07
Post: #19
I fell off the side and ended up inside the terrain. Wink

Looks good!
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Member
Posts: 283
Joined: 2006.05
Post: #20
New build: http://www.maximile.net/stuff/Your%20Story.app.zip

I've added some particle effects. Hopefully they give some useful feedback as well as looking cooler. Also there's a lot more map to explore, including a secret health cache.

The enemies take two shots to kill, or you can trick them into jumping off the map.

I'm going to try and get a load of content done over the weekend, hopefully a new tileset and more rooms.

Big thanks to Scott for all his work so far; he's already solved some problems that I'd have been stuck on for ages, and I'm excited to see what we can get done in the time remaining.
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Moderator
Posts: 916
Joined: 2002.10
Post: #21
random thoughts:
* Going from full screen to window and vice versa require me to recheck the window / screen to be able to use the controls again
* editor redraw issue: http://i.imgur.com/FOLG5.png
* not being able to see where to jump is a dick move. Seriously, leaps of faith for the lose. For the most part I found I could navigate where to go, and double jump sometimes saved me for jumps that felt obviously too long. But there were a few places where I could literally not see what was far enough. You would think "HEY BRIAN! YOU SHOULDN'T GO THAT WAY SINCE YOU CAN'T SEE THAT FAR", but my brain doesn't quite think that way Sneaky
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Nibbie
Posts: 1
Joined: 2011.08
Post: #22
Hello,
The other day Scott sent me a build of the game.
It looks an feels great. The main characters animation is really cute.

About the only advice I had was that the backgrounds look really pretty, but if they had a little bit of color work done to them... they could look even prettier.
So I took a quick color pass on it when I had a little bit of free time.

This isn't quite perfect but maybe you guys will enjoy it? Feel free to snag any colors from it you like.

[Image: q07e5.png]
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Member
Posts: 283
Joined: 2006.05
Post: #23
Thanks skyhawk. I'll definitely take that into account when working on levels. I'll limit my dick movery to having enemies leap at you from dark corners.

tylersaurus: That looks great! I'll definitely try something like that (though it won't be exactly the same; I'm using a limited palette)
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Moderator
Posts: 452
Joined: 2008.04
Post: #24
Wow, it's looking great. The simple enemy AI is really effective the way it is- the sprite animations are great, and the lighting effect works quite nicely to add some ambiance.

I also really like the particle effects. It's got a nice pixel-y feel and they look great. I'll probably be adding something really similar to my game soon.

tylersaurus: hey! Good to see you around these parts of the internet!

Howling Moon Software - CrayonBall for Mac and iPhone, Contract Game Dev Work
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Moderator
Posts: 384
Joined: 2002.08
Post: #25
GREAT feel so far. I'd like the spread of the weapon to e a little more in the vertical, only because the levels seem to have a lot of little ups and downs, and I think it would feel a little more "fair" to the user if the bullets were sent out in a greater vertical swath.

KB Productions, Car Care for iPhone/iPod Touch
@karlbecker_com
All too often, art is simply the loss of practicality.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #26
Now with 18% more random sfxr sounds than previously before!

http://files.slembcke.net/temp/Your%20Story.app.tgz

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #27
Apparently the ogg/vorbis libs I had were causing crashes on 32bit machines. Rebuilt to fix that. http://files.slembcke.net/temp/Your%20Story.app.tgz

I also made a new video of the gameplay so far: http://files.slembcke.net/temp/YourStory1.mov

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #28
Now with 33% more music. Same download link:
http://files.slembcke.net/temp/Your%20Story.app.tgz

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Member
Posts: 339
Joined: 2004.07
Post: #29
(Aug 30, 2011 11:18 PM)Skorche Wrote:  Now with 33% more music. Same download link:
http://files.slembcke.net/temp/Your%20Story.app.tgz

OMG PLEASE tell me that isn't just a placeholder track!!!

I love how this entry is coming along! As others have mentioned, love the look and feel, and the little touches, like the particle effects or the slimes tracking you with their eyes, are really cool.

Some feedback:

- Horizontal movement speed of the main character feels a LITTLE slow to me.

- When double jumping up some walls, sometimes the guy will kick off and go away from the ledge. Most noticeable on the ledge right to the left of the big rock in the beginning. If it's intentional, it feels a little bit weird.

- It also feels weird to have the character slide down the low grade ramps when he lands on them.

- The slow rate of fire of the weapon gets to me (although this might just be me.) Perhaps ease the sting of it by either using an audio cue (a sound of cocking a shotgun, etc) so I can better feel out when I can shoot again? Or perhaps a meter a la Zero Suit Samus although that is probably a little clumsy.

Justin Ficarrotta
http://www.justinfic.com
"It is better to be The Man than to work for The Man." - Alexander Seropian
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Sage
Posts: 1,482
Joined: 2002.09
Post: #30
Ah, lotsa feedback.

- What you don't like the music? I spent HOURS searching for just the perfect song. What could possibly be wrong with my tastes? We haven't really discussed anything on music yet, but I can assure you we won't use that song. Wink

- Horizontal speed is lowish to try and prevent him from jumping quite so far.

- I'm using Chipmunk to power the platformer physics as much as possible because we want to add more physics interaction later on in the game. The "kickback" is from hitting the corner of the line segment for the horizontal part of the ground. It should be much better for the next build.

- Sliding down ramps -- again because I'm trying to use the physics engine. I haven't really decided if I like it or not. What really bugs me is bouncing off corners because the player's collision shape is rounded. Not quite sure what to do about that yet.

-The weapon stuff is still pretty early. We still want to add another weapon type or two and the shotgun one will probably evolve a bit more.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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