Robotic Downfall PC, Mac, Linux FREE VIDEO GAME!

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Robotic Downfall PC, Mac, Linux FREE VIDEO GAME!

Postby Zivouhr » Mon Apr 27, 2015 12:39 am

RoboticDownfallboxartsm2.png



Robotic Downfall is an original Arcade Shooter being developed (using Game Editor) by FSudolArt Games for PC, Mac, Linux, and inspired by classic Arcade games like Berzerk, Frenzy and Robotron.


Video Footage of Gameplay

Screenshot-7.jpeg


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As posted on Robotic Downfall's main site: http://www.fsudolart.wordpress.com
The new game Robotic Downfall is about to be released for PC, Mac and Linux under FSudol Art Games. Prepare yourself for 30 action packed levels of Robotic blasting thrills in Robotic Downfall, created by F. Sudol. Includes Retro Mode and Normal mode (with music by Aggressive Electronx.) Get the game June 9th, 2015 at:

http://www.indiedb.com/games/robotic-downfall

http://gamejolt.com/games/arcade/roboti ... all/63136/ (Available now)

Thank you for playing! The game was created using Game Editor software.


I hope those who are registered with gamejolt give this game a try and provide some brief feedback good or bad as long as it's constructive, thanks! Robotic Downfall turned out as I was hoping in terms of game play, graphics and challenge. This was always a dream to create an arcade inspired game like this, and thanks to Game Editor, it became possible. Thanks to Game-Editor and the Game Editor Forum for all the helpful tips. :D

Full playthrough of the RETRO mode of RD:


Full game download size is 18 to 19+ MB
Demo game is about 5 MB

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File size limit is 2MB here, and the demo is about 5 MB or so, therefore I couldn't add it here, but have to link out to video game sites for independent developers. Demo now available for PC, Mac, Linux.

http://gamejolt.com/games/arcade/roboti ... all/63136/

http://www.indiedb.com/games/robotic-downfall

UPDATE: May 17, 2015: Robotic Downfall Trailer Premiere on Youtube.com! The new trailer showcases many of the new robot enemies and levels!

UPDATE: May 14, 2015 ROBOTIC DOWNFALL THE GAME IS COMPLETE!
Robotic Downfall is pretty much completed at this stage with everything in place as planned, and the major glitch has been eliminated thanks to revised coding dependent on the view, timer and move to codes, rather than a move to code alone dependent on the player's collision with the 10th item per level when moving the player to the next level. On rare occasions, he wasn't appearing at all in the next level, so it was critical that I figure something out. Linking it to the view, which is a strong constant in the game, instantly the reliability went to 100% compared to before, to my relief. Now he appears every time as planned.
This time, I decided to let the player choose to play music or not at all, and just hear the sound effects.
I was also able to add 3 cheat codes that are revealed upon completing the game 1 time. The second playthrough also rewards you with a new powerful weapon. The cheat codes I will reveal for those unable to get through the game due to its difficulty, which I'll admit, took me bit of effort and skill to master and complete the game without any cheats. The 4 way shot is critical to success, set up much like Robotron's dual controls. I'd set it up with a PS3 controller, but unfortunately, my programming skills in that department are still developing and I have to move on to other art projects at this time. The Robotic Downfall game will appear soon in its final form.

UPDATE: May 10, 2015
The demo is available now and the final game is nearly complete, just play testing it now. The biggest challenge remaining will be the auto warp of the player to the next level, without disappearing. I'm using the Move To function, though I have to carefully figure out why on rare occasions, the player doesn't always appear in the maze. Otherwise, everything else is in place at this time design wise, with the ending completed also, for when you win the game after completing 30 levels. One of the possible glitches of Game Editor would be: Once the game gets large enough in file, the Timer function doesn't perform consistently after exporting the game. Sometimes it won't perform all the tasks as it did before, even though the coding hasn't been changed for that isolated timer event. Strange, but I found a way around it. Also, Activation Events don't always work once the game gets larger (as in some of the gems in Tomb of Twelve not registering once contacted by the player).

UPDATE: May 2, 2015
Progress took a big leap forward, with all 30 levels in place, while enemies are still being added. The activation zones have really helped, as for some reason earlier, they weren't updating and the game was lagging as a result. Now that they're updated, even the game editor files, while using the editor, are much faster now to my relief.

UPDATE: April 24, 2015
Development started April 23, 2015 and continues, with plans to offer a mode for retro graphics and one with a background tech template for a more robotic look, though nothing drastic. The game is challenging and intense.
Robotic Downfall starts off each stage quietly, as you collect the first item, which releases the first wave of Bots. The more items you collect to advance to the next stage, the more robots are sent to eliminate you; the last man on Earth sent to destroy the robots and rescue the remaining remnants of civilization.
In contrast to Tomb of Twelve, Robotic Downfall is not expected to take as long to develop, and is a smaller project to try a new gameplay style.
Last edited by Zivouhr on Sat Nov 19, 2016 2:46 am, edited 14 times in total.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Mon Apr 27, 2015 12:49 am

Sounds great! And by the screenshot, looks interesting. Can't wait to try this game. I know the question is somewhat stupid, but when we can expect the first demo? :D
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Mon Apr 27, 2015 1:04 am

Thanks Koala! The demo version will be available soon. I'll predict I can have a working demo to try sometime in May 2015.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Mon Apr 27, 2015 12:44 pm

I've watched GameplayTest. Game looks really good. Save the lady! :mrgreen:
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Tue Apr 28, 2015 12:18 am

Thanks! Yes, there are lots of characters to save in the game. The icons on the right side are temporary placeholders for each level, though I might not have 30 levels total, maybe only 20 depending.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Fri May 01, 2015 1:58 pm

koala wrote:I've watched GameplayTest. Game looks really good. Save the lady! :mrgreen:


Hi Koala.
With your knowledge of C, what would you say the best way to avoid slow down when programming a game?

The frame rate of Robotic Downfall was perfect and fast with 50 enemies onscreen at one time till I started adding more levels past level 15 with more items.
I made their visibility state visible only when within range of the player, and even added activation zones, but it still slows down to a crawl once too many enemies appear. I was surprised the activation zones didn't help, since they destroy everything not in contact with the view. :?:

Any tips are appreciated, thanks!

As of now, I have to figure out how to add more while deleting less. I was thinking maybe save and load separate level files instead of having it all in one game file, using the Load GED coding.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Fri May 01, 2015 3:03 pm

Do you destroy enemies which are killed or you don't need them any more, or you put them outside the view?
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Fri May 01, 2015 3:15 pm

koala wrote:Do you destroy enemies which are killed or you don't need them any more, or you put them outside the view?


Thanks Koala. Yes, enemy clones that are destroyed remain destroyed. Good tip. 8)

Good news though. I just exported the game outside of GE to the desktop and it plays perfect at the full frame rate. I'm thinking all of the data within the GE Editor can only handle so much, so to see the true results, exporting the game is required in this case.

I really want to hear how it works on a laptop, so I'll have a demo version up hopefully this month.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Fri May 01, 2015 8:29 pm

Zivouhr wrote:
koala wrote:Do you destroy enemies which are killed or you don't need them any more, or you put them outside the view?


Thanks Koala. Yes, enemy clones that are destroyed remain destroyed. Good tip. 8)

Good news though. I just exported the game outside of GE to the desktop and it plays perfect at the full frame rate. I'm thinking all of the data within the GE Editor can only handle so much, so to see the true results, exporting the game is required in this case.

I really want to hear how it works on a laptop, so I'll have a demo version up hopefully this month.
I'll play it as soon as you publish it. :D
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Tue May 05, 2015 1:23 am

Great news, Robotic Downfall's 30 levels are complete, along with the ending of the game programmed, plus a bonus weapon for a second playthrough. Just have to finish the title screen and fine tune a couple things.

More very soon.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Tue May 05, 2015 1:54 am

Zivouhr wrote:Great news, Robotic Downfall's 30 levels are complete, along with the ending of the game programmed, plus a bonus weapon for a second playthrough. Just have to finish the title screen and fine tune a couple things.

More very soon.
Glad to hear you are developing Robotic Downfall in full speed. :D
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Tue May 05, 2015 4:14 am

Thanks! It was a challenge and I had to save often to avoid losing progress. As with any software program, crashes can happen, so best to save every time minor to major progress is made. I did lose about two hours even though I saved a file, but for some reason it wouldn't reopen. Thankfully I had back up files or I would have lost all progress. Lesson: Always save two files, a main file, and a copy file. This way if something happens to the main file, you have your back up. :)

Have you had to do this also Koala while programming Tablic and your other games with Game Editor?
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby lcl » Tue May 05, 2015 7:16 am

@Zivouhr: If your .ged gets corrupted and won't open, there is always the .ged.undo file, which actually includes the last 50 states your .ged has been in. So Game Editor always keeps backups of your work. For using the .ged.undo-files, you just open the file in Game Editor, and it creates 50 numbered .geds to the directory the .ged is in. Then you can look through them to see what is the newest one that still works. :)
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby koala » Tue May 05, 2015 7:17 am

Zivouhr wrote:Thanks! It was a challenge and I had to save often to avoid losing progress. As with any software program, crashes can happen, so best to save every time minor to major progress is made. I did lose about two hours even though I saved a file, but for some reason it wouldn't reopen. Thankfully I had back up files or I would have lost all progress. Lesson: Always save two files, a main file, and a copy file. This way if something happens to the main file, you have your back up. :)

Have you had to do this also Koala while programming Tablic and your other games with Game Editor?
Yes, I have several copies of .ged and data files saved on MediaFire. I save every now and then.
Nice game poster. :D

lcl wrote:@Zivouhr: If your .ged gets corrupted and won't open, there is always the .ged.undo file, which actually includes the last 50 states your .ged has been in. So Game Editor always keeps backups of your work. For using the .ged.undo-files, you just open the file in Game Editor, and it creates 50 numbered .geds to the directory the .ged is in. Then you can look through them to see what is the newest one that still works. :)
I think these undo files saved me few times. Game Editor saves progress and if GE crashes, next time you open it, it automatically asks you to continue your interrupted work.
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Re: Robotic Downfall (Arcade Shooter) PC, Mac, Linux

Postby Zivouhr » Sun May 10, 2015 9:37 pm

Thanks for the tips! I tried entering the undo, but for some reason it was grayed out and wouldn't open, but I'll take another look, thanks.


The 1st main post has been updated: DEMO now available to play: PC, MAC, LINUX
File size limit is 2MB here, and the demo is about 5 MB or so, therefore I couldn't add it here, but have to link out to video game sites for independent developers. Demo now available for PC, Mac, Linux. One thing I learned was to make sure the file names are the same as the loadGame code in the game itself, and not to append them with _Mac, or _PC or _Linux since the loadGame code won't recognize it when prompted to loadGame within the game.

http://gamejolt.com/games/arcade/roboti ... all/63136/

http://www.indiedb.com/games/robotic-downfall

UPDATE: May 10, 2015
The demo is available now and the final game is nearly complete, just play testing it now. The biggest challenge remaining will be the auto warp of the player to the next level, without disappearing. I'm using the Move To function, though I have to carefully figure out why on rare occasions, the player doesn't always appear in the maze. Otherwise, everything else is in place at this time design wise, with the ending completed also, for when you win the game after completing 30 levels. One of the possible glitches of Game Editor would be: Once the game gets large enough in file, the Timer function doesn't perform consistently after exporting the game. Sometimes it won't perform all the tasks as it did before, even though the coding hasn't been changed for that isolated timer event. Strange, but I found a way around it. Also, Activation Events don't always work once the game gets larger (as in some of the gems in Tomb of Twelve not registering once contacted by the player).
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