SPACEMAN (demo 1)

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SPACEMAN (demo 1)

Postby pyrometal » Thu Feb 19, 2009 8:26 pm

Hello everyone!

Seems like I'm not completely done using GE after all! Spaceman is the name of my new project! Yet another platformer, but this one ressembles Metroid more than any of the other projects I've built, lol. Again, I made another type of collision system for this game, and I finally thin I got it to be almost perfect. Note that this is only a demo intended to test controls and basic gameplay features. The game should be pretty huge once done. This demo only has three rooms, for a total of 4 screens. There is no music yet and you cannot die from enemy hits (you will later)... Here is a list of features:

FEATURES:
- Excellent rectangular collision detection
- Save and Load game functionality
- One basic enemy which you can kill
- When leaving and rentering an area, enemies respawn.
- "Enter Key" to pause and view the map! (map exploration is also saved)
- 4 direction shooting, +weapon charging
- Breakable blocks

CONTROLS:
- arrow keys to move and point weapon
- Hold X to charge laser
- Release X to fire laser
- Press Z to jump
- Hold Z while jumping for higher jump

IMPORTANT CONTROL:
- You can do a double jump by using your laser, IF it is charged to level 2 or higher.
2 ways to do it:
(1) Fire the laser downward while in midair. OR
(2) Press the jump button a second time in midair while pointing the laser down (better).

TODOS:
- Add music
- A lot more enemies
- A lot more exploration
- Some kind of story
- Maybe another weapon

scrnshot1.PNG

scrnshot2.PNG

Spaceman!.zip
The EXE!
(923.87 KiB) Downloaded 151 times

Edit: Windowed version in post #12
Last edited by pyrometal on Fri Feb 20, 2009 4:39 pm, edited 1 time in total.
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Re: SPACEMAN (demo 1)

Postby jimmynewguy » Thu Feb 19, 2009 9:16 pm

YAY!!!!!!!!!!!!!!!!!!!! TESTING NOW!!!! :D :D :D :D :mrgreen: :mrgreen: :mrgreen:

Edit: Awsome, the doors, and map are just like metroid, and the save. Love how the lazer charges and the "double jump" thing. Still messing around...
Edit2:Wow....lol i spent a while trying to find a way to go right of the save point through the door, oops.... :lol:
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Re: SPACEMAN (demo 1)

Postby zygoth » Thu Feb 19, 2009 9:57 pm

I like the friction adn platforming mechanics, I thought Retroman was a little too loose but this is good. I really like the jumping by shooting down, it could open up some crazy jumping possibilities. I am more comfortable with an awsd button configuration but I guess I would get used to the arrows. And who am I to talk, I use arrow keys in my game... :?

Anyway, nice demo! I look forward to seeing more!

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Re: SPACEMAN (demo 1)

Postby jimmynewguy » Thu Feb 19, 2009 11:31 pm

i have always wanted to make a platform shooter like this, but i cant draw sprites worth crap :lol: oh well.....
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Re: SPACEMAN (demo 1)

Postby pyrometal » Fri Feb 20, 2009 1:18 am

zygoth wrote:I like the friction adn platforming mechanics, I thought Retroman was a little too loose but this is good. I really like the jumping by shooting down, it could open up some crazy jumping possibilities. I am more comfortable with an awsd button configuration but I guess I would get used to the arrows. And who am I to talk, I use arrow keys in my game...


Yeah, the friction with retroman was pretty bad, but I found a better way to do it (a bit more complicated, but not by much). I might also make the controls with 'wasd' an option in the options menu later.

jimmynewguy wrote:i have always wanted to make a platform shooter like this, but i cant draw sprites worth crap oh well.....


Does that mean you like this game? lol. You only need to practice more on drawing to get it down better too! You should do that!

Anyway, tell me about things you would like to see added in this game to make it better. ttyl both!
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Re: SPACEMAN (demo 1)

Postby jimmynewguy » Fri Feb 20, 2009 1:30 am

take the good 'ol metroid path and add missles, lol. :lol:
deffinatley cant wait to see the new enemies, and maps, the only "problem" i found was the map being all purple got kind of bland after a while, but knowing pyro he's got alot in store for making it look good, he always does... :)
Pyro Said:
You only need to practice more on drawing to get it down better too! You should do that!

i just dont know where to start, i could barely draw a person, and definatley terrible at make walking look good :lol:
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Re: SPACEMAN (demo 1)

Postby pyrometal » Fri Feb 20, 2009 1:39 am

I will add more weaponry, but I the double jump will remain a feature of the main weapon only. I don't want to borrow to many things from metroid, so I'll have to be original a bit! Also, I would add a lot of animation to the pause menu, but there is a problem... I can't animate anything while the game is paused... Or I have to find the way to unlock certain actors from the pause (haven't figured out how to yet...)
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Re: SPACEMAN (demo 1)

Postby skydereign » Fri Feb 20, 2009 2:44 am

jimmynewguy
I suggest using other peoples sprites, and editing them. Get a feel for how they are made, proportions, animations. Then, use one of their sprites, create a base with no features beside the body shape. Add hair, the style of clothes you wish, and anything else. Use the same color scheme of the sprites you have been editing. For pixel art, I use three colors for each base color; the color itself, a darker shadow color, and a lighter one. The dark and normal colors are usually used less, as the light color is 'usually' the real normal color, meaning two shades of shadow. To animate them, practice with other peoples animations as stated before. Most of the time, the amount of frames is minimal. The pokemon walking sprites use only three frames, both feet down, left foot up, right foot up, and the left foot right foot can just be reflected feet positions. It gets a lot easier, but as pyro said, you need to practice. As you do it more, making your own animations becomes second nature.
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Re: SPACEMAN (demo 1)

Postby MrJolteon » Fri Feb 20, 2009 6:26 am

Are you ever making other games than platformers?
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Re: SPACEMAN (demo 1)

Postby Kalladdolf » Fri Feb 20, 2009 8:16 am

I'm certain he can.
As for the demo, so far so good! I really like it. Especially the solid collision detection system.
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Re: SPACEMAN (demo 1)

Postby pyrometal » Fri Feb 20, 2009 4:32 pm

MrJolteon wrote:Are you ever making other games than platformers?


Yes I can! http://game-editor.com/forum/viewtopic.php?f=6&t=6327 But I really want to create a full plateformer, that is why it seems to be the only thing I do... Sorry

Kalladdolf wrote:I'm certain he can.
As for the demo, so far so good! I really like it. Especially the solid collision detection system.


You can expect a lot more coming for this project, I don't plan on abandoning this one. I'm glad the collision system pleases you as well! lol
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Re: SPACEMAN (demo 1)

Postby pyrometal » Fri Feb 20, 2009 4:37 pm

Here is the windowed version! Sorry for not putting this here earier...

Spaceman! (windowed).zip
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Re: SPACEMAN (demo 1)

Postby DST » Fri Feb 20, 2009 10:22 pm

kudos on the view movement too
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Re: SPACEMAN (demo 1)

Postby MrJolteon » Sat Feb 21, 2009 7:06 am

pyrometal wrote:
MrJolteon wrote:Are you ever making other games than platformers?


Yes I can! http://game-editor.com/forum/viewtopic.php?f=6&t=6327 But I really want to create a full plateformer, that is why it seems to be the only thing I do... Sorry

I meant RPGs
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Re: SPACEMAN (demo 1)

Postby jimmynewguy » Thu Feb 26, 2009 12:00 am

i decided to actually go ahead and start making a "shooter", but i have a couple problems(of course)
- i don't know what style of music shooters have
- im using pyros tiles (recolored)
- my character is a bomber man recolored with a gun :lol:
what should i do about the music pyro?
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