Tomb of Twelve (Adventure) Free Video Game PC, Mac, Linux

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Tomb of Twelve (Adventure) Free Video Game PC, Mac, Linux

Postby Zivouhr » Sun Jul 27, 2014 4:35 pm

Tomb of Twelve (Open Land Adventure Game) 2014

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Posted by FSudolArtGames on Oct 24th, 2014:

In an effort to promote the fun I had programming Tomb of Twelve using Game-Editor, I'm going to offer the full version of Tomb of Twelve for free to fans of adventure video games in the side scrolling style. I hope you enjoy it. Don't forget to look for thanks to this forum within the ending credits, and also a secret hidden easter egg location in the game. :wink:

Here is the newest Tomb of Twelve Walkthrough of the first hour of gameplay:

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Play as Bumpus, on his epic open land quest to toss aside his life of living inside of a cardboard box, for the adventure of a life time capturing priceless gems, unlocking puzzles and avoiding dangers of all kinds. Download the full game now for free on PC, Linux and Mac. Here is the direct link to the free game. Choose your system:

http://www.indiedb.com/games/tomb-of-twelve/downloads
http://gamejolt.com/games/adventure/tom ... lve/36829/

Pick your version for PC, Linux and Mac. Game made using Game Editor. Be sure to post your feedback; thanks!

TOMB OF TWELVE FEATURES:
-SIngle Player Adventure Game set in a large, persistent open Land to explore as you like.
-Run, Jump, leap, swim, bounce, slide, avoid, duck and hop your way to treasure.
-Game requires quick reflexes, skill, patience and timing to complete.
-Acquire Ghost Form and turn into a flying ghost or back into human form at will.
-Ghost Form allows you to reach previously unreachable areas.
-No weapons required. Just your agility, jumping ability and brains.
-Save checkpoints remember your progress after you unlock important items.
-Full and persistent Day into Night cycle.
-Choose to ride on a mine cart, racing down the mine shafts at full speed ahead.
-Customizable features allow you to choose one of the game’s songs, change the color of your character (once earned), the color of the sky and more.
-Sleep at will to regain lives. Several mini Homes to discover, save and rest inside.
-Face against dangerous animals, creatures and traps.
-More than 12 Tombs underground and aboveground to discover and unlock, each unique in challenge, design and difficulty.
-Inspired by classic side scrolling adventure games of the past.
-Mysterious but solvable Puzzles that require thinking outside of the box.
-A wise old man offfers clues to guide you through the Tomb of Twelve.
-Continue collecting Gems to raise your high score, after solving each Tomb to give tombs purpose afterwards.
-Special Warp Doors for fast travel across the Large landscape above and below ground.
-Easy to play, but a challenge to complete.
-Continue playing your adventure after finishing the game to find all of the secrets.
-Fast, fun gameplay set to catchy electronic tunes.
-Graphics, music, programming and design by artist F.Sudol.
-Game created on Game Editor, game creation program for PC, Mac and more.



---------------
Older Post:
EDIT: TOMB OF TWELVE DEMO 1 NOW AVAILABLE: August 15, 2014 8)

PC Tomb of Twelve Demo:
http://www.indiedb.com/games/tomb-of-tw ... emo-tomb-1

Mac Tomb of Twelve Demo:
http://www.indiedb.com/games/tomb-of-tw ... tomb-1-mac

Linux Tomb of Twelve Demo:
http://www.indiedb.com/games/tomb-of-tw ... mb-1-linux

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Created using Game Editor (Illustrated the sprites on Gimp), TOMB OF TWELVE is an open land adventure game following the quest on an old, homeless man named Bumpus, determined to leave his cardboard box home behind in the hopes of discovering a hidden treasure chest. But if he's to succeed, he must fend off the attacks of a myriad of creatures, while also carefully avoiding the deadly traps that inhabit the world of the Tomb of Twelve.

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OLDER NEWS:
To complete his goal, Bumpus must also find the Ghost Tomb, from which he can, at will, leave his physical form behind and take the form of a ghost, venturing high into the air to previously unobtainable Tombs. In order to succeed, utilize your Agility and fast reflexes along with your mind, to travel the landscape while solving a number of thought provoking puzzles. Can you help Bumpus find a better life and leave his cardboard box behind? Find out, in Tomb of Twelve, available soon on PC, Mac. Play the free Tomb of Twelve Demo, coming soon. The full game is currently being tested on other computers before release and marketing.

Tomb of Twelve Features include:
-Single player open land adventure game set in a free to explore, open landscape. Conquer most Tombs as you choose.
-Acquire Ghost Form and turn into a flying ghost or back into human form at will, after accessing the Ghost Tomb.
-Run, jump, leap, swim, bounce, slide and hop your way through the game.
-Save Checkpoints in the full game remember your progress and unlocked Tombs, for the next time you play.
-A gradual, day into night cycle.
-Sleep on a bed in select cabin locations to earn more life.
-Go on foot or ride in a mine cart in the Mines Tomb.
-More than 12 challenging Tombs above and underground to discover. Collect the gems to unlock the key vaults for more discovery.
-Travel quickly across the large landscape using Warp Doors.
-Easy to play, but a challenge to complete.
-Fast, fun gamplay with a choice of six exciting electronic tunes to inspire your adventure.
-Game created on Game Editor in 2014 for PC and Mac.

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Production of Tomb of Twelve began April 2014 and completed mid July 2014. This is the style of game I created as a kid on paper, but didn't have the means to create a working version till now, thanks to Game Editor. The art work, music, sound FX, gameplay and programming self-completed. I also have to thank this forum and LCL too, for all the helpful tips and programming advice given. In the full version of the game, there's a secret easter egg Thank You message hidden in the game in one of the Tombs. Thanks! The forum is extremely valuable for making games using Game Editor.
The Demo also includes some general thanks also.


Here are a few pics from the game (though Photobucket crops the image instead of giving the widescreen display they're in).

Do you think a game created with Game Editor should be presented in FULL SCREEN or WINDOW format? Full screen looks more epic, but I'm concerned the resolution might not be as flexible on all displays. The Window version allows it for pretty much all displays from what I could see.

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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby lcl » Sun Jul 27, 2014 5:23 pm

This seems very interesting, I'm looking forward to getting to play it.

What comes to the question about window or full screen, I'd say, why not have both? Make a launcher that allows people to choose which version to play. If the full screen version doesn't work, one can then just choose the window version instead.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Zivouhr » Tue Jul 29, 2014 2:34 am

Thanks LCL. I'll have to do a search to see if there is a way I can program in a launcher window or full screen. That would be a nice option if I can manage it. Thanks again for all of your advice on saving and loading too! 8)

I'll try to get the demo up as soon as possible, but no later than mid August. It's pretty much nearly complete but for a few things to add. Only thing is, the full game will have the saving options demonstrated while the demo won't need them since the game is a lot smaller than the full version game, and features a new Tomb layout compared to the final game.

Video of the gameplay arriving soon.

LCL. How do you post a pic of your game on the thread board like the other games have a pic below the title? I didn't see an option for that, thanks.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Jagmaster » Tue Jul 29, 2014 3:13 am

Looks excellent so far. I'll be looking forward to the demo :)

Zivouhr wrote:How do you post a pic of your game on the thread board like the other games have a pic below the title? I didn't see an option for that, thanks.


There is a tab below the "post a reply" box that says "Upload an attachment". Upload an image there and it will be used for the post thumbnail (don't place it inline though).


Cheers,
-Jag
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Zivouhr » Fri Aug 01, 2014 2:07 am

Jagmaster wrote:Looks excellent so far. I'll be looking forward to the demo :)

Zivouhr wrote:How do you post a pic of your game on the thread board like the other games have a pic below the title? I didn't see an option for that, thanks.


There is a tab below the "post a reply" box that says "Upload an attachment". Upload an image there and it will be used for the post thumbnail (don't place it inline though).


Cheers,
-Jag


Thanks Jag! I appreciate the positive thoughts and tip on the Forum Pic. 8)

Tomb of Twelve will also feature parallax scrolling layers for the backgrounds, which gives the game a simulated "3D effect" as you move left or right. This was one of the coolest effects in 16 Bit Games, so very happy to get it working as planned in the game.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Zivouhr » Sun Aug 03, 2014 6:23 am

The first gameplay trailer of Tomb of Twelve is now online, showing the game in action on youtube.

lcl wrote:What comes to the question about window or full screen, I'd say, why not have both? Make a launcher that allows people to choose which version to play. If the full screen version doesn't work, one can then just choose the window version instead.


Hi LCL and Game Editor Forum Members;
I checked a number of threads for possible coding answers on how to offer the option of Fullscreen or Windowed ratio of the game on your TV or monitor, but mostly found threads saying one version or the other had to be chosen.

Being a new programmer, I wouldn't know what coding would access the screen ratio and full screen mode. I can only guess I'd type in something in the Game Menu options like:

xscreen yscreen (or something like that) and set the ratio (1078 x 556 or something). I'll be honest, I don't know the answer and xscreen, yscreen only checks the position the player is onscreen from what I remember. I checked the Game Editor instruction Scripting list, but didn't find anything that hinted on how to access this type of option. Any clues? Thanks.

For now, I'm leaning to a more flexible windowed version that will work on more monitors. Fullscreen, I notice the computer screen won't always load up the game on all resolutions.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby skydereign » Sun Aug 03, 2014 8:47 am

Zivouhr wrote:The first gameplay trailer of Tomb of Twelve is now online, showing the game in action on youtube.

Congrats! It's great to see new and large games being made with gE.

Zivouhr wrote:I checked a number of threads for possible coding answers on how to offer the option of Fullscreen or Windowed ratio of the game on your TV or monitor, but mostly found threads saying one version or the other had to be chosen.

Being a new programmer, I wouldn't know what coding would access the screen ratio and full screen mode. I can only guess I'd type in something in the Game Menu options like:

xscreen yscreen (or something like that) and set the ratio (1078 x 556 or something). I'll be honest, I don't know the answer and xscreen, yscreen only checks the position the player is onscreen from what I remember. I checked the Game Editor instruction Scripting list, but didn't find anything that hinted on how to access this type of option. Any clues? Thanks.

For now, I'm leaning to a more flexible windowed version that will work on more monitors. Fullscreen, I notice the computer screen won't always load up the game on all resolutions.

There isn't a built in way of doing this. As lcl suggested you would have to make a launcher outside of gE that picks which version to play. This does effectively double the size of your game though since you need to export both versions of the game. You can look windows launchers on google for more info, or perhaps lcl can step you through it. I'm looking into adding a toggle feature between fullscreen and windowed for future versions of gE, so hopefully this won't be an issue in the future.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby lcl » Sun Aug 03, 2014 10:40 am

Zivouhr wrote:Thanks LCL. I'll have to do a search to see if there is a way I can program in a launcher window or full screen. That would be a nice option if I can manage it. Thanks again for all of your advice on saving and loading too! 8)

As skydereign said, you'll need to export you game in Full screen mode and in Window mode. You can export them as .dat-files with only the game data exported. Then, create a whole new game editor project which will serve as the launcher. Make that open up as a small window and give the user the option of choosing between Full screen and Window mode. Depending on what the user chooses, use the LoadGame() command to load either the Full screen version or the Window mode version.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Zivouhr » Sun Aug 03, 2014 10:24 pm

Thanks Skydereign and LCL. I appreciate the feedback on the window or fullscreen option. Yeah, that would be a very welcome option in a future version of Game Editor! 8)
Considering the full game is 100 MB, I'll opt for the windowed version to ensure the highest chance of playback, plus the fact that it gives the gamer more options when multitasking on their computer.

It was a big challenge to create Tomb of Twelve with Game Editor, but also very fun as well. Being my first game, I'm pretty sure I'll avoid a lot of trial and error on my 2nd game, having documented a lot of the steps taken.


The Tomb of Twelve demo should be available sometime in August, 2014 with a link arriving soon.
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Re: Tomb of Twelve (Open Land Adventure Game) 2014

Postby Zivouhr » Sat Aug 16, 2014 4:26 am

News:

EDIT: TOMB OF TWELVE DEMO 1 NOW AVAILABLE: August 15, 2014 8)
PC Tomb of Twelve Demo:
http://www.indiedb.com/games/tomb-of-tw ... emo-tomb-1

Mac Tomb of Twelve Demo:
http://www.indiedb.com/games/tomb-of-tw ... tomb-1-mac

Linux version possible if there is a big enough demand for it.

If you get a chance, play the game on your PC or Mac and post your feedback. Thank you!

The game is inspired by other "no frills" platformers like the classic Pitfall 2 (on Coleco Vision), where timing, skill and your jumping ability made all of the difference.
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Re: Tomb of Twelve (Open Land Adventure) PC Mac Demo

Postby digiot » Wed Aug 20, 2014 5:18 pm

Looks great, but I only can watch the trailer.
A Linux version would be nice !

Maybe, you have problems with the Linux port on the GE version you are using.
I can't suggest, which GE version is the best for porting to Linux, but I
can say, there is sound with the GE 1.4.1 at least.

I've looked around a little on your website, and I must say, your résumé is impressive !
Wow, you really worked for "South Park" ?
But I believe it, when I watched your zombie film, the movings of the zombies did
remind me at "South Park" at once !
Surely, you've had much fun there at work !

Keep on with this project, and I'm hoping, you'll release all desktop versions as
freeware !


Cheers !
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Re: Tomb of Twelve (Open Land Adventure) PC Mac Demo

Postby Zivouhr » Thu Aug 21, 2014 2:56 am

digiot wrote:Looks great, but I only can watch the trailer.
A Linux version would be nice !

Maybe, you have problems with the Linux port on the GE version you are using.
I can't suggest, which GE version is the best for porting to Linux, but I
can say, there is sound with the GE 1.4.1 at least.

I've looked around a little on your website, and I must say, your résumé is impressive !
Wow, you really worked for "South Park" ?
But I believe it, when I watched your zombie film, the movings of the zombies did
remind me at "South Park" at once !
Surely, you've had much fun there at work !

Keep on with this project, and I'm hoping, you'll release all desktop versions as
freeware !


Cheers !

Thanks Digiot. I appreciate it.

I'll look into adding a free Linux demo soon and see how many downloads it gets. If there is enough interest for it, I'll include Linux for the full game as well. 8)
As far as the full game, it would be nice to make a few dollars for all of the work I put into it, though I'll see what happens.

Yeah, not a big deal, but The South Park Movie was a very challenging but worthwhile experience back in 1998, 1999. I am impressed the TV show is still being made to this day, but the South Park show is Trey Parker and Matt Stone's first choice compared to making movies and still a top show on Comedy Central last time I checked.
I did a lot of the character lip syncing for the movie, along with some character design, technical direction (setting up scenes, adjusting textures, character placement, basic animation, etc). Work was done on Power Animator (Alias/Wavefront/Silicon Graphics). 12-14 hour days, 6 days a week, while many chose to work 7 days a week. (Name in end credits listed twice.) The film industry is tough, in that as soon as you're done working on one movie, you have to secure a job for a different movie if you are able to in time. The TV show already had enough artists, so that wasn't an option at the time.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby digiot » Mon Aug 25, 2014 8:46 pm

Thanks for the Linux demo, but it's a little short, the trailer gives more insight
into the gameplay.
The sound is working here on Linux, but for my taste, the music is too loud, compared
to the FX-sound. But frankly, I don't like any music at all in computer games !
Maybe, you could build in an options menu, where you can adjust some settings, like
bordered or fullscreen, difficulty and sound intensity ?
The graphics are nice, also featuring some "South Park" styled animations, quite funny.

You have ported to all PC platforms, GE is capable of, can you tell, which GE versions
you have used ?

Zivouhr wrote:As far as the full game, it would be nice to make a few dollars for all of the work
I put into it, though I'll see what happens.


Yes, of course, let'em pay for play ! It's a really professional peace of work, and that
with your first steps in GE !

Maybe, you can make an exception for the Linux world, where you have a lot of great, free
software, you also benefit from. But good, free games are rare here...

Thanks to your professional way of working, you have completed this game in a short
time, a shining example for us here !


Cheers !
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby Zivouhr » Sat Aug 30, 2014 4:56 pm

digiot wrote:Thanks for the Linux demo, but it's a little short, the trailer gives more insight
into the gameplay.
The sound is working here on Linux, but for my taste, the music is too loud, compared
to the FX-sound. But frankly, I don't like any music at all in computer games !
Maybe, you could build in an options menu, where you can adjust some settings, like
bordered or fullscreen, difficulty and sound intensity ?
The graphics are nice, also featuring some "South Park" styled animations, quite funny.

You have ported to all PC platforms, GE is capable of, can you tell, which GE versions
you have used ?

Zivouhr wrote:As far as the full game, it would be nice to make a few dollars for all of the work
I put into it, though I'll see what happens.


Yes, of course, let'em pay for play ! It's a really professional peace of work, and that
with your first steps in GE !

Maybe, you can make an exception for the Linux world, where you have a lot of great, free
software, you also benefit from. But good, free games are rare here...

Thanks to your professional way of working, you have completed this game in a short
time, a shining example for us here !


Cheers !


Thanks Digiot.

In the full game, there's an option to pick just the sound of atmosphere without music (in the video game trailer the music choices are represented by music notes). I noticed the default settings have the music cranked up to max, so I intentionally reduced all music to half volume which is the intention. I'll look into an option possibly.

Sounds like you're a pro gamer. Did you feel the short demo game was easy to finish and needs a difficulty adjuster? Easy, medium, hard gameplay. The final game is a lot tougher to complete, but still fun and entirely within the player's control to avoid danger with enough skill. As the programmer, I find certain tombs require a good amount of lives going in for me to succeed, so that is what I base the difficulty on, since I already know the layout and what dangers to expect, compared to someone new to the game. The tomb in the demo I would rate as normal difficulty compared to a few of the tougher, much larger tombs in the final game.

I looked into bordered or fullscreen, but that would require loading two games for each set up, so I chose the windowed version to allow the gamer to access their multi tasking computer options freely and allows for quick pausing of the game.
It's the latest GE OSX Only version I'm currently using and allows for many export options, PC, Mac, Linux, etc. In the GE 'about screen', it says OSX for the version.

If you get a chance, what was the most challenging section of the Demo Tomb of Twelve game and why? Thanks. I had a challenge timing some of the bats who swoop down at the player.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby digiot » Mon Sep 01, 2014 3:55 pm

Zivouhr wrote: ...Sounds like you're a pro gamer...

Ha, ha, no, by no means, rather the opposite !
I'm so bad, I haven't even found a way into the tomb at first !
Your post made me explore the surface a little deeper, all keys found now !
In the tomb, I was stopped by the bats. You have varied enemy movements there, not only
left/right or up/down, that's great !
Are that paths, or did you use custom algorithms ?
I don't know, how deep that tomb is, I haven't reached its end, but I have to
revoke my former statement :
The demo IS large enough, to get a good overview of the game.

Zivouhr wrote: It's the latest GE OSX Only version I'm currently using and allows for many
export options, PC, Mac, Linux, etc. In the GE 'about screen', it says OSX for the version

It doesn't display any version number, or at least a date ?
I'm curious about, because on some versions, there are Linux sound issues, and
on others, there is no OSX export.
So your OSX-version exports well for all 3 desktops ?


Cheers !
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