BoxByte - Hardcore Arcade

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Re: BoxByte - Hardcore Arcade

Postby skydereign » Fri Sep 02, 2011 10:47 pm

Pretty nice game. Looking at the video, it looks like it'd be more fun with sound (a problem with Linux), but what I saw was pretty good. Currently when you die, you exit the game, which is rather unfortunate, I'd think it should go to a menu saying you died, or similar. Another thing is I'd add some point system, making it so you get more points for getting more and more of the same color without switching or getting hit. One thing that geometry wars did that was very nice is the use of special effects. I haven't played past the second world, but there is a lot of black space. Also the game, so far, seems a bit too easy in extreme. I got to the second world without much trouble, and with a name like extreme, I would have thought there would be more of a challenge.
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Re: BoxByte - Hardcore Arcade

Postby ikarus » Fri Sep 02, 2011 11:21 pm

skydereign wrote:Pretty nice game. Looking at the video, it looks like it'd be more fun with sound (a problem with Linux), but what I saw was pretty good. Currently when you die, you exit the game, which is rather unfortunate, I'd think it should go to a menu saying you died, or similar. Another thing is I'd add some point system, making it so you get more points for getting more and more of the same color without switching or getting hit. One thing that geometry wars did that was very nice is the use of special effects. I haven't played past the second world, but there is a lot of black space. Also the game, so far, seems a bit too easy in extreme. I got to the second world without much trouble, and with a name like extreme, I would have thought there would be more of a challenge.

Thanks for play skydereign! I didn't realize sound was an issue, it works fine on my linux box. I did notice that ge tries to hog the sound and if it can't get it there will be no sound at all, if you have flash going on a webpage like youtube there'll be no sound. I noticed the exit game thing after I already posted it, it's just something I forgot to change before I posted, guess I was too used to it to notice. And I have the point chaining thing on the plate, it's a perfect fit for the game. I tried hard with the special effects, I don't have many ideas though besides the particles. The little grid system would be hard to do, but I don't want to look like geometry wars or seem like a clone. Kinda strugling thinking of some effects that would set it apart :/
Get to the 4th world though and post what you think about it. That'll be the best idea of what I have in mind for the final game, living/moving levels that really change the way you you have to play. Thinking of ideas to change the 3rd world cause there's a lot of empty space, originally I wanted the star to slowly turn while you play inside but it proved WAY too much to have such a large texture like that moves.
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Re: BoxByte - Hardcore Arcade

Postby skydereign » Sat Sep 03, 2011 12:14 am

The sound problem differs between distributions. Since gE uses oss, not all distributions support that anymore.

Level 4 was pretty cool, but the most fun to play through was the first level. It allows a lot faster gameplay, and as you said, bouncing off the walls at high speeds, to dodge and collect, is a lot more fun. One thing though is that the middle wheel jumped a little (I think) but it was reset. It happened when the bomb appeared in the middle of it.

When I mentioned the special effects, I was just pointing out that there is a lot of black space. The particle effect is nice, but is extremely small, and almost not visible. When adding the combo color collection mechanic, I assume you'll be adding some multiplier type effect, which might be enough. And you might consider giving special powerups to the player. For instance collecting a certain number of bytes of the same color will allow you to do something. That or increase the number of specials (lifeup and invincibility).

Lastly, not sure if you care, but I think there is a typo at the end, it says "you colors" instead of "your colors". Speaking of which, how are you doing enemies?
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Re: BoxByte - Hardcore Arcade

Postby ikarus » Sat Sep 03, 2011 12:41 am

Damn, do you know if the sound thing is being worked on in the next version of ge?

Thanks for the input on the level. Maybe I should make that shape a more important part of the game. I personally like the second a lot cause you can kinda slingshot around the dots. There's only four in this demo but I plan to at least have over twenty for the final game. and... Crap! I knew I forgot to change something back on the level! eh what are demos for :P

Yeah the black space bothers me too, but I'm just unsure what to do with it all. I'm sure once I finish the big brothers and enemies though you won't even to be able to notice lol. i don't want to give away too much but I will say some ideas on the enemies. I have an idea for a semi enemy that gobbles up bytes, and hence steals points, but switches color very fast, you must ram him at the right color to destroy him. A parasitic enemy that saps points and you have to ram the wall really hard to get off. An enemy that chases you and comes in pairs, you must make them collide with each other to destroy them. The big brothers I already got planned out and will probably work on next after I fix the bugs pointed out already. Neat thing, I once implemented shooting bytes, but I like the simplistic gameplay it has already. Plus I think building enemies and bosses around the idea of avoidance and destroying them through it will be a neat challenge. Still not bad for my very first game though right?^-^

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Re: BoxByte - Hardcore Arcade

Postby skydereign » Sat Sep 03, 2011 1:14 am

Oh, definitely. Very impressive for a first game, your hard work and dedication have definitely paid off. The question about the enemies was mainly me wondering how you can implement enemies. They'll essentially be other blocks, that attack you, if I understood that right.

The simplistic gameplay is nice, but I think it lacks a major hook. The new additions might help with that, but at least for me the main point was to beat the game. So, currently I'd say it lacks replay value. Specials and the like allow you to have a bigger impact on how the game works, which is usually a big part of replay value. But, I've never been a huge fan of dodge type games. The sound thing has been fixed, but hasn't been implemented in the normal gE. akr plans to integrate the new sound into gE 1.5.
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Re: BoxByte - Hardcore Arcade

Postby ikarus » Sat Sep 03, 2011 1:28 am

Lol thanks, I've been working nonstop and trying hard to push through even when I'm not in the mood. The big brothers will be blocks too, of course, but I think I'll have more unique designs for the other enemies. I hope to build replay value with the modes. You'll unlock wave attack by beating the game on normal or easy and you'll unlock virus mode by beating the game on extreme, and virus mode will really jump up the difficulty! In it your color control has been infected and you won't have control over the control change at all, of course there will be a large increase in enemies and bytes as well.
I'm hoping to have achievements for reaching certain goals, like beating the game without being hit by a byte, or even just going through a level without being hit. Sigh, lol it'll be a lot of work, but if I want to get anywhere I have to really bring it.
If you have any ideas for good graphical effects in the game that'll be able to be done in ge please let me know, as that's weighing on me now lol.
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Re: BoxByte - Hardcore Arcade

Postby skydereign » Sat Sep 03, 2011 3:46 am

Most of the special effects I can think of are really due to specials (such as gravitation). For instance you have a special that slowly draws bytes of your color towards you. One thing would be leaving a color trail when you move, and the more of a color combo you get, the bigger/flashier it is. But, I think a lot of the black space, and similar look will be fixed with the new enemies, especially if you add a lot of variety.

-Edit
Found a bug of sorts, maybe you've already fixed it... But, if you click modes, and then view the credits, the two modes are still visible.
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Re: BoxByte - Hardcore Arcade

Postby MrJolteon » Sat Sep 03, 2011 7:12 am

I made a new gameplay vid

I had to use Cheat Engine to get infinite lives or else I wouldn't last long, but the game crashed when Lv. 2, Wave 2 started
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Re: BoxByte - Hardcore Arcade

Postby ikarus » Sat Sep 03, 2011 8:22 am

I made a new gameplay vid

Thanks a lot! I've been wanting to make a trailer but whenever I try to take a video it becomes unplayable. Here's a quick update, got the BigBytes nearly done and been playing around with a hurt sound effects. Got the exit thing fixed so it'll go back to the main menu. And... I think I got the answer to the blackness! I just thought of a really great effect that'll finally give it the little shine I've been looking for! But I'll have to rewrite the whole level mechanics nearly all through, and it'll mean each level will probably take longer to make, but hopefully in the end it'll give me more flexibility and options for each level as a plus!
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Re: BoxByte - Hardcore Arcade

Postby master0500 » Sat Sep 03, 2011 9:24 am

:twisted: :twisted: just started download 22min left :twisted: :twisted:
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Re: BoxByte - Hardcore Arcade

Postby lcl » Sat Sep 03, 2011 10:49 am

Nice game! :D
It's very smooth to play and challenging!
Good work!

That resolution choosing thing is also nice, it doesn't have my computers resolution, though.
1920 x 1080

Keep up the good work! :D

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Re: BoxByte - Hardcore Arcade

Postby ikarus » Fri Sep 23, 2011 6:30 am

Hey guys, I'm back working on the game, had a delay with an extremely nasty cold that kept coming back! I tried to work on it while sick but my code ended up being way to buggy with my clouded brain. I'm getting ready to post an update to the demo with several awesome new features and a slight change in art direction to make it even more retro looking. I'll probably finish coding tomorrow and *ugh* spend the rest of the night uploading it, hopefully it'll be up on the 24th or at the most 25th, ciao 8)
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Re: BoxByte - Hardcore Arcade

Postby master0500 » Fri Sep 23, 2011 9:05 am

cool game
a wise man (me) once wrote: sometimes the simplest game is the most fun no matter how basic it is

and i hope your cold gets better
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Re: BoxByte - Hardcore Arcade

Postby ikarus » Mon Sep 26, 2011 6:32 am

master0500 wrote:cool game
a wise man (me) once wrote: sometimes the simplest game is the most fun no matter how basic it is

and i hope your cold gets better

Agreed!

Well Been crunching all day and fixed tons of bugs! I think an old typo slipped through but I'll fix that with the big zipped release. I hope this new demo shows the level of design I'm hoping to reach for the final game. Many of the new features took days and days to finish and lots of research, especially the mathematics... oh lord the mathematics! I updated the first post with links for the demo stand alone 1027x768 windowed/fullscreen for those with slower internet. I'm currently exporting all the resolutions for the big release with multiple resolution support, should be up sometime tomorrow. Just got to swallow the boring process of changing resolution and exporting haha. Let me know what you think, I don't care if it's the smallest bit of feedback, just give it to me. I'm starving for it and testing lol

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Re: BoxByte - Hardcore Arcade

Postby master0500 » Mon Sep 26, 2011 9:16 am

ok cool but can you export to mac, even if it is in just one resolution? Please, and i will become your greatest fan!!!
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