Welkin Jaunt [update: 29 march]

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Welkin Jaunt [update: 29 march]

Postby alexwbc » Sat Mar 01, 2014 9:09 am

23 March update
Image
- first level completed


donwload (6.69MiB) for Linux, OSX and Windows.

also
source code with assets.









--------------OLD POST------------------------------------------





18 March update:
- session 1 of act 1-1 finished
- session 2 begun
- new mines behavior
- slight adjustment



Download: WelkinJaunt-0.0.0.1.tar.gz (4,4MiB
Mirror:1,2,3,4,5,




13 March update:
Image
- intro and title screen
-more art and animation
-minor flaw fixed

Download (Linux, Mac and Windows)
Mirrors: 1,2, 3, 4, 5
Image

04 march update:
- health bar appear when hit... it recoil until completely "repaired"; then vanish again.
- ships is pushed back when get damages from mines

missing mine explosion and various smoke animation (I had to reuse somestuff already done): this is because I've broken my pen tablet and can't add more arts until don't get the thing fixed. :cry:
Anyway, special addition: now with Android binaries!

WelkinJaunt-multi-prealpha.tar.gz
mirror: 1, 2, 3, 4, 5

sources (now with arts included)

Notes for Android: currently the resolution is fixed to 800x600 (so I guess you're mostly like to run it though tablet rather smartphone) and there's not (yet) touch control... so either you got a usb keyboard or just watch the intro (you need a physical key, at least, in order to skip though the intro anyway).



Hello everyone! first post here after some productive lurking around 8)
this is what I am currently working onto:
Image

The main focus for this side scrolling shooter is about the story, so don't expect anything astonishing from the gameplay side (well, I had some cool ideas... but not the programming skill needed... sooooo... ); anyway, here's the binari download:

WelkinJaunt-LinuxMacWin.tar.gz Linux, Mac and Windows (4,9 MiB)

Mirror: 1, 2, 3, 4

Currently there's no much to do, just enjoy a brief intro and testing some control


--license and source:
Font AudioWide license and stuff can be found here
Typewrite effect is a modified script taken from a Bee-Ant's post I wasn't able to re-find again.
Attached to this post: the current release source. Feel free to take whatever you like/need but be warned I am not a programmer... soooo, my code is not to consider... optimal for most stuff :? dare to use at your own risk :roll:
Last edited by alexwbc on Sat Mar 29, 2014 10:45 pm, edited 8 times in total.
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Re: Welkin Jaunt

Postby tvz » Sun Mar 02, 2014 3:39 pm

NIce! Game is nice, graphics are good but it lags sometimes.

I think you shall add-
A menu
Jet should fire bullets/bombs
Health Bar
Add armours
Special weapons
AI jet
Maybe a radar


And there are no images and sprites in the source. Don't worry no one will use them without your permission.
:)
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Re: Welkin Jaunt

Postby NightOfHorror » Sun Mar 02, 2014 3:55 pm

ooh cool, since you are working on a story for it, if you can get a good sized demo completed before April 21st, then you should enter an exe. of this game into my 2-month long tourney. :)
viewtopic.php?f=2&t=12136
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Re: Welkin Jaunt

Postby alexwbc » Tue Mar 04, 2014 3:07 pm

Ehy, thanks for all the advices. Yes, it will be mostly about the story, so don't expect many GUI/Hud element (except for the main screen title, of course): I want to keep the view as much "clean" form any informative graphic elements (time, number of lives, armor/weapon currently in use...) and placing everything player need directly in the animations sprites (ie: you can see how much charge the electric shield had with it's transparency /or/ current animation directly overly on the ship).
except whenever the player does absolutely need a very precise information like it's health status I've opted for something that appear when needed (ie: ship is damaged) and automatically disappear when everything it's all fine.

As for the gameplay the factor... it all depends on my programming skills: currently nothing exceptional (as you can see from the sources); but I got few cool ideas I hope I'll be able to include.

I wish, and I'll try to... but I don't know if I will be able to complete it in 21st April: so far now I've begun many project but nothing yet finished.


Anyone curious about; you can see some of the stuff I am/was/will into here on twitter :oops:
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Re: Welkin Jaunt

Postby NightOfHorror » Tue Mar 04, 2014 9:02 pm

It doesn't have to be completed, there just needs to be something for us to play such as a demo. If you look at past tourneys, you will see that none of the games are truly full games.
viewtopic.php?f=2&t=12136
"I have not failed. I just found 10,000 ways that wont work." quoted by Thomas Edison.
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Re: Welkin Jaunt

Postby alexwbc » Wed Mar 05, 2014 10:58 pm

Ok, I'll try to have something done...
Well... it doesn't sounds good to say I am stuck yet, does it? :roll:


I am going to post in the support area; if someone can help me with there... I got some problem with level restarting
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Re: Welkin Jaunt

Postby bat78 » Tue Mar 11, 2014 5:59 am

I..felt.. the controls :roll:
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Re: Welkin Jaunt

Postby alexwbc » Wed Mar 12, 2014 8:57 am

ouch, that doesn't sounds good, what's the problem with control? I hope that's something I can improve.
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Re: Welkin Jaunt

Postby bat78 » Wed Mar 12, 2014 11:39 am

Ahh no, controls are nice if thats what you mean :3
I just don't find the point. Will you make a point? A goal?
Making the game more advanced will make people to feel more then only controls ^^
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Re: Welkin Jaunt

Postby alexwbc » Wed Mar 12, 2014 11:34 pm

The first level it's just a brief introduction to the the setting, the main focus I am giving to this game is about the story; but I do hope I'll be able to include more "gaming" as my programming skills, and game editor learning, increase.

Anyway, I've added a bit of challenge; there's no goal to this level and the "mine field" is randomly generated... consider it sort of "flappy birds" gameplay.

Have fun :P
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Re: Welkin Jaunt

Postby bat78 » Thu Mar 13, 2014 11:03 pm

It is more then obvious its better then my "games" when i started playing with gE :lol
I was like how.. 2007... 9 years old? Your game looks like made from someone with experience on gE. No rush, keep it ahead :)
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Re: Welkin Jaunt

Postby NightOfHorror » Fri Mar 14, 2014 1:01 am

erhm. 11...
viewtopic.php?f=2&t=12136
"I have not failed. I just found 10,000 ways that wont work." quoted by Thomas Edison.
Over the year, I decided my motto for me is I am knowledgeable, but not practical.
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Re: Welkin Jaunt

Postby bat78 » Fri Mar 14, 2014 1:15 am

Oh you know my age xD allrighty 11.
But i started on 9..w/e ..with one word - nabb.
6-7 years on gE and i haven't learned that much as i have to.
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Re: Welkin Jaunt

Postby alexwbc » Sat Mar 15, 2014 10:41 am

Well, I have tested some other game editors like Adventure Game Studio (here what I did); so I am not totally newbie with "unskilled programmer friendly" Game Engine editor :)

11 years, yes.. that's lot of time, but consider there are other project around like Adventure Game Studio as well which begun even 10 years before gE :P
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Re: Welkin Jaunt

Postby bat78 » Sat Mar 15, 2014 12:17 pm

Dunno.. have only messed with RF, gE, Unity, UE, Crysis and fox.
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