jepense said:Oh, I was wondering when will you start GCC II, Enk. Hopefully more people will actually make something than last time. As for me... I won't promise anything. If I was 15 years younger, I'd be all over this, but just the SMW hack last time around took way too much time. But, I'll at least look into some of the game-creator tools to see if I can whip something up.
Edit: I checked the first competition and... what? Massimo has been downloaded a massive 44 times. Come on, people. Try this stuff out, it's good.
My hack is not found at all (I haven't removed it), but why reupload it if nobody cares.
KevinCow said:Could it be a "demake" of a more recent game? A site did a Retro Demakes competition a while back, and I liked the idea but didn't really get around to programming anything.
Enk said:I was beginning to wonder if any of the former participators would pop up at some point. Yeah I'm kinda curious on how many posters who say they are participating will actually make something this time around. I figured the reason the last one ended up with so few participants was because of the 3 month deadline. With a year it should give more people time to learn the program they want to use and make the game they want to make.
Enk said:About Massimo, by my count the game has been downloaded close to, if not over, 300 times. Filefront deleted my original file without me knowing so I had to reupload it. I think the original was at about 250 before it disappeared. Maybe I should reupload all the games from the last contest and post them on here at some point.
ultim8p00 said:I am using GameMaker 8 by the way. Very easy to use and version 8 is significantly faster than previous versions.
JodyAnthony said:anyone familair with XNA? is it something a novice could learn and create something with in a year?
Andrex said:8 is finally out? Awesome.
XNA is a great tool for a C# developer or even a Java developer that wants to take a stab at creating a game. Almost all of the hard work is abstracted for you, allowing you to focus almost entirely on game logic. I'd say that you could learn how to develop a 2D game in 1-2 weeks at the most, giving you the rest of your time to work on your game.anyone familair with XNA? is it something a novice could learn and create something with in a year?
baultista said:I have a rough story and some of the coding knowledge required to build a 2D sidescrolling adventure game. What I lack is the ability to design levels, create art, create sound effects/music, or anything else that doesn't involve computer code or creative writing. My idea sucks though, so I don't think I'd mind buddying up with someone that has the inverse of my skill set :lol
XNA is a great tool for a C# developer or even a Java developer that wants to take a stab at creating a game. Almost all of the hard work is abstracted for you, allowing you to focus almost entirely on game logic. I'd say that you could learn how to develop a 2D game in 1-2 weeks at the most, giving you the rest of your time to work on your game.
If you're new to programming, game design is not a good place to start.
I downloaded it yesterday.Oblivion said:Gamemaker costs monies, right?
Tain said:Game Maker is the best tool to start from the top, I think.
Still tears/stutters (depending) like a mother, though, so 30fps or bust.
ultim8p00 said:What?
Katakijin
http://www.youtube.com/watch?v=MI9_QhK5_Hk
It runs at 60fps, with no tearing so I don't know what you're talking about. The tearing issue with GameMaker is usually the programmer's fault. GameMaker sucks at synching if you don't design your game with the right room speed and don't tweak the default settings yourself...which most GM programmers don't do.
EDIT:
Shotgun Fun Fun
http://www.youtube.com/watch?v=d5IgEt9EEP8&feature=related
another one running at 60fps
Tain said:I've played Katakijin. It tears.
GameMaker sucks at synching regardless of what the room speed is and whether or not you "use synchronization to avoid tearing." There's zero point arguing over this when Overmars himself admits to both it being a problem and it being something he can't fix. How much you'll notice it pretty much entirely depends on your monitor, but it's a big, unavoidable problem for a ton of people, and it's prevented me from going back to GM.
ultim8p00 said:Actually, that's not the only thing you do. You have to set the room_speed to the refresh rate of the monitor as well. While it is true that GM does have an inherent tearing problem, it is something that can be at least mitigated to the point where it becomes pretty much a non-issue. Older builds of Katakijin used to have a lot of tearing, but the newer ones practically don't. I experimented a lot with this issue and found that tearing pretty much goes away if you set the room_speed exactly to the monitor's refresh rate, and to enable synching. Then, the game should either change the user's refresh rate to the room_speed on startup, or the room_speed should change to the user's refresh rate on startup. I did this and the screen tearing problems were gone. The people who still had tearing issues were people with ATI or NVIDIA cards that force the refresh rate to a certain number or don't let other applications control the refresh rate. Speaking from experience man.
When I saw the pictures, I thought it looked Turbografx-like. Then, when you said that, it sounds almost exactly like the Turbografx.Enk said:Alright time to show some stuff. I've been working on tilesets and other graphics for the past few days and have enough stuff to put together some mock screenshots of the game I want to make. All this stuff is early and nothing is final. It'll be interesting to see how much is changed by the end of the year. As of right now the title is Generic Fantasy Action Platformer Game (title subject to change).
http://i29.photobucket.com/albums/c296/SamSawyr/My Games Junk/GenericGameDude.png
The style I'm aiming for is somewhere inbetween the 8bit and 16bit eras. I would like the flow of the game to be similar to a mix of Zelda 2 and Mega Man, but it won't be a straight up adventure game (unless I could do some mad XNA learning in the next few months).
Enk said:Alright time to show some stuff. I've been working on tilesets and other graphics for the past few days and have enough stuff to put together some mock screenshots of the game I want to make. All this stuff is early and nothing is final. It'll be interesting to see how much is changed by the end of the year. As of right now the title is Generic Fantasy Action Platformer Game (title subject to change).
So how about anyone else? Anyone have some stuff they want to share?
Andrex said:I've taken the OPs advice and will be updating about my game in this fashion in the future.
Now, Enk, my game is an Android game. It will be possible to download and play it on a computer (using the Android emulator in the SDK), but not only will that be cumbersome but it may also impact performance. So I humbly withdraw from the Game of the Year contest, unless a better solution presents itself. Thank you.
- The name of my game is 4kg. Title's meaning will be revealed at the end of the game.
- It's still a platformer, I'm going for a hybrid Mario/Metroid-ish style to the levels. Some will be the long stretches of Mario, some will be the labyrinths of Metroid (but much less complex.)
- I said before I was modeling the graphics after the SNES, but I have decided an 8-bit style will both be more distinctive and easier for me to create.
jepense said:Damn you, Enk. I could not stay off this one either. An update, to keep the thread kicking.
I decided to go for an rpg/loot game, where the battle system is card-based, kinda like MtG or other CCG's (not that I know how to play any of those, but I like Dominion). The basic bits of the battle engine are now in place and adding cards etc. is really simple, but it'll be quite a job to balance all the cards I intend to add... I'd like the final system to be simple and quick to play, but still such that you can build decks that work completely differently - and have some rock-paper-scissors elements in as well.
Once I'm happy with the battle, I'll see if I can manage to build the rpg around it. In any case, there'll be the card game.
Here's a screenshot of the current game (no backdrop, same sprites...). Graphical style is SNESish, although I made it widescreen just because.
Yeah well, I thought I'd try something a bit more exotic. I got around to playing TWEWY last fall and found it to have a battle system that made the fights actually fun. So I'm also trying to make the battles interesting enough to make one want to play them instead of not. Of course, I realize that this is much easier said than done, and balancing will be a bitch. I won't be too disappointed if eventually I end up with something that is good on paper but not that fun after all... Anyway, desinging a full fledged battle system is pretty fun on its own.Enk said:Great to see you back in the game! A loot game with card battle system? Intriguing. What exactly are you using to make it?
Enk said:Didn't realize this was posted in recently. The lack of a search option keeps me from keeping up with my threads. Guess I'll have to make use of the "subscribe thread" option.
So far my attempt at learning C# and XNA hasn't been too kind so far. Designing has always been my forte but I have always lacked on the programming side of things. I may end up having someone to help build me an editor to work with and learn from them. I already have most of the tiles completed for the first stage (plan is having a stage worth of tiles finished per month) and am already working on mock designs on how I want the stage to flow.
So if anyone who feels competent with their XNA/C# skills wants to help out just give me a shout.
Enk said:Alright time to show some stuff. I've been working on tilesets and other graphics for the past few days and have enough stuff to put together some mock screenshots of the game I want to make. All this stuff is early and nothing is final. It'll be interesting to see how much is changed by the end of the year. As of right now the title is Generic Fantasy Action Platformer Game (title subject to change).
Slash
Standard slash attack.
rhfb said:http://nickgravelyn.com/archive/#tileengine
I'd totally suggest watching each video if you have the chance. You work along and build up a tile based game engine as well as an editor. Or you could just download the final project and tinker around with it and plug your tiles in :lol
The only thing I didn't like about the tutorial series was the fact that it tried to be too much IMO with the inclusion of a dialog addition. Would have been better if he just stuck to tiles.
Sega1991 said:
MyFaceIsOnFire said:That looks awesome! The only thing I would suggest is increasing the attack range a bit. The slash looks just a tad bit too short. Other than that, I look forward to trying it!
Why would you do that? said:...lots of stuff...
The sfx machine is just what I needed. For composing original music, I may need someone's help, though...Why would you do that? said:I should also add a couple of resources for those who want to make 8 bit style music and sound effects.
Yeah, though I dont know if I really want to, I think I'm leaning toward doing it the second style as well. I'll also try and make the jumping feel good. It really sucks when you play games with weird jump mechanics (which is why I never really got into Ghouls & Ghosts & Goblins)...Thanks for your input!Enk said:I think the second pic you posted looks a bit more pleasing to my eyes and it gives the level a bit more depth, but go for whatever suits the style of level you want to create. If there's one thing you should fix from oldschool 2d beat'em ups is the jumping, which seems to be your focus judging from the first pic. Usually jumping in beat'em ups feel a bit restricted. They tend to jump high but at a short distance and can lead to aggravating deaths when platforming is involved (Golden Axe and Battletoads come to mind). If you can get that working you could add a good mix of platforming and beat'em up gameplay to keep things from getting monotonous.
Also thanks for posting the sound effects and music links! I'll look through those when I'll get around to it.
Glad you're making progress! My problem with incomplete projects is when I would start a few sprites, then not want to make the rest... So I hope you pass that point, too.Andrex said:I started working on a sprite. Not a huge update but I think it's something, especially considering this is where I usually break off in development. :lol
Glad it's working out for you. The original music thing will be a problem for me as well, as I suck at composing good, melodic music, so I might ask someone in the future (after I get a solid demo running).jepense said:The sfx machine is just what I needed. For composing original music, I may need someone's help, though...
jepense said:An update:
Since last time, I've implemented a simple enemy AI and a deck-building menu.
So, I basically have a very bare bones playable demo up and running!