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NaGaCreMo / Oh Man! [AGK] [2015]

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MrValentine
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Posted: 17th Jan 2015 07:27
Just a matter of time now

baxslash
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Posted: 17th Jan 2015 09:48
There are some cool loops I'm going to use for the boss fight too, epic stuff!

My son just had a go and loved it. He got totally killed by one of the zombies though. I might take that guy out so the user can get used to grabbing and throwing air vent covers before trying it to take out a zombie.

I need to pull back on the features and finish the main menu, game over sequence and the first full level so that I can finish the demo in two weeks...

I really want to make another shader for the game over sequence, anyone who played Batman Arkham Assylum might know the effect I'm going for where the screen turns black, white and red in the pause menu. It's a fairly simple shader but I haven't tried it yet. I'd also like to add blur to the shadows but that might be pushing my luck on the framerate maybe I'll add it as a gfx option later.

Demo should be finished on time at this rate though!


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MrValentine
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Posted: 17th Jan 2015 13:21
Looking forward to it!

baxslash
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Posted: 17th Jan 2015 13:28 Edited at: 17th Jan 2015 13:30
Going back to the old game name (more or less). It hasn't been used and it's a bit more obvious:


Here's a new screenshot using some new fonts:



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MrValentine
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Posted: 17th Jan 2015 15:09
That is looking epic, can I ask what influenced the character design? as I am really getting into it...

baxslash
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Posted: 18th Jan 2015 09:04
I wanted something simple but fun, not pixel art as such but i wanted the animation to reflect the simple style of the characters too. I needed something i could keep adding to myself in terms of art and animation. Making pixelated art and animating it in spine is really simple and adds content easily and quickly.


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MrValentine
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Posted: 18th Jan 2015 21:13
I see, but it turned out pretty sweet too!

baxslash
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Posted: 19th Jan 2015 11:41 Edited at: 19th Jan 2015 11:41
Just finished my Game Over shader. It's a combination of a posterise shader I just shared here and a crosshatch shader found in the link in the first post I may try to make the final image a little more black and white with red yet:



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MrValentine
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Posted: 19th Jan 2015 14:00
De-Saturation right?

baxslash
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Posted: 19th Jan 2015 14:41
Yes, to some extent. I need to check the red value against the blue and green and set that pixel to be really red. It didn't look as cool as I thought so I just beefed up the red a little and kept the posterise colours for the rest and now I have this for my gameover sequence (it fades into this from the game when you die):



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MrValentine
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Posted: 19th Jan 2015 15:02
Can you stop making your game look cool

Wish the forum was more active...

baxslash
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Posted: 19th Jan 2015 16:07
There are some things beyond my ability

Here is a new video:



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MrValentine
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Posted: 19th Jan 2015 17:14
Epic, lol and good answer...

I think if you changed the blood splatter to green or something you can allow a lower age rating, with blood it will elevate your rating options... if you were publishing it in the EU that is...

I wish I was as advanced along in coding mechanisms as you are...

http://www.esrb.org/index-js.jsp For the states side...

http://www.pegi.info/en/index/
http://www.pegionline.eu/en/index/ For the EU etc.

That PEGI site looks so spammy......

Just saying

Those rating sites are useful to see what the latest games are

But I do believe that ratings are entirely optional, however some stores have age restrictions if you do not have an ESRB or PEGI certification... such as stating a game as being under 13/16 friendly etc.

No idea why I brought that up, but I guess it is something you are aware of any way... might be useful for someone else viewing this thread in future

baxslash
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Posted: 19th Jan 2015 17:39
I wasn't aware that green blood could get a lower age rating actually but I'm going to stick with it as is for now. I'm thinking about getting a phone/tablet control system working next as I finish building the level and adding the first boss. Really enjoying making this one!


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MrValentine
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Posted: 19th Jan 2015 20:43
Quote: "Really enjoying making this one!"




baxslash
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Posted: 20th Jan 2015 17:29
Added:
Touchscreen support
Working on Android 90%
Death animation
Pickup animation and sound fx
Thrown objects can be re-picked up and thrown again (unless they are stuck in a zombie's head


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MrValentine
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Posted: 20th Jan 2015 18:04
Quote: "(unless they are stuck in a zombie's head)"


LOLOLOLOL

Reminds me of an old game... cannot remember the name however...

baxslash
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Posted: 21st Jan 2015 11:13 Edited at: 21st Jan 2015 11:13
Boss 1 can now be inserted into a level. All the basic animations are done for this bad boy so I just have to give him a simple AI and work on how our hero intends to get past him.



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MrValentine
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Posted: 21st Jan 2015 11:18 Edited at: 21st Jan 2015 11:19
How about a lower deck like a gangway that allows you to get behind him, but you have to turn off your flashlight to do that

baxslash
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Posted: 21st Jan 2015 15:18
Here's a video of the boss in action:


The demo is nearly done! I might even consider adding a little more content in before the end of the month...


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MrValentine
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Posted: 21st Jan 2015 17:25
No idea what is up but the YT videos are not working on the TGC forum for me, but the YT site works fine... On mobile... Will have to wait til I get back home to see it now...

baxslash
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Posted: 21st Jan 2015 18:36 Edited at: 21st Jan 2015 18:42
Or you could just play the DEMO


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MrValentine
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Posted: 21st Jan 2015 18:38
Oh Man! Can't wait!

MrValentine
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Posted: 21st Jan 2015 23:08
Goodness me, it took forever to download... can I stick a copy on the shared repository?

I noticed you are using SPP...

I got sick and tired of the corner glitching... and the part where I get to the vent before the oxygen, did not see it clearly enough of what to press and died there... perhaps make the help notes last longer, and enlarge them by 200%...

Otherwise fun!

baxslash
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Posted: 21st Jan 2015 23:49
Corner glitching? I'll do what you suggested about the messages. Yes you can put it on a shared repository if you like.


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MrValentine
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Posted: 22nd Jan 2015 00:34
Quote: "Yes you can put it on a shared repository if you like."


Rebuilding the whole thing tonight... sick and tired of other online CMSs... thanks! will post link here, just deciding how to set it all up for now...

Tried to quickly record the issue but... Fraps fails, and my standard screen capture tool would not record, think because of some shader? will need to pull out my hardware capture kit to show you the issues...

Fraps kills your game all-together... cannot climb stairs at all... think it is shader related? ladder works, but also all controls fail as jumping becomes difficult...

Mind you, perhaps make Spacekey the jump and W just for climbing? pressing W while pressing D or A is a bit of a task... just saying...

Also can you reduce the oxygen reduction during the demo? it drains immediately and a lot of it is gone before you grasp the controls...



baxslash
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Posted: 22nd Jan 2015 07:04
Sounds like I need to add a none-shaded version for slower machines. Climbing stairs should not be affected but I guess it's possible it might be affected. I'm getting over 300fps here so I was guessing speed wouldn't be an issue on most machines.

The oxygen speed is just right when it the game runs smoothly. You'll have to wait for the next version though I'm at the Lowry today for a seminar...


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MrValentine
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Posted: 22nd Jan 2015 10:56 Edited at: 22nd Jan 2015 10:57
Quote: "Lowry "


Manchester?

EDIT

Fraps must be capping the game at a lower frame rate I guess, otherwise my other recorder works fine...

baxslash
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Posted: 22nd Jan 2015 18:09
Quote: "Manchester?"

yes

I have several ideas for slower machines not to worry...


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MrValentine
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Posted: 22nd Jan 2015 19:42
I live a short while away from the Lowry

Cool! good that it was caught out this early

Ortu
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Posted: 23rd Jan 2015 05:55 Edited at: 23rd Jan 2015 06:21
Quote: " I was going to do it that there would be no saves at all but that's just mean"


Worked for Mario

Quote: "Fraps must be capping the game at a lower frame rate I guess"


It doesn't cap the framerates, it is just resource intensive. It pretty much cuts whatever a game normally runs at in half, this is pretty much for any game you try to record with it.

The game looks really good man, nice work! Just now came across this, so I'm going to give the demo a try and I'll let you know how it goes.

-----------

Hmm, I think I know what MrV is talking about with the corners, when jumping, if you land on the corner sometimes you get stuck and can't walk even though you appear to be level on the ground. you have to jump again to get off it.

Commonly happened here:



Quote: "and the part where I get to the vent before the oxygen, did not see it clearly enough of what to press and died there."


I died there as well, pretty sure it said to press 'F' but F did nothing... oh, tried again, it says 'P'

Overall, it's tough but fun, and quite polished

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baxslash
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Posted: 23rd Jan 2015 10:21
Ok, I can see what you mean with the corners yes. I'll have a little play with the player shape and maybe I'll tweak the physics properties a little too. I will make some changes and add a option to change the gfx quality for slower machines. I have a great idea how to do this and still keep some pretty cool lighting.

I may also create my own media storage so I can reduce the size of the download significantly.

New version coming soon.


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MrValentine
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Posted: 23rd Jan 2015 11:56
Thanks Ortu, dealing with constant headaches due to the weather... You detailed it well... But also you cannot jump sometimes...

For me, not too bothered with the size, but if you can reduce it, I am sure more will download it

My new repository site is looking HOT! will upload it soon along with your demo from earlier!

Thanks!

baxslash
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Posted: 23rd Jan 2015 13:50 Edited at: 23rd Jan 2015 17:22
I've massively improved the character controller and already made a few good increases in framerate. The next version should be much better, especially once I've added some quicker gfx options.

EDIT: Getting a whopping 75% increase in framerate here now with parallax and shadows switched off on top of some other optimisations. I've put some options in the menu for shadows and parallax for testing and I'll leave the framerate visible so it can be tested properly. Once I've got my media saving in my own format I will look at sending out another demo. One of the main problems was the fact I had physics updating twice due to using Update2D and StepPhysics in the rather complicated display update procedure.


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MrValentine
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Posted: 25th Jan 2015 12:36
Nice!

Looking forward to it!

SoftMotion3D
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Posted: 25th Jan 2015 18:40
looks like this game has come along way!

great work bax!

www.sheldonscreations.com
baxslash
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Posted: 26th Jan 2015 12:29 Edited at: 26th Jan 2015 12:33
New version of the demo HERE.

I have done:
A lot of optimisation and now showing fps
My own media storage which is not currently particularly clever
Made multiple improvements to character controller
Added option to turn parallax and shadows on/off in main menu (mainly for slower machines), it definitely should help


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MrValentine
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Posted: 27th Jan 2015 12:55
Still struggling with the controls... but it feels more refined now

Got my new monitor and can notice the pixilation on everything, is that intentional? [went from

Have you not added controller support yet?

Also the Press P or F is still awkward I still do not understand what or how to pick stuff up or use them, figured it out by pressing everything but by that time I am dead

Also the music is tantalisingly creepy/cool

But a massive improvement!

baxslash
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Posted: 27th Jan 2015 14:16
The lighting is pixelated but the rest shouldn't be. That's intended yes.

It's P to pick up not F. The font is not that bad is it?


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MrValentine
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Posted: 27th Jan 2015 14:30
Perhaps, stop the player for a moment so they can read the messages ^^

It just pops up and goes away before I even read it, remember... YOU know it will be there, but others will not

baxslash
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Posted: 27th Jan 2015 14:34
I thought that when something popped up people would stop to read it rather than carry on running. I guess I could pause gameplay but I think that would be more annoying?


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MrValentine
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Posted: 27th Jan 2015 14:54
A lot of games do this, even FEZ...

Ortu
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Posted: 18th Feb 2015 03:29
you're under such a time crunch with the oxygen I don't feel like I can afford to stop to read something unless I'm willing to read the info but wait to use it until the next play through attempt. a pause with an OK button on messages would be acceptable I think

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Posted: 18th Feb 2015 08:35
Ortu, I agree. It shouldn't get in the way of playing the game. I'll add this next.


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