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Work in Progress / A Time to Warp 2

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Toby Quan
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Posted: 12th Aug 2004 12:49
My retro-esque game, "A Time to Warp" is soon to have a sequel!

There is a lot of good ideas and themes in A Time to Warp, but many people don't like the way it randomly warps around, or the way you have no control of where you warp to.

I have no choice but to begin work on:



Now that the competition is over, and I don't have to worry about a time limit (deadline) or a size limit, I plan to incorporate the following changes that people asked for:

1 - Get rid of the 1977 text game. Yes, it was funny, but for a longer "real" game, it won't cut it.
2 - Let the player stay longer in each time zone. The player must get all 6 colors in rainbow order in each time period before they can move on. That way, the player will get to enjoy and more deeply experience each "era".
3 - Let the player shoot an orb to get rid of it! Right now, the game doesn't work like this, and you could get trapped.
4 - Move chronologically through time. Start with 1982, and move your way through the game to the higher years.
5 - Level enhancements!!! Many people really like the 1987 version of the game. I plan to add some more things, like clouds, trees, etc.
6 - Make the "current" game feel more current! Walaber suggested that the car be able to steer - and it shall be done!

And with a longer game, I can include the full versions of the songs, instead of the shortened looped versions that I used.

I really think that this game has a lot to offer, but that many people didn't fully get it. If I make it better, I think it could be a really good game!
robo cat
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Posted: 12th Aug 2004 18:44
Yay, a sequel.

A Time to Warp was great fun - except for the text based one lol.

Definately need to be able to shoot orbs, its annoying when the level is impossible.

Make enough sequels and you can make a game about travelling through the different versions of A Time to Warp.

Good luck with the sequel.

Error at line 784. Could not load signature.
Toby Quan
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Posted: 14th Aug 2004 00:53
This will be the only game made in 2004 that doesn't have lens flare! I swear, that must be the most overused effect of our time! Enough already.

I have no recent screen shots to post, because the game still looks the exact same, it just acts differently.

I have made it now so that you can shoot the orbs, and so that you cannot leave the time zone until you get all 6 colors in order.

In the first "A Time to Warp", if you got the colors out of order, you would have to start over at red again.

I am changing this now in Version 2 so that if you get the wrong color, you will only go back 1 color instead of all the way back to red. So, for instance, if you need blue, and you get the wrong color, you will go back to needing green. This should help somewhat.

I am planning to release the first beta of Version 2 within the next week.
Manticore Night
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Posted: 14th Aug 2004 13:03
Looks cool

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 17th Aug 2004 22:30 Edited at: 17th Aug 2004 22:31
The Version 2 beta is ready!

I have bundled the first beta release of "A Time to Warp 2" with the original "A Time to Warp" zip file download on my website:

http://www.scotttown.com/games/acoders2004/

This one plays much more like a regular video game:

* You go through time chronologically
* You can shoot the orbs
* You must stay in each time period until you get all 6 colors in the right order.
* When you get an orb in the wrong color order, you only lose 1 color instead of starting over at red.
* I added info about the Spectrum system to the Time Line.

These are the things that still yet to come:
* Enhanced graphics and music
* Show on the screen how many cars you have left
* Revised Title Screen
Manticore Night
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Posted: 18th Aug 2004 03:32
I LOVE IT! WAY more play value than the first one.

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 14th Sep 2004 14:04
Today I put in textured backgrounds for the 1997 game. Thank God for the internet, and royalty free textures!

Easy Mode - Driving into the sunset.

http://www.scotttown.com/games/acoders2004/beta_17.gif

Hard Mode - Driving by the light of the moon.

http://www.scotttown.com/games/acoders2004/beta_18.gif

I just may sit this current competition out, and finish A Time to Warp 2.
Manticore Night
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Posted: 14th Sep 2004 15:51
Cool. I can't wait for the release, If I could help in anyway, I'd be honored.(Just put that in beacause you said you were searching the internet for art, and I just happen to be an artist.)

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 15th Sep 2004 12:49
@Manticore Night

I would be happy to let you help! These are the last 2 things I am looking for as far as graphics go:

1 - For the 1992 game, when the car crashes, I want the word "CRASH!" to be animated in the middle of the screen. Perhaps a 5-frame 2D animation would be nice.

2 - For the 1997 game, when the car crashes, I want the car to really explode. So, I need a good exploding animation. I anticipate 5-10 frames of an explosion animation would do the trick.

Thanks for your help!
Manticore Night
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Posted: 16th Sep 2004 07:23 Edited at: 16th Sep 2004 08:17
ooo, explosions, BOOM, BOOM, FUN!!! I'll make'em good. But about what size would you like them?

<edit>Would you like the 1997 game one 2D, OR 3D, beacause my modeller needs special code to run the animations(3D Canvas).

<EDIT, again> I was thinking of pixelising the animation to give it that retro feel, how do you feel about that?

<EDIT:RUTURN OF THE EDIT> Here's a pixely one for the SNES game.
If if you like it I'll send you the acctual pics, this is just a gif of how I designed it to be(the last 2 frames reapeat). It's bad quality, done in Windows GIF animator in 3 mins.

It's amazing how much TV has raised us. (Bart Simpson)
Ilya
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Posted: 16th Sep 2004 09:10
Quote: "beacause my modeller needs special code to run the animations(3D Canvas)."

Play object?

Manticore Night
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Posted: 16th Sep 2004 14:38
Quote: "Play object?"
No, that just makes the model all deformed, Rich B sent me some code for it to animate right.

@Toby Quan: I'll send it to you if you need it.

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 17th Sep 2004 00:02
@Manticore Night

Wow! That's brilliant!

I am simply amazed!!!!!!!!!!!!!!!!!!!! That's perfect for retro!

As far as size goes, this is the actual size of the car that it will need to cover:



So, I'm estimating that if it should be 110x110 pixels. And yes, 2D will be perfect for this one. Just the separate images.

As far as the 1997 explosion ... I guess I don't know. I was just thinking of doing a 2D explosion. I never thought of doing a 3D explosion with objects. How would that work?
Manticore Night
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Posted: 17th Sep 2004 03:37
Easy, just have a big fire ball (that I could supply), and just scale it bigger, and bigger, until you want it to disapate.

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 19th Sep 2004 01:57 Edited at: 19th Sep 2004 01:59
Okay, that sounds good. Let's try it.

Beta 2 is released!

I have incorporated Maticore Night's explosion graphics into the 1992 chrash sequence:



I also added an event about André LaMothe's book to the TimeLine.

In Other News...
I relased version 1.05 of the original A Time to Warp with these 2 updates:
1 - I corrected the title and the year of the Id's Wolfenstein game in the Timeline.
2 - I added an award picture "3rd Place Winner" to both sides of the ACoders Competition logo.

As always, the latest and greatest version of the game can be downloaded from my website:

http://www.scotttown.com/games/acoders2004/

These are the remaining changes I want to make to A Time to Warp 2 before it is released:

1 - Work with Maticore Night to make a nice 3D explosion for the 1997 game
2 - Mix in longer versions of the songs, so they don't loop so much
3 - Add a new mode. Maybe it will have (E)asy, (H)ard, and (C)razy... The new game mode would have rule variations, such as different colors do different things, etc. Who knows what the future may hold!
Manticore Night
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Posted: 19th Sep 2004 02:57 Edited at: 19th Sep 2004 03:39
Darn, no exe, can't run it. Just a few suggestions for improvemnets, maybe some 2 player action, or car selection, but that's just my 2cents.

<oh, there it is. Just wondering, could you put my name in the credits? Maybe in very small print, but I just want some credit for that explosion, but I wouldn't want it to seem like I was doing a big bunch of work. So please. just in small font.>

<Edit> here's a 3D explosion, I tried to do something new, beacause my game(10A) has a big explosion as one of the main features. So with no further wait,
http://webzoom.freewebs.com/fleaware/3dboom.x

If you'd like something more like this,

Then, just tell me, But I'm gonna try something new(not EXACTLY the same). Just try this in game and see how it is, k.

Note: all my 3D models are pretty small compared to most peoples models, so you may need to scale it.

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 19th Sep 2004 06:16
Yes, I will definitely put your name in the credits. Should I credit you as "Manticore Night" or by a different name?

I'm working on putting in the new explosion right now. It looks fantastic!
Manticore Night
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Posted: 19th Sep 2004 06:49 Edited at: 19th Sep 2004 07:23
Quote: "It looks fantastic! "
Thanks

Quote: "Should I credit you as "Manticore Night" or by a different name?"

Alex DeChoiseul(Manticore Night)

<edit, try setting the transparency to 90%, at night and it'll look real neat.>

It's amazing how much TV has raised us. (Bart Simpson)
Ilya
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Posted: 19th Sep 2004 08:43
Quote: " No, that just makes the model all deformed, Rich B sent me some code for it to animate right."

Works for me with just play object.

@Manticore Night
I'm guessing you used 3D canvas for that effect.
I'm also guessing you swirled a primitive(probably a sphere).

Manticore Night
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Posted: 19th Sep 2004 10:13 Edited at: 19th Sep 2004 10:25
Quote: "I'm guessing you used 3D canvas for that effect.
I'm also guessing you swirled a primitive(probably a sphere)."
Yep, gets the job done fast & easy, But that texture sure was fun making. I also had to trim it, to keep it low poly, and get that fat, but non-dense thing, with the cut command. And of course primitives are good for explosions, I tried with a modeled expolsion once, and it wasn't that good, anyway, no one takes alot of looking at a realisic explosion anyway.

Quote: "Works for me with just play object."
Well, my computer's odd.

If you think the effect needs work just say the word, and I'm back to the old cut tool, or another tool

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 19th Sep 2004 15:54 Edited at: 19th Sep 2004 15:57
I put the model into the game. When you crash, the car is hidden, and the explosion spins very fast, and fades in from invisible to red to orange to yellow to invisible again:



Beta 3 has been released!!!

Program Updates in new version:
1 - I added a 3D model explosion effect, provided by Manticore Night, to the 1997 crash sequence
2 - I added Manticore's name to the credits
3 - I replaced the music for the 1982 game with a longer version of the song. Now, intead of a 13 second repeating track, it is 1 minute and 23 seconds.
4 - I replaced the music for the 1992 game with a longer version of the song. Now, intead of a 27 second repeating track, it is 1 minute and 51 seconds.
5 - I noticed that there was no info for 1990 in the Timeline. I added info about the NEO·GEO.

Also...

I have included a few more Behind the Scenes images on my website.


Visit the website to see more pictures, and to get the latest and greatest version of the game:

http://www.scotttown.com/games/acoders2004/
Neil19533
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Posted: 23rd Sep 2004 20:40
it would look cool with a lens flare in it.

Any spelling mistakes are totally In tensional.
Toby Quan
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Posted: 27th Sep 2004 15:16 Edited at: 27th Sep 2004 15:18
Beta 4 has been released!!!

I added the number of lives to the panel that is on the right side of the screen.



I added White orbs to the game. When you get a White Orb, you will get an extra life. However, the game will limit you to five lives.



As always, the latest and greatest version of the game can be downloaded from my website:

http://www.scotttown.com/games/acoders2004/
Toby Quan
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Posted: 5th Oct 2004 22:45
Beta 5 has been released!!!

I added a new brown orb to the game. When you drive into or even shoot a brown orb, you will lose all the orbs you have collected so far, and you will start over at red.


http://www.scotttown.com/games/acoders2004/beta_23.gif


http://www.scotttown.com/games/acoders2004/beta_24.gif

Now, there are 3 difficulties:

Easy: In this stage, the levels move relatively slow. Also, many times when you shoot a box, it will reveal the color that you need. It almost sometimes hands you the right ones! Brown orbs are rare in this stage.

Medium: In this stage, the levels move faster. Brown orbs are more common.

Hard: In this stage, the levels move the fastest. There are many brown orbs, and it never just hands you the correct color. You've got to do all of the work yourself!

Also, when you drive into or shoot a brown orb, a sound will play. This was added because sometimes people didn't realize that they encountered a brown orb, and they were wondering why they had to start over at red again.

As always, the latest and greatest version of the game can be downloaded from my website:

http://www.scotttown.com/games/acoders2004/

I think that now the game itself is complete. The only changes that I want to make to the program are cosmetic. I want to enhance the graphics and the audio.

Give it a try and tell me what you think!
Toby Quan
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Posted: 14th Oct 2004 23:37 Edited at: 24th Oct 2004 15:06
Beta 6 has been released!!!

The 1997 Medium game now takes place in London, England! I did this to honor the DarkBasic developers. I've never been to the UK myself...


The 1997 Easy game now takes place in Minneapolis, Minnesota! You can even see the "Town Hall Toaster" building in the skyline!


I reworked the car speeds for the 1992 and 1997 games, in order to make them easier to play. Now, the "Easy" game is truly Easy! In fact, the easy and the medium games present no challenge to me at all. I only enjoy the "Hard" version of the game.

I made the program exit and unload nicer. Now, the screen goes black, and it only unloads objects that it loaded.

http://www.scotttown.com/games/acoders2004/
Toby Quan
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Posted: 24th Oct 2004 15:09
Beta 7 has been released!!!

I made the 1987 car smaller, to make it less likely to crash into a box when players are trying to squeeze through.
I added new sky backgrounds to the 1987 game. On easy, the backdrop is Mount Hood, in Oregon. On Medium, the backdrop is a Jamacian beach, complete with moving trees! On the Hard mode, the backdrop is downtown Syndey, Australia.
I added new sounds to the game. When you get a wrong color, which makes you lose an orb, an appropriate sound is played. Also, a sound plays when you get a white orb.
I added info about MIDI and the Macintosh to the Timeline.



http://www.scotttown.com/games/acoders2004/
Ian T
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Posted: 25th Oct 2004 05:04
This looks quite good, I'll grab it ASAP


Preparing for a month of insanity, inspiration and insight... again!
MikeS
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Posted: 25th Oct 2004 05:25
Wow TobyQuan, this is honostly the funnest game I've played from these forums in the last month.

Excellent concept, and well executed.

I hope you keep adding to it. They should put this in an arcade.




A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Manticore Night
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Posted: 25th Oct 2004 13:29
Hmmm, the 1987 one, just doesn't look right with those graphics, you should try and retroifi that background.

It's amazing how much TV has raised us. (Bart Simpson)
Toby Quan
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Posted: 26th Oct 2004 01:01 Edited at: 26th Oct 2004 14:43
Yes, I agree. The graphic I made looks more like 1994 than 1987. I will fix that in my next version. Instead of allowing 16 colors, I will go down to 4. And I will make the pixel unit blocks much bigger.

@MikeS

Thanks for the compliment! I agree - this is the funnest game I have ever made! My other games aren't that ... fun ... Who would have thought that making a game where you drive a car and shoot things would be fun? Oh wait, that's like most games!

Another very important change to this last version was the additional sounds. Now, you have an audio clue when you get a wrong orb. Those new sounds came from the Retro Gamer magazine. They were from the games 180 and 1942. They sounded so pure and retro!
Toby Quan
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Posted: 26th Oct 2004 14:41
I am slowly redoing the 1987 graphics again. How does this look for the medium level:



Is that more like what you would expect from 1987?

I'll probably have the newer version (beta 8) ready with the new graphics by the end of the week.
PowerSoft
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Posted: 27th Oct 2004 01:39
love the look of this

downloading now


Create? Play? YOU Decide
Toby Quan
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Posted: 29th Oct 2004 13:35
Beta 8 has been released!!!

I reworked the 1987 Easy graphic of Mount Hood, to make it look more like what you would expect from 1987.
I changed the 1987 Medium game's graphic to be the scene of Ancient Egypt.
I changed the 1987 Hard game's graphic to be the scene of the Moon.



NEWS - You can now put in some of your own graphics!!!

I added the ability for the player to override the 1982 background graphic and the 1987 background graphic.

To override the 1982 background graphic, the player must put a bitmap image that is 640 x 480 pixels named "1982.bmp" in the same directory as the game.



To override the 1987 background graphic, the player must put a bitmap image that is 640 x 480 pixels named "1987.bmp" in the same directory as the game.



Click Here for 2 sample bitmaps:
http://www.scotttown.com/games/acoders2004/sample.zip
Toby Quan
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Posted: 10th Jan 2005 07:59 Edited at: 10th Jan 2005 08:00
Beta 9 has been released!!!

This new beta was released today, and the final version should be available by February.

There is a new difficulty in the game called "Tripped Out Mode".

In the 1982 game, the game shifts completely off of the screen whenever you uncover an orb that you need.


In the Tripped Out 1987 game, the road is upside down, and a pair of sinister eyes looks on you.


The 1992 Tripped Out game comes complete with randomly sized trees, and colored orbs that drift off of the screen after you shoot the boxes.


The colored orbs keep switching their colors in the 1997 Tripped Out game. - January 5, 2005


Please give it a try and tell me what you think!

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