It appears you have not yet registered with our community. To register please click here.

Origin XT RPG Network Home

game idea


May 4 2009, 06:06 PM (Post #1)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
A wile ago, I pitched the idea of working together on making a small game. No one, including myself, had a starting idea.

Well, a few days ago, my brother was watching me play around with some little programs I made, and he said, "You should make a digimon game, that would be cool."

Now, he's too young to remember the digipet fad, so he was talking about the show. I was thinking, though, that it would be pretty cool to make some kind of digital pet.

Something that grows every day, and changes based on what you do with it. I could even make it so it keeps track of how many days it's been since the last time it was opened, and reacts accordingly. Might be cool. Could even make it so people could fight against each other, by either sending the save data or by linking over the internet.


If anyone want to help, it would be really cool. I really only have a basic idea, so what I would need is a system of stats for it's growth, pictures, and maybe an idea of how the fighting would go.
Post Options

2 Pages < 1 2 
May 7 2009, 04:26 PM (Post #16)
Commander in Chief
* * * * * * * *
Posts: 5,699
Cash: 2,145,476,571 / 2,147,483,647
Group: Representative
Joined: 12/23/06 04:45 AM
If that's too much of a problem, I'd just go with 8 directions. The way I did it was to have the axe go off in the direction you threw it (in most cases) for a brief time, then on the way back, it just follows your character's sprite. One important element to keep is being able to throw the axe, then get behind an enemy to have it get hit on the way back. That won't be too much, will it? If it is, you might just want to go with 4 directions.

I suppose in the long run, the enemies (other than bosses) shouldn't matter all that much. If I compare this to a game like Mario, you generally just jump over (or on) the enemy, and move on. As it stands, they're already more to deal with than that, so most of the time, a fixed path, single direction, or some algorithm where it just follows you should be enough for most of them. Bosses, on the other hand, will (and should) be a little more complicated, but there should be relatively few of them. If we follow some simple formula (maybe Sonic-like) and have 2 levels followed by a boss, then repeat 6 more times (giving 14 levels, 7 bosses), then it shouldn't be too much to work out, and the game will be long enough (we'll work out the bosses later). I think you've mentioned level design was one of the areas you wanted someone else to do. I suppose that shouldn't be too much of a problem (obviously, I can make them much better than what I had here), and I'll just change around the tile sets a little. I'll make a desert level, ice level, sky level, water level, etc. So long as it's geographically diverse, it should look alright.

Soundtrack won't be a problem, that tends to be my strong point. Story, I have no idea. If anyone else reading this has an idea, feel free to share. If we don't come up with anything, it probably won't be too big of a deal. Most side-scrollers don't really have storylines. In Mario, it was just "Bowser kidnapped the princess, go find her" (and even then, you usually wave to beat a set of levels to even know that much). The Contra games had no story at all, the premise of the game was just to shoot everything in sight. The Megaman X games had a storyline, but it was simple, and only alluded to every so often. I think if we minimally develop a bad guy that we use as the last boss, and occasionally allude to it, that should be enough to drive the game. Maybe he'll be a giant, talking tree (Jay's idea (and he also wants rabbits and blood in the game)) with some qualm with your use of axes, so he sends his minions out to kill you.
Post Options

May 7 2009, 04:56 PM (Post #17)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
As far as directions, I can make the axes do just about anything (I'm not limeted by something that simple, when it comes to AI, that's where I have my limets). I can give 360 control, or any other amound of directions, down to only one. I say we start with just the way you had it, and if we add an enemy that it would make sense to have more directions, we add them then. You know, not make it harder than it has to be.

The way I interpretted your axe throwing was that the Axe's Y was always the same as the Character's Y. Then, the Horizontal speed was set, and it just went on a timer. After about a second, it changed direction, and came back.



As for a boss, I got an idea for one of them. I made this giant walker thing for a different platform game I made. The way you beat it was by knocking things down and making it trip over them. After it tripped, the bad guy piloting it would fall out, and then you had a second boss fight with just him. It was pretty cool. Be a good 3rd or 4th boss.

Post Options

May 7 2009, 08:55 PM (Post #18)
Commander in Chief
* * * * * * * *
Posts: 5,699
Cash: 2,145,476,571 / 2,147,483,647
Group: Representative
Joined: 12/23/06 04:45 AM
QUOTE (Even @ May 7 2009, 11:56 AM)
As far as directions, I can make the axes do just about anything (I'm not limeted by something that simple, when it comes to AI, that's where I have my limets).  I can give 360 control, or any other amound of directions, down to only one.  I say we start with just the way you had it, and if we add an enemy that it would make sense to have more directions, we add them then.  You know, not make it harder than it has to be.

The way I interpretted your axe throwing was that the Axe's Y was always the same as the Character's Y.  Then, the Horizontal speed was set, and it just went on a timer.  After about a second, it changed direction, and came back.
As for a boss, I got an idea for one of them.  I made this giant walker thing for a different platform game I made.  The way you beat it was by knocking things down and making it trip over them.  After it tripped, the bad guy piloting it would fall out, and then you had a second boss fight with just him.  It was pretty cool.  Be a good 3rd or 4th boss.
*


Ok, the axe thing should be fine. The only place I can see there being problems is with enemies that fly into you diagonally (and even then, you can just jump, then throw the axe, or throw it first, then jump when it's on its way back).

You were pretty close on the axe throwing. I offset it just a little, since I have a process that makes the axes disappear when its coordinates are the same as the character's. Basically, if you were facing right, it will be offset to the right, and will move right, and so on. You may have noticed one axe goes further than the other, one goes away for .6 seconds, and the other for .7. I'm not really hell-bent on keeping it this way, the only reason I did it was to avoid dealing with a bug which you hopefully won't have. Anyway, after the .6 or .7 seconds is up, the axe simply follows you until it hits you (and since it moves faster than you, it will). And then it shuts off until you throw it again. You might be able to make it look a little better, since you only have like 8 different speed to choose from in RM, and most of them are just extremely slow.

The boss sounds like a good idea, something I've always hoped would happen (but it never did) in a sonic game. As for the first boss, that should probably be something completely straight forward, you just keep throwing the axe at it until it dies.

As for the last boss, if we go with my idea, and make it a giant tree, we should have an occasional hippie come to protect it (any game where you axe hippies is automatically awesome).

In terms of levels, if we follow the 2 levels, boss formula, and group each pair as the same theme, then we might do something like:

1. Plains
2. Water
3. Sky
4. Ice
5. Desert
6. Tower
7. Forest

I think what I'll do is make all the levels in RM, then re-upload it (I also plan on finishing the game in general at some point (yes, I say that about all my games)). That might be a while though, since I have finals soon, but I'll try to find time this weekend.
Post Options

May 8 2009, 03:28 PM (Post #19)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
I like the giant tree end boss idea. I'm thinking, that every time you hit the tree, the notch in it's trunk gets bigger. When the notch is enough to fall the tree, you win. When you hit it with the spark, the thing goes on fire, and that causes it to flail around for a few seconds, putting itself out.



As for speed, in game maker, speed is determined by how many pixels the sprite moves per frame. Then, there's how many frames a second the game runs at. So, basically, there's every speed that is possible to show on a computer moniter.

Also, with the axes, I can make them rotate, instead of just fliping horizontally, and vertically.

I'll get the demo of it up as soon as I can. I got most of it done, but am having problems with the screen res. My computer doesn't like to go to small screen resolutions, it starts bugging up. I can, at smallest, go down to something like 540x400, or something like that.
Post Options

May 10 2009, 04:18 PM (Post #20)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
http://rapidshare.com/files/231395354/axes.rar.html





Yeah, less than 1 meg...........


Press F1 to view some text explaining everything, and also has the buttons on it.
Post Options

May 11 2009, 05:14 PM (Post #21)
Commander in Chief
* * * * * * * *
Posts: 5,699
Cash: 2,145,476,571 / 2,147,483,647
Group: Representative
Joined: 12/23/06 04:45 AM
QUOTE (Even @ May 10 2009, 11:18 AM)
http://rapidshare.com/files/231395354/axes.rar.html
Yeah, less than 1 meg...........
Press F1 to view some text explaining everything, and also has the buttons on it.
*


So far, it's awesome. The only thing I've seen wrong was the first bug you mentioned, where the character just randomly stops.

I'll be testing this in more detail later today, then I'll make a more detailed post, and try to find any other bugs there might be.
Post Options

May 11 2009, 06:07 PM (Post #22)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
yeah, I have a fix for that bug already. I'm also working on some little enemys. Got a bunch of frogs that jump around randomly (put in a pit the player has to cross), a guy with a shield that can only be hit from the back that tries to ram the player, and some bats that hide in a tree and fly out and bite the player, then run off.


The bug with the guy stopping is because I have it so he starts moving on the button press, and stops moving on the button release. I just changed that so it checks to see if the guy is moving (and should be moving), whenever the button is held down.



Need some ideas on little bad guys to make. I ran out of ideas.


edit, what do you think about the tree, and how it falls over when it dies. I thought it was pretty cool.

This post has been edited by Even: May 11 2009, 06:11 PM
Post Options

May 11 2009, 07:34 PM (Post #23)
Commander in Chief
* * * * * * * *
Posts: 5,699
Cash: 2,145,476,571 / 2,147,483,647
Group: Representative
Joined: 12/23/06 04:45 AM
QUOTE (Even @ May 11 2009, 01:07 PM)
yeah, I have a fix for that bug already.  I'm also working on some little enemys.  Got a bunch of frogs that jump around randomly (put in a pit the player has to cross), a guy with a shield that can only be hit from the back that tries to ram the player, and some bats that hide in a tree and fly out and bite the player, then run off.
The bug with the guy stopping is because I have it so he starts moving on the button press, and stops moving on the button release.  I just changed that so it checks to see if the guy is moving (and should be moving), whenever the button is held down.
Need some ideas on little bad guys to make.  I ran out of ideas.
edit, what do you think about the tree, and how it falls over when it dies.  I thought it was pretty cool.
*


Yes, the tree was excellent. I almost wanted to use it as a new avatar, but I figured I'd run the idea across you first. It's absolutely priceless when it falls over.

As for what I've found, there were a couple problems on the low resolution setting with the two blocks. They were both minor things, but one is that if you jump on it coming in from the upper corner, sometimes you get stuck on the edge. The other is similar, only instead of getting stuck, you just end up on the top of it, in a non smooth manor. The idea of being able to kick off the walls was good though.

Let's see, as far as enemies, the shield guy sounds like a good idea. I wanted to to something similar, but couldn't think of an easy way on RM.

Jay had an idea for rabbits which scream and bleed when you kill them. I guess they would probably just jump at you (if that's any different from the frogs you have).

Some of the ideas I had:
-Hippies. They would just run at you on the ground.
-Logs. Basically, just a stump that waddles after you, put you can jump on its head safely.
-Haystack monster. Only receives damage from the spark attack.
-Generic gunman who stands still and shoots at you.

I'll try and come up with more ideas.
Post Options

May 11 2009, 07:46 PM (Post #24)
Colonel
* * * * * *
Posts: 2,579
Cash: 46,264 / 266,023
Group: Nobility
Joined: 12/14/05 03:32 PM
as far as taking things I do, or say, for that matter, and doing whatever you want with them, and this goes for everyone, on everything I ever do, go ahead. Doesn't bother me. I'm not one of those types that needs credit to be obvious for everything I do.

As for the ideas for bad guys, yep, can do all of those, will do, with crappy sprites, but still, can do. Probably tomarrow is when I will post the level with all the bad guy ideas, and some minor bug fixes.


As for the low res, I just copied the total level over, then changed the screen res and what it showed. Then, later, I modified the original level. So, if a bug isn't in the normal res, it won't be in the low res. They should be exactly the same, except for the res. I just was too lazy to recreate the low res level by recopying the high res one again.

When the guy jumps on a platform, there's invisible objects that he colides with that stop him from either going through the bottom. If it doesn't look right, it's probably because I misplaced the invisible objects. I should make a code that autocreates the invisible walls around platforms, so they are all the same, rather than manually dropping them in with the mouse. I will have that in the next version.


Just as an interesting side note, I found that if you take a 8 meg bitmap file, the load it as a sprite in GM6, then save the editable file, the editable file is only like 98kbs. So, I thought it must just remember where the original bitmap file was from on my computer, and load it from there. I deleted the original bitmap, and, amazingly, the game still had the entire picture, in perfect quality. I have no idea how it can compress a bitmap that well without losing quality. Just a cool thing I found out.
Post Options

May 12 2009, 07:48 PM (Post #25)
Peasant

Posts: 5
Cash: 5,050 / 0
Group: Newbie
Joined: 5/12/09 05:53 PM
I think we should get at least one level done completely (except, of course, for sprites), you know, as a starting point. What do you think? The level design would be the first step in that.
Post Options

May 12 2009, 08:10 PM (Post #26)
Commander in Chief
* * * * * * * *
Posts: 5,699
Cash: 2,145,476,571 / 2,147,483,647
Group: Representative
Joined: 12/23/06 04:45 AM
I'll get on that soon. Things are really busy today, so I'll have to see if I can do it Friday or so.
Post Options

May 12 2009, 08:37 PM (Post #27)
Peasant

Posts: 5
Cash: 5,050 / 0
Group: Newbie
Joined: 5/12/09 05:53 PM
It's all good. I'm not on any kind of schedule. Friday is pretty soon, around then I should have every bug worked out.
Post Options

2 Pages < 1 2