UnderwareDESIGN

General => Competitions => Ballistic Blasters => Topic started by: Draco9898 on June 09, 2007, 05:02:24 PM

Title: "team" DragonBytes game, Aquarius
Post by: Draco9898 on June 09, 2007, 05:02:24 PM
um yeah it's me and my game...

June 9th-> The nightmare begins, the game is being patched together from scratch. Drew the first ship, I had an old ship I had created, but it wasn't received well at all, hopefully this is much better.

June 10th-> Basic title screen, key-binding options

Images:
Ship type A->
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on June 09, 2007, 05:10:19 PM

So is this ship animated ?



Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on June 09, 2007, 05:13:16 PM
Definitely, yes, almost everything will be animated
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on June 09, 2007, 05:24:50 PM
 So what about weapons ?
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on June 09, 2007, 09:14:37 PM
Normal charged shot, rapid fire shots, "we're" looking into a type of chain hook thing, ricocheting shots, seekers, a big laser which kind-of whips around if you move up/down, etc.
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on June 30, 2007, 06:43:15 PM
-I'm not dead

Built a new computer from scratch and had to format. :( Luckily, this is what storing your precious game data on CDs and Usb drives is for!
It's a very very nice rig and it was (well, generally...) inexpensive to boot!



Still playing with graphics, the devils in the details (Cliche' or not). Those darn pixels! (want to help me some, Indigo?)



Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 01, 2007, 09:04:22 PM
>
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on July 02, 2007, 12:34:53 AM

Look good, buts that's rather small screen size ?
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 02, 2007, 02:05:36 AM
It's arcade shoot-em'-up size/resolution. The Snes only used 256 X 224! Sega genesis...bit larger.
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on July 02, 2007, 02:10:41 AM
 in 1984 ? :)
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 02, 2007, 02:18:39 AM
1990's.

I could double it, but that means I'd have to re-draw the sprites double size, haha :) Hey, at least I'm not using stock-art. When you draw the art on a per-pixel level it can get demanding.
Title: Re: "team" DragonBytes game, Aquarius
Post by: Rembrandt Q Einstein on July 02, 2007, 04:46:29 PM
That's looking nice, the ship especially.  Ya Indigo's working with me this time. 

Are the mountains part of the playing world?
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 02, 2007, 10:27:56 PM
The 'underwater sand dunes' in the background are a mere background parralaxing layer. I have yet to get crunching on a good desat brown-grey-blue mountain-y tileset. I also have to scrape together a level editor :(
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on July 02, 2007, 10:41:58 PM

So what's actually running ?   This could be one horse race :)

Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 03, 2007, 01:43:41 AM
Now working:Enemies, background, shipmovement, titlescreen, options(with custom key config), health bars.

The list of things to do is quite frightening and is probably so long I don't feel like typing it here.

Thanks to my "wonderful" graphics card and/or playbasic (hey, not blaming anyone here, but it certianly doesn't do this in other small games! I.E: 320x240). I have to capture screens in full screen mode and play with the graphics being really blurry (ouchies), but for some reason print screen captures EXACTLY what I need my screen to actually look-like, pure pixels (how ironic..).
OR I can play with it in full screen windowed mode, having it still blurry (but a lot less blurry), and print screen accurately captures the blurriness of the screen :P
Painful, as I've tried turning everything inside the card off, (AA, anisotropic filtering) but to no avail...(STILL!). It's completely baffling, to be sure.
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 28, 2007, 09:49:01 AM
->
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on July 28, 2007, 11:24:38 AM
looking good.
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 29, 2007, 01:32:51 PM
Cooking a tile set with the Trevster' in just 30 minutes. OR ZOMG, I can't believe it's monday in Australia
I already worked on this lot already, just it's go time on trying to finish tiles and polish it. I admit I think I could do better. Oh well! It's made alittle easier if you can cheat some tiles and make them look like they go together when they're not really supposed to.
<ego booster>
I think it looks better then many people could do
< end ego booster>

I have no clue what I'm going to do for music because I'm not that great (yet?). At least I guess I could go searching thru my musics and make some good super reverb 'ed drums.
At least I have a professional hardware synth! Isn't it someone who said a man is only as good as his tools...or was that vice-versa? hmmm, yeeeah  ;D.

and under the tileset are assists. Which would be like bits or whatever on r-type. You may ask, draco/trev, why are you so derivative? I don't know, it's just all I know :) It's easier to do something that works than something new that probably won't work. Not to mention I'm on a time crunch. yum. Hey, imitation is the most sincere form of flattery!



On a out of topic thought, Would anyone be interested in a pre-made pack of sound effects (for playbasic or not)? I've created a large amount of them, and I'm wondering if I could make some scratch errr- if anyone would be interested in a pack you could purchase? Let's say around $5-$10 for 80+ sounds. Various spell sounds, metal sounds, shooter sounds, etc. All  under a licensee, such as you can use them for any kind-of project,etc, as long as you don't share them or sell them yourself for profit, etc.
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on July 31, 2007, 01:16:43 AM
Running out of time, PANIC.

I don't think I'll stand a chance, but let's see how much freaking stuff I can chuck into my game in...

8 hours.

CAFFEINE good
Title: Re: "team" DragonBytes game, Aquarius
Post by: Draco9898 on August 03, 2007, 04:11:21 PM
Hey still working on this for fun despite the compo is all over. It's kind-of embarrassing it didn't have any gameplay at all.


using a shape for the players collision against everything is turning out real good.

you can now kill enemies, the enemies shoot bullets, I fixed big issues with enemy spawn events(just spawn a whole bunch of enemies at once instead of 1-by-1), the player loses HP from enemy bullets, etc. The players sprite strangely wasn't centered.
Title: Re: "team" DragonBytes game, Aquarius
Post by: kevin on August 03, 2007, 11:25:24 PM
 It's good to hear that you're still working on it. 

Quoteusing a shape for the players collision against everything is turning out real good.

  why not just use Pixel Perfect mode ?