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Finally: The Mighty Stoopid Demo
Johnny13
Member #805
October 2000
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23 said:

but keep in mind this is a commercial project

:Pwho will publish it anyway?

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Ultio
Member #1,336
April 2001

FPS: Constant 60. Sometimes it jumped a whole frame per second, but that's about it.

I got to the desert stage, and got pretty far; to the place after those stupid guysers. After a few attempts at getting that far I just decided I didn't feel like trying anymore because it was too annoying. Those bats are extremely a pain in the butt, and the guysers only give you about half a second to pass through before they start gushing stuff. It's also really hard to judge when you can go through, because smoke and stuff is always spewing through. Good effects and everything; I love it; just a little hard to discern what's going on the first few times through.

I did happen to find a bug, that is quite easily reproducible as well. It can be done anywhere. I call it the moonwalk. ;) Jump up in the air, and just before you reach the ground again, hit the opposite direction, make the guy do the air-kick, then change direction to the direction you were walking in. This results in the character moving in one direction, but facing the other. Moonwalk ;) It was quite funny the first time it happened. I sat around trying to reproduce it a bunch of times, then finally I did. While moonwalking, if you jump; the effect is remedied.

It's a little hard to pull off, but I think you'll be able to do it. ;D

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23yrold3yrold
Member #1,134
March 2001
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Quote:

I got to the desert stage, and got pretty far; to the place after those stupid guysers. After a few attempts at getting that far I just decided I didn't feel like trying anymore because it was too annoying. Those bats are extremely a pain in the butt, and the guysers only give you about half a second to pass through before they start gushing stuff. It's also really hard to judge when you can go through, because smoke and stuff is always spewing through. Good effects and everything; I love it; just a little hard to discern what's going on the first few times through.

Yeah; the smoke, fire and ice all use the same sprites :) I could probably stand to make the delay longer; it's just that there's a pattern to them that makes it really easy to breeze through if you know what volcanos can hit you and when. So I just skedaddle to the top (the bats won't hit you if you keep moving) and then deal with the bats there. It's tricky gauging the difficulty when you're the one who wrote the game :) But yeah, I'll make the pauses between fire and ice longer.

The bit after that is tricky because the bumbs (the burrowing brown moles) track you by sound. If you stay still and don't jump around or punch anything then they just leave, but then you're open to the skerows (black spinies) attacking. That's the only part of the level that groups them together. They can be dealt with, but you have to go slowly and deal with each enemy as it comes :) If it's worth anything, you almost reached the end ...

Since the difficulty seems higher than I thought, I'll give you guys the "secret keys". F2, F3 and F4 will take you to 1-2, 1-3, and 4-1 respectively if you hit the key at the title screen. And the H key is a life refill.

I was aware of the moonwalk. It's one of the things I'm getting rid of now as I muck with the player's code :)

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MiquelFire
Member #3,110
January 2003
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I remember I did the moonwalk ;D

I should use the level skip code next time I play... that first level is not too easy... actually, the whole damn game is hard as hell! :)

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23yrold3yrold
Member #1,134
March 2001
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Oh come on; the first level is a cakewalk! :) I was afraid everyone would complain it's too short. The bonus level; now that's hard (until you understand the enemies better) ...

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Ultio
Member #1,336
April 2001

Can you kill the flying bat guys? I wasn't able to hit them; but then again maybe I was too late pulling off the jumping kick. :)

Anyways, to address some more of the cool features of the game; the desert level is really nice. The first two levels kind of left me hoping for more. I mean, the enemies were really reactive and all, but it seemed a little repetitive. The desert level changed all that.

I love how those plants shoot out the big spheres that explode if you touch them. I love seeing them produce the things and then watching those guys have a life of their own. It's like one of those enemies that's a single enemy, but then it spores off into more than one. Really cool. You should make the "hive" destroyable though; so you don't have to keep killing the big round things. Either way, I found it impressive. I made an enemy like that in my sidescroller, although it was a little different ;)

The mole guys are asbolutely cool. I like how they jump up at you and then look around, and if they don't see anything, they just go back in the ground. What would be cool is to see them walk around a little, and then burrow into a new spot ;)

Another thing that would be cool is enemies that take damage from the surrounding landscape; ie the skerows get damaged when they walk into the spines coming out of the ground. That would be nice: those things are so annoying; but I finally got the knack of how to kill them.

Oh yes, I forgot to mention how it is very cool that the ice just freezes you and drops you really fast. What would be cooler is that if you get frozen from a high level, and drop too far; the ice should shatter when you hit the ground, dealing even more damage than just being frozen. ;) Probably something that would make the players get rather aggrivated, but it seems like fun ;)

Definitely try to model most of your levels after the desert one. That one requires much more concentration than just running and jumping over everything in order to beat it. ;)

Oh; I thought of a cool idea for the skerows, too (the little black guys.) I noticed there's some up-sidedown ones that shoot spines at you. Any chance of making a type that shoots spines, and once you walk over it; it will fall and try and land on you, then it will turn to one of the ground skerows. That would be neato. Or maybe even skerows that just jump to a ceiling fixture and turn into the spine shooting ones. Maybe it's just too much work; but I'm just throwing ideas around. :D

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Peter Hull
Member #1,136
March 2001

I'm just downloading now - the latest version is still called TMS_aug042003?
You said earlier you were looking for a comedy punch - how about if he starts leaning right back with his fist wavering about knee-level, then really lets fly. If he misses the punch, he does a forward roll.

Pete

23yrold3yrold
Member #1,134
March 2001
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Quote:

Can you kill the flying bat guys? I wasn't able to hit them; but then again maybe I was too late pulling off the jumping kick.

Only when they charge. I find the punch easier since they fly straight at you :) The timing is tricky, but they have an extra-large bounding box for detecting the punch (otherwise it's nearly impossible) so you'll get it ;)

Quote:

The first two levels kind of left me hoping for more. I mean, the enemies were really reactive and all, but it seemed a little repetitive. The desert level changed all that.

Yeah, that's why I wanted it in there :)

Quote:

You should make the "hive" destroyable though; so you don't have to keep killing the big round things.

Not really an issue in the current level. And I dislike the idea of the player clearing a level of enemies; makes life too easy if they plan on backtracking ;)

Quote:

What would be cool is to see them walk around a little, and then burrow into a new spot

Hmmm. Not bad ;) BTW, when they run, they're supposed to be blindly swinging their claws. But I got lazy with the art :)

Quote:

Another thing that would be cool is enemies that take damage from the surrounding landscape

There are a lot of ideas I've had for the engine which I've had to drop if I have any hope of ever finishing it. And that's one of them. I may allow the odd case of this (maybe you'll have to lure otherwise indestructible enemies into something that can kill it to get past them) but no plans right now.

Quote:

Oh yes, I forgot to mention how it is very cool that the ice just freezes you and drops you really fast. What would be cooler is that if you get frozen from a high level, and drop too far; the ice should shatter when you hit the ground, dealing even more damage than just being frozen.

Yup, and the idea that you can keep taking damage from enemies (the bats beat you senseless while your frozen) and button-mashing gets you out quicker, and a shower of cool particles. It would be nice; just couldn't do it for this demo. The charred damage will also make your character smoke a bit 8-)

Quote:

Definitely try to model most of your levels after the desert one. That one requires much more concentration than just running and jumping over everything in order to beat it.

Yes, the first level is a bit dry, just because Suburbia is like that :) Later levels give me lots of freedom terrain-wise, so you get your wish.

Cool ideas with the skerows, btw. Jumping back up to the roof; I'll think about that :)

Quote:

It's like one of those enemies that's a single enemy, but then it spores off into more than one.

Yeah; just like them ;)

BTW, thoughts on any of the bosses/minibosses? I assume everyone can finish the thing with the health cheat now.

PH: Yeah, I just keep updating that zip.

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Carrus85
Member #2,633
August 2002
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I'm dumb!... Maybe you could add the moonwalk move as one of the pointless moves that he does, just for halarity sake (and to annoy the player if he accidently does it).

And one more thing... Every time you die you have to start at the beginning of the level... That can be quite annoying, but it is ok if that is the behavior you want.

23yrold3yrold
Member #1,134
March 2001
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I have plans for checkpoints. If there were one in Level 4-1, it would be just before the waterfall. Of course, then you can't get the extra man anymore ;) ...

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Software Development == Church Development
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Step 2. Pray.

CGamesPlay
Member #2,559
July 2002
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Well, I got to the boss (of the first level), then died. Whah. Ok, I'm waiting until I can play it.

Hmm... 110 replies, and it's still on-topic, you musta done something good. :)

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23yrold3yrold
Member #1,134
March 2001
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F2/F3/F4 for level select, H for health refill. Go play the bonus level; it's more fun :)

Quote:

Excellent, and awe inspiring (specially to a noob!)

Why, tha ... HEY! ;)

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Software Development == Church Development
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Samuel Henderson
Member #3,757
August 2003
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Excellent, and awe inspiring (specially to a noob!)

I find it runs quite well on my comp, averaging about 40~50 fps.

MY COMP SPECIFICATIONS:

AMD K6 II 500mghz with 3DNOW!
98MB of SDRAM
32MB 3D PHANTOM Video Card Accelerator thingy (
(SiS 305 Chipset)
Win98SE

In short, very nice. I rate 4.5 stars out 5. (No one is perfect sept for the man upstairs.)

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amarillion
Member #940
January 2001
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tried it, works fine for me. I like your attention to detail, all the animations with lots of frames. I can see in the dat file that you have 4 frames for jumping up and 4 for falling down, wow!

23yrold3yrold
Member #1,134
March 2001
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The game currently has 6 frames for running. The current artwork uses 8 :) The final animations will blow the current crap out of the water.

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Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Johnny13
Member #805
October 2000
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23yrold3yrold:
few minutes ago,your Game(1.24MB) hang my computer..no response..have to reboot..

Alg3D Praise my Games!!<code>#define SPAMMER (post>=666&&postperday>=6)</code><Mr.spellcaster>What post? <Mr.spellcaster>A useful post by me.

23yrold3yrold
Member #1,134
March 2001
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I know how big my game is :P More info? It hung right off the bat? During a level? Between levels? Worked before?

Razza Razza: Already fixed; thanks :)

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Software Development == Church Development
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Razza Razza
Member #3,473
April 2003

This might have been said already, but the two enemies gaurding the first extra life pickup you see, I jumped into them, then died, and it showed a VERY slow animation of my falling over dead while they kept running around punching me, and I just kept falling through the floor a few pixels till I left the game. Other than that, pretty good.

LSd016
Member #3,561
May 2003

Kewl game (except gfx), but can you make keys customizable so I can play it? I don't use such sick key layout like directions controlled with right hand, I'm used to gamepads.

____________________________________________
[update soon]

23yrold3yrold
Member #1,134
March 2001
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The game supports gamepads now. There's no customization at the moment, but of course there will be in the final game.

X-G: Picture the 'now' in italics ;) Yes, it always did ...

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Software Development == Church Development
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Step 2. Pray.

X-G
Member #856
December 2000
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"Supports gamepads now" ? It did with the first release, didn't it?

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Richard Phipps
Member #1,632
November 2001
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It doesn't like my gravis elimantor shock joypad.. :(

23yrold3yrold
Member #1,134
March 2001
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Do Allegro games normally notice it? Like the example proggie? I haven't the foggiest clue how to fix that (not owning that joypad as I am :)).

Anyway, just so you know, the joypad can't be used to skip dialogs (and I don't think I added support for it in the menu yet either), so if didn't try it during the actual game, that could be it :)

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Software Development == Church Development
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Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
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exjoy.c (in the allegro examples folder) correctly detects it and shows the analogue X & Y values after I press A for analogue mode..

:)

(Cut & Paste time Chris!!)

23yrold3yrold
Member #1,134
March 2001
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I thought I did cut and paste :P
Again, for the record: the gamepad fails during the actual game?

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Software Development == Church Development
Step 1. Build it.
Step 2. Pray.



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