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Platform Game Ideas
Rick
Member #3,572
June 2003
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Quote:

sexy grunts

That's a good idea. Sexy grunts when, hanging, climbing up from hang, jumping, & falling a long distance.

It's playable (kinda). No animation. I use toadstool(?) for the character, and use Sprite Lib stuff for the tiles. Just left_ground, right_ground, and middle_ground tiles. All gravity works, and collision is good (i think anyway). He can hang, glide, and jump. I'm going to try and put in the stamina meter on Sunday, so if I get the stamina code in on Sunday, I'll post a link to the code, and binary.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Torbjörn Josefsson
Member #1,048
September 2000
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Cool idea?!: You might want to ask the maker of that girl-squirrel if you can use Her in your game? - there are also animations where she starrs; all made by that guy mentioned on the site I gave a link to - maybe he'd even be interested in helping realizing the graphics?! -Who knows :D

Better have something pretty Good to show him before asking, though - I have a feeling he's listened to a Lot of hairbrained schemes that people want him to help with :)

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Specialization is for insects

Rick
Member #3,572
June 2003
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What I was thinking was giving that link on pixelation(?) and asking for something close to those pictures. But I'll ask him first. I'll get the animation system in and get a nice level created before I ask.

This is the farthest I've come with a game. Keeping a diary of sort (on the forums here), and having input really keeps you going. Once I get the animation system in, the grunt of the work is level design, and story. Never gotten to that stage before. This is cool. :) I love the input from everyone.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Torbjörn Josefsson
Member #1,048
September 2000
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Yup - it helps a lot with ideas, advice and motivation - but you have to keep things rolling so people will stay interested! - Have a productive weekend! ;)

--
Specialization is for insects

Rick
Member #3,572
June 2003
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Thinking about putting in a Duck feature as well. You would be able to duck while you walk and jump, but not glide. This way I could have enemies shoot at a certain height where the player can duck to get out of harms way.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Michael Jensen
Member #2,870
October 2002
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will she be able to run while ducking? (squirrel crawlish?) also will she be able to walk on vertical platforms? (squirrels can climb them in this crawling motion but i've never seen one stand on two feet while climbing -- probably cause of that gravity thing or something but i have seen them stand on the ground) also didn't chip and dale have like a girlfriend or something?? -- on uhhh -- rescue rangers? you could go for that look but I dont remember at all what she looked like so you'd have to find a fan site or so.

Rick
Member #3,572
June 2003
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Were they able to duck and run, or duck and jump in any of the mario bros.? I don't really like the idea of being able to walk up platforms. It seems to give the player to many ways to do something. If I did, it would be part of the stamina category. Although I could see a jump back and forth between vertical platforms. That would be kinda cool. Could have a whole maze level on that. OK, I'll implement vertical walking and jumping when vertical. I talked myself into it.
:)

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Michael Jensen
Member #2,870
October 2002
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cool -- i think using up stamina when climbing walls would be a good idea, but remeber squirrels can climb pretty fast...
and it shouldn't be able to climb on two feet it should be hugging the wall (duck running) while it climbs, at least that's my opinion, good luck.

Trezker
Member #1,739
December 2001
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The duck button should activate climb, run and glide mode. If not held she "walks" (read runs on two feet), can't climb and freefall in air.
One control, three actions.

Maybe you shouldn't drain any stamina while being still, only drain when running, climbing and gliding. And she should regenerate stamina while ducking and falling but not when hanging since it takes some effort to cling to a tree, I think the stamina meter should be still when you're just hangin, or drained slower than when climbing.

Rick
Member #3,572
June 2003
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Stamina Meter is in place. Glide is the only thing that reacts to it as of now. Had problems with hanging responding to running out of stamina. I'll be working on that tonight. It's a pretty cool feature I must say.

Camera y value now follows the player vertically. Will also be working on creating the background part of the map. Clouds, trees, plants, etc...

I will have a demo this weekend for anyone interested. It won't have the correct character sprites, but it will give the general gameplay idea. I'll post a link sometime this weekend.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Torbjörn Josefsson
Member #1,048
September 2000
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YAY!! :)

Way to go!

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Specialization is for insects

Michael Jensen
Member #2,870
October 2002
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Quote:

The duck button should activate climb, run and glide mode. If not held she "walks" (read runs on two feet), can't climb and freefall in air.

what I mean is that the player shouldn't be able to stand sideways on the wall with only the two back feet touching -- i.e walking upright sideways up the wall, should not be allowed -- should be crawling up the wall/climbing

Rick
Member #3,572
June 2003
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I see what you mean. Let's put the senarios out.

If on 2 legs (standing)
=======================
Jump
Walk
Hang

If on all 4 legs
================
Jump
Run
Hang
Glide
Climb (can only climb wood tiles. cannot climb steel, concrete, etc..)

The advantage of being on 2 legs would be it gives the player more precision on movement. Do you think the "duck" should be a hold the button down, of toggle?

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Johan Halmén
Member #1,550
September 2001

http://ccwf.cc.utexas.edu/~jfl/TnPGuide.html said:

Saskatchewan Catch
Timon and Pumbaa help a female flying squirrel snare the love of her life, in return for her fetching some tree beetles for them to eat.

I've seen that episode. There you have a sexy one.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Years of thorough research have revealed that the red "x" that closes a window, really isn't red, but white on red background.

Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest.

Torbjörn Josefsson
Member #1,048
September 2000
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FURRY ALERT! FURRY ALERT! ;)

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Specialization is for insects

anto80
Member #3,230
February 2003
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(sorry Rick, I just read the whole thread...)

I remarked that some guys do not agree with you, for example for the character style, or for the background landscape...

When i make games, i try to make them as generic as they can be. To do so, i feature some extra directories, containing wav sounds, graphics, etc (instead of a datafile).
Advantage : This gives me more freedom with dev. When i replace a wav with too low sound volume, or when i replace a graphic, it is taken into account immediately, as i is caught on execution.
Drawback : This involves more discipline (load gfx and then destroy them at end), and more error management. But they are always the same (ie: if graphic not found then give a standart ugly black rectangle allocated on the fly, in order not to crash the game, but make it work in 'reduced' mode)

Therefore i'd like to make a suggestion:
I saw that many people are most interested by your project, Rick, and are likely to help you.
So why don't you put online a 'very reduced' binary version with absolutely no graphics. So that people could test a very simple demo level.
Thus encouraging people to give you graphics, sounds, and levels(if they're formated in a nice text file) examples.

What i mean is:
1) A platform game involve a lot of work when talking about extra-engine stuff (ie: gfx, sound, level design)
2) YOU(Rick) are the best person to do your code, so do it! ;)
3) If you are willing to feature your gfx, do it too, but you will realize as well that's a long & hard work. In this case put some gfx examples with the reduced demo.
4) Last but not least : allow people to give you gfx files; so specify sprites dimensions and other technical data you need to meet.

That's only a suggestion, you are not forced to do so, but as platforms are good but (very) long to design, what i can offer you is a little help on some gfx or sound. who knows..

___________
Currently working on his action/puzzle game CIPHER PUSHER : Blocks/Vortexes/Seafood! Facebook - Twitter - webpage

Johan Halmén
Member #1,550
September 2001

Here's my contribution. Made it in 30 seconds. At least it is a better placeholder than a black bitmap.

http://edu.loviisa.fi/~jhalmen/images/squirly.gif Squirly Pine

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Years of thorough research have revealed that the red "x" that closes a window, really isn't red, but white on red background.

Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest.

Rick
Member #3,572
June 2003
avatar

Stamina now effects hanging. This created a bug which I haven't found yet. When I'm on a non edge tile, and slowly walk off edge and hold the hang button down, the players velocity get's set to 0, which causes a steady (slow) rate of falling.

Today I'll be working on the background & foreground tile map. I'll also be restructuring some of the code.

Johan Halmén
Squirrel needs arms. :)

anto80
As of now, the GFX on the demo will be in .bmp form. So anyone can alter them if they wish. The problem is the look and feel of having 10 different artists work on a game. I need the look to flow together. That's why when I have a good DEMO level created, I'm taking it over to Pixelation and asking an artist for some help. Hopefully I will get a bite. Anyway, I'll have a screenshot put up tonight, so all can see what it looks like. Right now I use spritelib for the GFX, so it looks like Happy Land kinda.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

razor
Member #2,256
April 2002
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One thing that would be cool, is to be able to jump off of walls, like in super metroid. For control you make it kinda hard to do, make the player jump into the wall then press away and hit jump again. This could be used when the stamina meter is empty or in cases when you cannot climb or something like that.

Whoooo Oregon State University

Torbjörn Josefsson
Member #1,048
September 2000
avatar

Idea: How about making some kind of diagram over the planned movement-states and their transitions? - it sounds like it might get pretty advanced, and then I think one of the most important things is knowing Exactly what y'all be wantin' to be fixin' :)

EDIT: HAH!!! Here's an online squirrel game for you!
http://www.mausland.de/games/squirrel2.htm - might be interesting to look at/pick placeholder graphics from (I haven't had time to try it yet myself)

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Specialization is for insects

Rick
Member #3,572
June 2003
avatar

razor
I agree that would be cool. But these features are really adding up. I will put that in when I create the 2nd adventure of squirrely.

Torbjörn Josefsson
I agree. I already have this done. I'll post it when I get home.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Trezker
Member #1,739
December 2001
avatar

TJ: I'm dumb!!

Just got another idea. What if there would be several different characters to choose from... Maybe even with different stats on stamina, agility etc. Perhaps something for the sequel though.

Rick
Member #3,572
June 2003
avatar

Trezker
I'll introduce some characters in this episode, and then on other episodes make them playable.

Working on the map editor. Should be done with it on Friday. Then I'll throw a nicer map together.

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Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Yves Rizoud
Member #909
January 2001
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I wonder how you plan to have a platformer character which is both very detailed (human-like) and still playable onscreen.
Most platformers use a funny, stout, comic-like character, because the big head allows more recognisable features: Sonic has his head bigger than his body.
When a platformer uses a detailed human as character, the 'sprite' must be small enough so the player can see enough around him. facial features, in particular, become almost impossible to detail. (like in Jill of jungle, Contra, Castlevania, Metroid...)
In your game, if you want a detailed humanoid character, expect it to be very big onscreen, and animation art will take a lot of work to do.

spellcaster
Member #1,493
September 2001
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--
There are no stupid questions, but there are a lot of inquisitive idiots.

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