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deadeye



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  22/07/2006
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22nd August, 2006 at 20:24:18 -

(cross-posted from total-klik)

I've been working on this game what seems like forever, and I've finally gotten to a point where I feel like I can share my progress.

It's called Brimstone, and it's basically a run 'n' jump in the Mario style (I thought I should keep it simple for my first game).

The main character is a demonic little imp named Beezle. He has to fight an army of cute, fuzzy things for some unknown reason. (I haven't got the entire storyline down yet, but I have some ideas.) Right now this army only consists of one enemy... a dumb, fuzzy bunny. It doesn't even fight yet. It's on my to-do list.

Anyway, I've set up a website that will act as a sort of devlog for progress on the game. Check it out here:

http://projectbrimstone.googlepages.com/index.html

There's some screenshots and a demo for download, as well as news and such on the game itself. Let me know what you think, but keep in mind I'm a complete klik newb and I've only been doing this for a couple weeks. I would appreciate feedback, though.

Oh, here's a sample screenshot:
http://img166.imageshack.us/img166/896/v02screen2vy1.jpg

 
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Ski

TDC is my stress ball

Registered
  13/03/2005
Points
  10130

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Candy Cane
22nd August, 2006 at 20:41:08 -

I downloaded the current build you have on your site.

-It needs alot more variation, Ideally with enemies and backgrounds.
-Yes, its certainly mario style O_o
-Whats with the springs? Why not have big fat sleeping bunny that you jump on or something a bit more original?
-If you want it really perfect, perhaps work on the shading a tad?

Sry to seem like a negative bitch, Im just attempting to help lol.

However, the engine worked fine for me and the level design seemed pretty fine also. The main sprite was nice and over all certainly a thumbs up!Are you using MMF? If so have you considered Parallax backgrounds?

 
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deadeye



Registered
  22/07/2006
Points
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22nd August, 2006 at 22:15:55 -

Thanks for the feedback...

It will have different enemies, but I haven't even finished the main engine yet.

The "spring" graphic is temporary. The final graphic will be a leaf or a flower or some crap like that. At least for the woodsy levels.

The graphics aren't finalized. I've only been working on this a few weeks, and I was using default MFF tiles up until a couple days ago. Check out the prior build to see what I mean. I just finished those background graphics yesterday, and I've only included what's necessary for the current engine. Of course there will be more decorative graphics, different kinds of platforms, etc.

And yeah, I plan on having parallx scrolling, but first I need to finish the movement engine and clean up the problem with the platforms.

Just an fyi, the website I've set up has all kinds of info about what I'm currently working on, to-do lists, etc. Every point you addressed, aside from the parallax question, is covered on the site.

Did you run into any major problems with the engine itself? I've found that every once in a while jumping on a bunny won't register for some reason. I think it might be the 65536th even bug...

Image Edited by the Author.

 
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Ski

TDC is my stress ball

Registered
  13/03/2005
Points
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Candy Cane
23rd August, 2006 at 06:05:34 -

I didn't notice that and Im pretty sure I just killed all the bunnies.. well 98% of them or something

 
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DaVince

This fool just HAD to have a custom rating

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23rd August, 2006 at 14:24:12 -

You can make it more acrobatic and thus Mario-like by pumping up the inertia, maybe making the player run real fast and jump high when he runs that fast.

 
Old member (~2004-2007).

deadeye



Registered
  22/07/2006
Points
  73
23rd August, 2006 at 15:28:19 -

He already does, to a certain degree. When you hold down Shift, you will run slightly faster. At top speed you can jump one block higher than normal. I supposed I could slow down the walking speed a little to make the difference between walking and running more noticeable. I also plan to have a different animation for top-speed running.

Edit:

I've updated my site with the new build. I've changed over all of the active object obstacles to backdrops, and rewrote the code for collisions. It runs much faster and more smoothly. People with fast computers might not notice any difference, though.

Now I'm going to start coding damage routines.

Image Edited by the Author.

 
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