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Messages - Carnivac
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31
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 14, 2014, 05:09:19 pm »
Oh right.  Didn't even know it had tooltips, I just clicked the youtube button and entered in the address like I've done on other sites.  For me to see the tooltip would have required to have hovered on the button for a couple seconds.  I wouldn't have even realised there was one.  :-[

32
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 14, 2014, 04:50:24 pm »
Oh I just needed the mess of letters and stuff on the end of the link and not the youtube address bit?   Thanks Crow.   ;D

I need to make a new video once the proper enemies are working properly.  That video is but it at least proves this ain't just a bunch of a crappy graphics and there is a game.

33
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 14, 2014, 03:00:57 pm »
No jumping.  As much as I enjoy the arcade game I go by the Robo-shouldn't-jump rule (which the CPC and Spec versions went by... but then both blew it a bit with the sequel game having jumping aaaand bottomless pits... argh!) and yeah regular shots do little to no damage to him and he's not particularly fast (but not slow enough to the point of absolute tedium) and he turns round (as I do in all my game projects cos I just like doing the front and back views too for a more solid '3D' feel for the character) rather than flipping.   Things like grenades and heavier firepower (cobra assault gun) will do much more damage though if it's a solid projectile it can be deflected with a punch or shot depending on what they are.  I wanted him to feel like a tank as you say.  Want to feel that sense he is tough and scary to the enemies but obviously there still has to be a challenge as such and carelessness will get him damaged.   Don't worry.  I'm a big fan of original Robo (if you saw my action figure collection of him you'd know that, heh) and keen that even though this is very 8-bit I still want it to feel like that's him there.

Here's an crappy old video (I say video but it was really screen captured gifs converted to video) I did back in January after coding his basic movement.  Much of the graphics have changed in various ways since (for example in the tiles but also Robo's head is a bit smaller in this video and I made it bigger cos of the human characters and his own helmet-less head sprite and he's also missing his regular standing leg sprite, using simply the first frame of the walk cycle) but it still shows how he moves and turns and shoots.  Ignore that the enemies are an old sprite sliding across.  Simply to test his bullet and fist collision.  Also sorry no sound in the video but he does make a stomp sound when he's walking timed with each frame where he puts a foot down.



Since then I've been adding a couple of things the old games didn't do.  For example grabbing an enemy is possible (though a bit buggy at moment) lifting them up off their feet by their throat to interrogate or throw them (similar to how he apprehends Boddicker in the first film by reading him his rights while throwing him through glass).    Also going in and out of doorways is possible in my game (as there's a lil bit of exploration and finding 'evidence icons').  Some doors need breaking down with a small quick 'mini-game' that occurs in the status panel bit where the gun is (replaced with a fist when punching) and this is inspired by the bit in the first film when he smashes that door down into the drugs warehouse place (shortly before the Boddicker scene I mentioned).  Nothing spectacular but just little bits that add a bit more to the typical walk n' shoot gameplay.  Basically anything that I can quickly code in that doesn't require much more graphics than is already available and adds more to the Robo feel of it is what I'm trying to cram in.

Recently had someone create a shader for me in Game Maker Studio so I could finally have control over colours so I can do fade to blacks using only the colours in my CPC palette which is nice and also for palette swapped enemies (even Robo has some optional colours..  the grey of his Robo 1 look can be switched to a more blue tone for a Robo 2 inspired look and a couple of other ones that may or may not stay).

Think I'm just babbling now. :P

34
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 14, 2014, 01:56:45 pm »
Yeah I may do.  I'm still trying to arrange the tileset order. Perhaps having solids up on the top row so I can use a bit of autodetecting tile code to place the solid collision objects automatically rather than having to do them all manually.  Though that may not work in all cases as sometimes tiles are re-used elsewhere and may not want to be solid.   

At moment working on finishing off the door code so you can go in and out of them (which is working fine now but I'm trying to add a mini-game aspect to punching locked doors which is taking a lil longer than I thought, cos I'm stupid).

35
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 13, 2014, 08:32:42 pm »
as I said before the scanlines are optional and configurable with different levels of transparency and patterns.  Simple black line look is just my favourite and what I use in emulated games. 


I can't do that building angle.  To be honest I find it looks a bit forced but also I've now reached the 256 tile limit for the whole game (and that took a LOT of optimising and recycling of my 4x8 pixel tiles).  Arcade game doesn't have as strict limitations (and is why it can have many different shop logos and banners).  My game's got a bit more depth to it than the arcade game too to make up for such things.

36
General Discussion / Re: Official Off-Topic Thread 2014
« on: April 13, 2014, 06:14:46 pm »
EDIT: I could have sworn I put this in the OT Creativity thread... I had both topics open in tabs but I really thought I put this in the creativity one just after I signed in.  Sorry.

hope everyone is ok.


i been working on turning that old Amstrad CPC-style RoboCop mock up into a real working game (first on PC and then with a CPC coder's help onto the real original 8-bit Amstrad CPC hardware).  Here are some cropped samples from it.

And here's a couple photos of where I ported screenshots of it to my real Amstrad CPC 464 and it's CRT monitor to check it's looking ok.



Thanks to the constraints 16 colours, wide pixel resolution and trying to hopefully get it running with a 128k machine in mind this may become my first actual finished project.  Which is nice.

37
whereas making a game in gamemaker you are confined to the boundaries it gives you.

You might have to explain what you mean about boundaries :P
I mean cos Game Maker is capable of a lot these days.  Is reasons why many GM games have started appearing on PSN and XBLA and such.   :lol:

38
I'm a total idiot when it comes to coding and stuff yet I've learnt enough using Game Maker (been using it for years and am currently using Game Maker:Studio) to get my projects going and anything I struggle with I simply ask at the actually very helpful forum.   I haven't really thought about the export module options to Android, iOS and all that yet but if I ever feel like making some silly game that doesn't suck to play with touchscreen phones then I'd probably purchase one and hopefully have it pay for itself in sales.

39
General Discussion / Re: Official Off-Topic Thread 2014
« on: February 14, 2014, 07:36:42 pm »
Waited 4 months for this ED-209 to get released and shipped but now he's here I love him completely.  And cos I was an early pre-orderer (probably not a word) I got it much cheaper than the later retail prices.  Yay!  :)   Hm, looking at previous photos in this thread I notice I have just broken a streak of food-related photos.   Don't eat my Eddy.


So how's things?

40
General Discussion / Re: Official Off-Topic Thread 2014
« on: September 28, 2013, 08:57:24 pm »
i find bows almost as tricky to pixel as fingers.  :P 

anyways enough pixels for now.  time for cookies then gotta learn me some more lines for the play i be doings. woo!

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