Okay, I'll just answer everything in a random order:
I don't have winzip, so mabye I should just upload the folder without compacting it. I only rared it so I could send it to friends by email (you can't send exe files directly).
This game is not a classic platform game, it is more similar to Abe's Odyssey or Prince of Persia (though these use a grid). I might concede to a very small amount of control in the air, but it will be minimal. The fact that you need to run-up is pretty much the basis for the whole game system. Normally you would use the jump-to functon to jump the character to the next position if there isn't a collision at this position. It was actually very difficult to set it up the way I did, using hspeed (it would be far simpler to do it the classic platform-game way), so I am hesitant to change it too much.
I'm not sure what you mean by variable jumping. Is that variation in sprites, or jumping height?
I did almost all the graphics myself, which explains why the movement is a bit shaky. I'm not great with frame by frame animation, especially walking, and most of the animations are only a few frames long (as a matter of fact, the only animated sprites I can think of are the walk and the melt animations, the others are single frames).
I will go back and edit the original post to hopefully add screenshots. As for what this game
is, I'm not really sure. I wanted to make a 2D puzzle realtime game, like Lode-runner (grab the gold, avoid the enemmies) but have many different types of enemmies like in Abe's Odyssey (enemmies that fire, that charge you down, that drop bombs on you, etc). It also has some shooter elements (think Soldat, without the aiming - how do you make the guns follow the mouse!?). Then put all sort of stuff I think is cool, for example skidding or being knocked flying and/or melting, into the game.
so we end up with:
-puzzle elements (timing, switches, tricky enemmies)
-shooter elements (find a gun = payback time)
-platform elements (too obvious to note)
-graphical showcase (albeit "attack of the jerky animations")
Stuff I am working on at the moment:-crouching (time for an even more difficult "walk" animation - allows you to get into small spaces)
-title screen (I've been procratinating... not much fun to make)
-ladders (I've done these once already, as cocopuffs will atest)
-pistols (I've done all the sprites, but none of the functions)
-dogs (an enemy as quick as you that can't be killed with fists - can follow you into said small spaces)
[Posts merged]
As promised, I've created a title screen for the game. You can now start a new game, load your last save or exit the game using up/down and enter. I know there are only two levels and one checkpoint at the moment but this will come in handy if you need to leave the game and return to your save later. If you die having not saved in the current game, you are returned to the game menu (rather than the save that you may have created last time). Finally, you can press escape at any time to return to the game menu.
This may not seem like much but it certainly adds somthing to the game. I think I will also seperate the game into episodes so that you can start a new game from without redoing everything (in case you mess up your savegame - saving next to an enemy for example, though I will try to place the checkpoints so that this rarely happens).
This probably doesn't deserve a version of it's own, especially since it contains the half made crouch functions, but I will post it when crouching is done. That's it for this weekend,
Cheers,
William
Edited by Wilbo, 02 April 2006 - 07:06 AM.