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Competition 05 Ideas


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#1 monocledsardine

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Posted 31 December 2009 - 11:06 AM

Any ideas on what you will do for comp 05? (link)

It seems to me that the whole concept is very platformer-friendly because you are allowed to use arrow keys and one other key. However, platformers do not have the best reputation as far as contest winners go. Any good ideas regarding none-traditional platformers? Are there any other sorts of games that work particularly well with the contest specifications?

Note: This topic is a place to discuss and learn, not to steal other people's ideas.
Another note: I am not asking you to say what you are making for the contest. This is meant to be a place for people to bounce ideas on how to meet the specifications back and forth.

Edited by monocledsardine, 31 December 2009 - 11:10 AM.

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#2 Mr. Munchkin

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Posted 31 December 2009 - 12:05 PM

Well, I'm sticking with the first rule (assuming that they won't grosly over-change it), cursor keys and space.
For me, it covers everything.

My original plan is to make a platformer with lot's of customizable things for the player (not too much like LBP, but similar) and have puzzles for the player to solve and such. But that's just my original one, seeing as it's 9:56 PM (at the time when I posted this) in Australia and it's new years eve (stay up 'till 12 then do some work) I'll probably go jot down some alternate ideas after Midnight.

Also, a little thing that came to my mind instantly, when I was thinking of the lack of controls, was a pause button and how to do it. The first thing that popped into my head was a timer. So when space is held for atleast five seconds it goes to the pause screen and then it has options, resume, main menu etc. etc. and you use space to choose them.
I think I'll regret posting that idea for others, just thought a few people might want to do something similar, although hopfully the people that do use it have enough common sense to not do exactly the same thing.

Are there any other sorts of games that work particularly well with the contest specifications?


In my opinion, what can't you make?
Top down shooters are possible, platformers, iso, hell you could even make an FPS! Although all of those would be quite limited control-wise.
I'm interested in what Mr. Chubigans comes up with...

I wish everybody the best of luck.
~ Mr. Munchkin
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#3 Tahnok

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Posted 31 December 2009 - 12:23 PM

[...]
Also, a little thing that came to my mind instantly, when I was thinking of the lack of controls, was a pause button and how to do it. The first thing that popped into my head was a timer. So when space is held for atleast five seconds it goes to the pause screen and then it has options, resume, main menu etc. etc. and you use space to choose them.
I think I'll regret posting that idea for others, just thought a few people might want to do something similar, although hopfully the people that do use it have enough common sense to not do exactly the same thing.
[...]

Don't worry, similar ideas have already been posted several times. I had a similiar idea and was dismayed to see people posting it already.

Yes, the number of platform games that are sure to arise is a bit worrisome, especially for those of us planning a platform game. Anyone planning one will for sure have to do something unique to get noticed.
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#4 Twitchgames

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Posted 31 December 2009 - 12:39 PM

Also, a little thing that came to my mind instantly, when I was thinking of the lack of controls, was a pause button and how to do it.

Sandy has already confirmed that Esc can take you to a menu. :whistle:

I am already working on a puzzle game so I am going to change that a bit to fit with the rules.

I love the Controls, screen size and file size restrictions, they will make for some fantastic games.

Edited by Twitchgames, 31 December 2009 - 12:40 PM.

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#5 weckar

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Posted 31 December 2009 - 01:05 PM

I think doing an RTS or adventure is sure to make you stand out in these kinds of competitions. RPG is somewhat imposible, I think...
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#6 Mr. Munchkin

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Posted 31 December 2009 - 01:13 PM

Sandy has already confirmed that Esc can take you to a menu.

Yeah, but like I said. I think I'll go with the original controls. Because I couldn't be bothered with what is changed...unless

they grosly over-change it


Well, that's what I thought I read originally anyway.... (esc = quit, arrow keys and space)

Don't worry, similar ideas have already been posted several times. I had a similiar idea and was dismayed to see people posting it already.


Yeah, I would've thought so. I didn't mean to sound like I was the only person who was doing that :whistle:
Infact another idea just popped into my head...so I'm probably gonna get to work on that engine now.

~ Mr. Munchkin
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#7 -Oakleaf-

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Posted 31 December 2009 - 02:28 PM

RPG is somewhat imposible, I think...

How so? Look at the earliest Zeldas and such. Arrow keys move, space attacks. You don't really need anything else.
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#8 dadio

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Posted 31 December 2009 - 03:15 PM

I'd say the amount of Platformers is gonna be through the roof.
With controls pretty much all being identical:
left/right=move up=jump down=duck/special space=action/attack esc=menu/pause
& using "oldskool" retro-ish sprites/tiles.

I have something very different (& not a Platformer) in mind...
but it's top secret for now ;)

In reality, the controls & res don't restrict you half as much as people think.

Make use of:
holding buttons for longer= does something else
double tap a button= does somethign else

The screen res isn't limiting *at all*...
just think for a second that PSP has *exactly* this resolution :P...
so you don't *have to* limit yourself to "oldskool" graphics/art *at all*.

I would say the very biggest problem/hurdle that people are going to find with this Comp is dealing with sound/music...
with the runner being 2MB...
we only really have around 8MB to work with...
minus all artwork leaves very little space for sound & music...
I'm very curious to see if that translates into most games having no music... or if people get creative.

Will be a fantastic Comp I'm sure! :P
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#9 cogexmod5

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Posted 31 December 2009 - 03:21 PM

I think doing an RTS or adventure is sure to make you stand out in these kinds of competitions. RPG is somewhat imposible, I think...

Hmmm... Im thinking od making an RPG adventure... I thought of an RTS, but that is what seems impossible.
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#10 x-death

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Posted 31 December 2009 - 03:34 PM

i'm not entering, but if i was i would want to be making something different from everyone else. so i'd be going for a sudoku game or a card game like poker and blackjack. something like that. simply because there the old fashion kind of handheld games and they are great in gameplay value. i play those game for hours.

Edited by x-death, 31 December 2009 - 03:39 PM.

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#11 gmx0

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Posted 31 December 2009 - 08:37 PM

Thats it! An RTS!
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#12 Zee

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Posted 31 December 2009 - 09:34 PM

I've yet to see an RTS done well without a mouse, and I'm rather confident I never will.
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#13 weckar

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Posted 31 December 2009 - 11:49 PM

Well, I'm making an RTS for this comp, so brace yerself xD
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#14 Scythix

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Posted 01 January 2010 - 12:28 AM

An RTS would be a bit easy too. Just have the cursor controlled by the arrow keys, etc etc.

As for me, I am not sure yet. I had this idea of an rpg/turn based strategy rolling in my head but i really dont know.
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#15 Desert Dog

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Posted 01 January 2010 - 12:47 AM

i'm not entering, but if i was i would want to be making something different from everyone else. so i'd be going for a sudoku game or a card game like poker and blackjack. something like that. simply because there the old fashion kind of handheld games and they are great in gameplay value. i play those game for hours.

Heh, yeah, I'm making a 'soduku' type game. :P Actually, I had been making it since monday, and when the competition announced, I realized it would work well. Of course, I had to resize all the sprites&remove my cool level editor.....

I'm of a mind that a platform game is really the way to go, if you can pull it off. Because of the small screen, you can keep graphics small, and design (comparative to graphics) large levels. There are many, many things which you can do 'automatically' thus making the small control scheme work.. i.e. 'hanging' on the edge of platformers would be automatic, etc.
Yoyogames have already shown they like 'simple' platform games, take a look at Visit II.. I don't believe that used any extra keys. (none that couldn't easily be removed, anyway)

I have a feeling, that the game that stands out will get noticed, though. A lot of 'generic' games can be made with this control scheme, i.e. scrolling shooters, platformers, which will contain very typical gameplay. I'm thinking that Yoyogames will keep an eye out for the game that does something different. Like a RTS, perhaps. :P
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#16 ND4SPD

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Posted 01 January 2010 - 01:42 AM

Does anyone know if we're allowed to use GM6.1? I'm thinking of doing a Turn-Based Strategy...
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#17 element_boy6522

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Posted 01 January 2010 - 02:34 AM

Im making a puzzle platformer, were your color gives you special powers. Its gonna be hard though to make it challenging. Luckilly we have to 30 march
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#18 gmx0

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Posted 01 January 2010 - 03:32 AM

Does anyone know if we're allowed to use GM6.1? I'm thinking of doing a Turn-Based Strategy...

Sadly no. I hav 2 use GM8 lite. sigh. 4 the RTS, Im thinkin a sticky interface with command stick like action in C&C3: KW for the 360.
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#19 ND4SPD

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Posted 01 January 2010 - 04:10 AM

Does anyone know if we're allowed to use GM6.1? I'm thinking of doing a Turn-Based Strategy...

Sadly no. I hav 2 use GM8 lite. sigh. 4 the RTS, Im thinkin a sticky interface with command stick like action in C&C3: KW for the 360.


Darn. I can't do it then :P Good luck with your RTS!
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#20 Obj_Control

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Posted 01 January 2010 - 04:49 AM

ND4SPD, what part of a turn based strategy needs the Pro edition?

And also, do the draw functions in GM8 (like draw_circle) draw anti-aliased/transparent shapes like the circle tool in its sprite editor?
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