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Hard Hat IV


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#1 Damaged

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Posted 06 December 2010 - 11:21 PM

Category: Platformer
File Size: 5.5 MB
GM Version:GM8
Vista Compatible: Yes
Changes Screen Resolution: No
Download Link: http://www.damagedga...m/games/hh4.zip

Screen Shots:
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Description:
It has been over 5 years since Hard Hat defeated Dr. Wily and this time he is back to face off a new foe... the real Dr. Light (maybe. They did this in MM9 I think so it's not as original as I thought. So I might change the story a bit)! Dr. Light lost Mega Man but he has gained a new companion, the Doc Robot! You will control the disgruntled little Metool (who goes by Hard Hat) as he battles against Dr. Light's 8 new Robot Masters!

Controls:

Game Pad is now customizable

  • Jump - A
  • Shoot - S
  • Pause/Select - Space
  • Control - Arrow Keys
  • Hover Jump - Press A after Jumping
  • Duck - Press Down
  • F5-F6 - Save/Load State (for now. I will make a proper save/load when the game is done)

Customizable Options:
  • Stronger Enemies - This option makes the enemies take more hits and Hard Hat takes more damage
  • Enemy Flickering - This option makes enemies flicker when hit
  • Terrain Death - This option makes you die when you hit spikes or lava. If it is off you will merely be hurt
  • Terrain Flickering Death - This option makes you die when you hit spikes or lava even if you are flickering. It will turn on the terrain death option
  • Auto Energy Tank - This option will use an E-Tank right before Hard Hat is defeated

To Do List:
  • Create save and loading rooms to replace F5-F6
  • Special Attacks
  • Wily Levels
  • Intro "movie"

Robot Masters:
I did not make all the Robot Masters. They are edited/shaded/recolored by me to fit the style but the design and idea behind them are not mine. The belong to the following people (some not on the GMC):
  • Trap Man - Stonehand
  • Blaze Gal - Basty
  • Sketch Man - Xharn
  • Thistle Man - Rydion
  • Number Man - Maverick-PK
  • Sea Man - Damaged
  • Pulse Man - Damaged
  • Aerial Man - Damaged

Thank you all so much for letting me use your Robot Masters! :)

And Finally...
I am so excited to finally be releasing a demo of this to you all! It only took what, 5 years? LOL! I hope that the wait proves to be worth it. Since my last HH game I like to think I have improved a bit so I hope that shows in this game.

A funny little side note: Room transitions work differently depending on your OS (Vista, 7, XP). I wanted to work with this so I had the game check what the OS is. This is not nearly as straight forward as I thought it would be @_@ To do it I check to see if the folder C:\Users exists. If it does then the OS is Vista/7. If not, it is XP. Of course if your OS is installed on a different drive letter than C:\ it will think it is XP regardless (you won't lose any functionality though. The transitions will be a bit fast, that's all).

And that is your fun little factoid o' the day!

I hope you enjoy it!

Enjoy,
Damaged

Edited by Damaged, 19 February 2011 - 07:08 PM.

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#2 Schyler

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Posted 06 December 2010 - 11:40 PM

OhMahGawd.

My favourite WIP is back. I remember playing this on the Damaged Forum/website. Forget where, but when there was a demo, it was awesome.

Can't wait until the download finishes...

Edited by Schyler, 06 December 2010 - 11:44 PM.

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#3 slayer 64

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Posted 07 December 2010 - 12:46 AM

this game is way too hard

Edited by slayer 64, 07 December 2010 - 12:58 AM.

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#4 Damaged

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Posted 07 December 2010 - 01:03 AM

OhMahGawd.

My favourite WIP is back. I remember playing this on the Damaged Forum/website. Forget where, but when there was a demo, it was awesome.

Can't wait until the download finishes...


I hope it lives up to your expectations :3

this game is way too hard


Sorry you feel that way. You can adjust some options on the title screen (I.E. spikes won't kill you etc) ;) Can you elaborate on which parts specifically you find too difficult?
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#5 scream681

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Posted 07 December 2010 - 02:18 AM

Hey Damaged! Glad to see you still active!
Hard hat is back! I admire your dedication to the series.
Glad you still using the sprites I made for you back then.


I didn't play through the entire demo, so I can't comment everything.
Anyway, here are some suggestions (mostly graphical ones):

It would be nice if the helicopter jump (or how its called) would cancel itself if you let go of the jump button. Sometimes you don't want the full duration.

The health bar shouldn't be visible when the level transition is taking place.

I would increase the moving animation speed. To make it look like he's actually running.

How about adding a shooting effect? Like a flash or something when the bullet is created. Now it's like the bullet appears out of nothing.

It would be nice if the enemies would flash when you damage them. Now its kinda hard to figure whether you do or not. Just drawing the same sprite over the original with bm_add would do the trick.

Keep up the great work, Nick.
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#6 ~Dannyboy~

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Posted 07 December 2010 - 03:15 AM

Another Hard Hat? Yay! Downloading and trying now... will edit in a while!

EDIT: Game Over! ... I had forgotten how brutally hard they were... This is going to take some practice!

Edited by ~Dannyboy~, 07 December 2010 - 03:32 AM.

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#7 Schyler

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Posted 07 December 2010 - 03:29 AM

Okay, here's what I thought :3

Negs:
- The healthbar in the transition was a little annoying, needs to be fixed
- Cant tell when you kill enemies. I just spam, but it'd be nice if they flashed
- Not all level parts are possible without getting hit due to enemies with armour. It's bad level design, and annoying for the player
- Going down ladders... idk. Didn't feel right. He goes down really fast at first, and then goes slower. Might just be the transition

Pros:
- The new flying is awesome
- I really like the use of the new sprites + the new movement speed makes it easier to speedrun through areas
- Lots of new enemies is good, although most of the armoured ones have too many hitpoints, so you waste alot of time killing them. Easier to just run through (shouldn't be the case)
- The new games modes are really cool
- Jumps that require copter need to be marked or something. Alot of the borderline jumps you attempt to do without the copter, and when you fail you can never get enough vertical thrust to just make it over the ledge. Just a little annoying not being able to differentiate the distance all the time...

All in all, excellent WIP. Transitions need a little cleaning though.

Edit:
Oh! And Damaged!

What happened to Miner/Construction Joe? I remember him being in the last demo, but couldnt find him! D:

Edited by Schyler, 07 December 2010 - 03:30 AM.

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#8 Bastard

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Posted 07 December 2010 - 04:07 AM

Hooboy, balls to the walls difficulty is back. :)
and you are welcome. I am glad Blaze gal gets to be at newest Hard hat game.
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#9 Damaged

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Posted 07 December 2010 - 04:08 PM

Before I reply I just want to let you all know that I am amused that it is getting reviewed as hard/difficult. The reason I am amused is because I thought it was too easy! Especially with the addition of the hover jump :whistle: Well, these games have never been billed as easy games so I guess that is good ;)

Anwyays, I uploaded a new demo with the following fixes:
  • Apparently I missed a wall in Thistle Man's level. I have fixed that
  • Removed the health bar on room transitions
  • Slowed HH's climbing speed
  • Made enemies darken when they are hit so that you know they are hit
  • Removed or moved some enemies that were to difficult to kill with out getting hit. Though you could get by them with out getting hit I can understand the frustration
  • Made enemies weaker and quicker to kill. The most HP and enemy has now is 8 HP (previously 16) and that is the big jumper in Sketch Man's Stage
  • Sped up HH's animation from 0.17 to 0.3.
  • Added a shooting animation when HH is still
  • There was a horrific jump in Sketch Man's stage. I have made it a little bigger so it isn't so difficult
  • Made the option for stronger enemies a little different

Onwards to the replies! :medieval:

-----------------

Hey Damaged! Glad to see you still active!
Hard hat is back! I admire your dedication to the series.
Glad you still using the sprites I made for you back then.

It would be nice if the helicopter jump (or how its called) would cancel itself if you let go of the jump button. Sometimes you don't want the full duration.

The health bar shouldn't be visible when the level transition is taking place.

I would increase the moving animation speed. To make it look like he's actually running.

How about adding a shooting effect? Like a flash or something when the bullet is created. Now it's like the bullet appears out of nothing.

It would be nice if the enemies would flash when you damage them. Now its kinda hard to figure whether you do or not. Just drawing the same sprite over the original with bm_add would do the trick.

Keep up the great work, Nick.


Of course I would use those sprites again, they work perfectly! This will be the last game in the series as I want to make something "original" but I felt I needed to end it after I left it so very open at the end of the 3rd game.

That is very true that you wouldn't want the full duration but that is by design actually. There are a few jumps (Thistle Man and Trap Man levels to be specific) that are design around the fact that you have the full duration. It's part of the challenge.

So, I know what you are saying but I chose to do it this way to add to the difficulty.

Good point. It is no longer persistent and is created after the room

I upped the animation from 0.17 to 0.3. Any faster looks strange @_@

I have given him a still shot animation but that is all I will do. MM never had a flash and Metool's didn't either. So I am trying to keep with tradition on this :)

Hmmm, that made everything white. A good thing to know for the future but I couldn't make it work on the sprites alone. So I went in the opposite direction and darkened them instead when then are hit.

Thank you!

-----------------

Another Hard Hat? Yay! Downloading and trying now... will edit in a while!

EDIT: Game Over! ... I had forgotten how brutally hard they were... This is going to take some practice!


Yeah, they are not billed as "Easy" Hat :whistle:

-----------------

Okay, here's what I thought :3

Negs:
- The healthbar in the transition was a little annoying, needs to be fixed
- Cant tell when you kill enemies. I just spam, but it'd be nice if they flashed
- Not all level parts are possible without getting hit due to enemies with armour. It's bad level design, and annoying for the player
- Going down ladders... idk. Didn't feel right. He goes down really fast at first, and then goes slower. Might just be the transition


I agree with you on the health bar so I have fixed that. It is no longer persistent and is created when the new room is fully created. As for the enemies, I have darkened them when they are hit so that you are aware of them being hit. I have also weakened them. As for the ladders, I have slowed him down a bit to match his transition speed :)

To the contrary you can indeed get by without taking a hit. I know which points you speak of and they were very hard to get past but it was possible. I have made adjustments accordingly ^_^

Pros:
- The new flying is awesome
- I really like the use of the new sprites + the new movement speed makes it easier to speedrun through areas
- Lots of new enemies is good, although most of the armoured ones have too many hitpoints, so you waste alot of time killing them. Easier to just run through (shouldn't be the case)
- The new games modes are really cool
- Jumps that require copter need to be marked or something. Alot of the borderline jumps you attempt to do without the copter, and when you fail you can never get enough vertical thrust to just make it over the ledge. Just a little annoying not being able to differentiate the distance all the time...


Why thank you! I do like the hovering a lot actually and it opened up many possible design points (specifically for the Wily Levels). I have lowered the HP for all the enemies. It shouldn't be as much of a head ache now. Thank you! I like the game options.

As for the jumping part I disagree about having something tell you what to do. That is the fun of playing. If the game just told you how to do something it wouldn't be very fun me thinks ^_^

All in all, excellent WIP. Transitions need a little cleaning though.


Thank you very much! I hope the slightly modified WIP is a little cleaner.

Edit:
Oh! And Damaged!

What happened to Miner/Construction Joe? I remember him being in the last demo, but couldnt find him! D:


I HATED HIM! *RAGE* His stupid pick axe always got stuck in the floors/ceilings/walls and they drove me nuts! *breathes*

:P

-----------------

Hooboy, balls to the walls difficulty is back. :)
and you are welcome. I am glad Blaze gal gets to be at newest Hard hat game.


*evil laugh*
She was a lot of fun to make actually. I like how she jumps *nods*
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#10 scream681

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Posted 07 December 2010 - 04:36 PM

Hmmm, that made everything white. A good thing to know for the future but I couldn't make it work on the sprites alone. So I went in the opposite direction and darkened them instead when then are hit.


Yeah you need to turn the blend more back to the normal one.

I used this fairly easy to use code in a game I was making:
[DRAW EVENT]
draw_sprite(sprite_index,-1,x,y);

if lighted > 0
{
lighted -= 0.1;
draw_set_blend_mode(bm_add);
draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_white,lighted);
draw_set_blend_mode(bm_normal);
if lighted < 0 lighted = 0;
}

You don't need extra sprites or any extra code, just set the lighted variable to 0 at creation and set it to 1 or higher whenever the enemy is hit.

If you need any help with the graphics let me know.

Nick.
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#11 Damaged

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Posted 07 December 2010 - 05:34 PM

Hmmm, that made everything white. A good thing to know for the future but I couldn't make it work on the sprites alone. So I went in the opposite direction and darkened them instead when then are hit.


Yeah you need to turn the blend more back to the normal one.

I used this fairly easy to use code in a game I was making:
[DRAW EVENT]
draw_sprite(sprite_index,-1,x,y);

if lighted > 0
{
lighted -= 0.1;
draw_set_blend_mode(bm_add);
draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_white,lighted);
draw_set_blend_mode(bm_normal);
if lighted < 0 lighted = 0;
}

You don't need extra sprites or any extra code, just set the lighted variable to 0 at creation and set it to 1 or higher whenever the enemy is hit.

If you need any help with the graphics let me know.

Nick.


That works beautifully! Thank you so much for that! ^_^
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#12 Bastard

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Posted 08 December 2010 - 10:15 AM

*evil laugh*
She was a lot of fun to make actually. I like how she jumps *nods*


Yeah, she indeed was intrestingly desinged. :3
She still molests you even though you've learned her pattern. XD
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#13 Rydion

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Posted 09 December 2010 - 05:05 AM

Oh wow I can't believe you are using Thistle Man!! Its been forever since I made him. Its so random that I came across this because I thought there wouldn't be another Hard Hat since its been so long. I vaguely remember submitting some robot masters a long time ago, but I'm not even sure when. Anyway thank you for crediting me on him and I'm about to download your game and test it. Looking forward to seeing it! :)


Oy...this is quite difficult. I beat sketch man on my first try, but I had an E tank. Blaze woman had a pattern, that for some reason gave me problems, but I eventually beat her. I could'nt even make it to trap man, but I only tried a couple of times. Thistle man was a lot more difficult than the version I made. When I made him on my game years ago, I took out that shield of thistles cause I didn't like the way it looked. Instead he spun around and sent thistles flying in both directions, he lifted his arms and made long thistles come out the ground in a wave pattern, he shot this purple flower thing in a curved motion into the air which then made a line of bullets rain down.(that move was hard to explain...)

Anyway, I enjoyed it. The difficulty made it fun and slightly frustrating, but I'd rather not breeze through the game. Looking forward to the rest of the game.

Oh I can't remember if I submitted all seven of the bosses to you at the time...I think it was Barrier Man, Ray Man, Thistle Man, Solar Man, Toxic Man, Jewel Man, and Comet Man. Anyway I lost all that back when we got hit by hurricane Gustav in 2008. If you happen to have the sprites or a link to them could you send them to me or post them somewhere. If not, its no big deal.

Edit: Nevermind I still have a topic with the sprites on here from 2007. Unfortunately that was before I changed all of them. You would have had alot more to work with on the new Thistle Man I made...Oh well. If I could somehow get my stuff off my old hard drive, I can try and send you the better version of Thistle Man. I know you probably wouldn't want to remake him, but he had many more moves.

Edited by Rydion, 09 December 2010 - 06:19 AM.

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#14 Bastard

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Posted 24 December 2010 - 02:15 PM

Oh wow I can't believe you are using Thistle Man!! Its been forever since I made him. Its so random that I came across this because I thought there wouldn't be another Hard Hat since its been so long. I vaguely remember submitting some robot masters a long time ago, but I'm not even sure when. Anyway thank you for crediting me on him and I'm about to download your game and test it. Looking forward to seeing it! :)


Oy...this is quite difficult. I beat sketch man on my first try, but I had an E tank. Blaze woman had a pattern, that for some reason gave me problems, but I eventually beat her. I could'nt even make it to trap man, but I only tried a couple of times. Thistle man was a lot more difficult than the version I made. When I made him on my game years ago, I took out that shield of thistles cause I didn't like the way it looked. Instead he spun around and sent thistles flying in both directions, he lifted his arms and made long thistles come out the ground in a wave pattern, he shot this purple flower thing in a curved motion into the air which then made a line of bullets rain down.(that move was hard to explain...)

Anyway, I enjoyed it. The difficulty made it fun and slightly frustrating, but I'd rather not breeze through the game. Looking forward to the rest of the game.

Oh I can't remember if I submitted all seven of the bosses to you at the time...I think it was Barrier Man, Ray Man, Thistle Man, Solar Man, Toxic Man, Jewel Man, and Comet Man. Anyway I lost all that back when we got hit by hurricane Gustav in 2008. If you happen to have the sprites or a link to them could you send them to me or post them somewhere. If not, its no big deal.

Edit: Nevermind I still have a topic with the sprites on here from 2007. Unfortunately that was before I changed all of them. You would have had alot more to work with on the new Thistle Man I made...Oh well. If I could somehow get my stuff off my old hard drive, I can try and send you the better version of Thistle Man. I know you probably wouldn't want to remake him, but he had many more moves.


The problem is that bosses are too alike.
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#15 Bastard

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Posted 07 January 2011 - 04:37 PM

Bump bump bump. Well, it's been over 7 days anyway.
Now that I was playing this game again I noticed a bug. When you beat Blaze Gal her particles doesn't disappear.
Also, I think you should slow down Hard hat's speed of pea shooter and make it twice as fast once it hit's the enemy.
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#16 FoxInABox

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Posted 20 January 2011 - 05:21 AM

Nice, too bad I didn't notice this game earlier. I also had an idea for a game like this, but just using the diffrent shoes and hats he is seen with thru the diffrent games, flippers, bush or fire container, just to mention some .. but that would not have worked without some re-design .. you have used the classic megaman weapon change, and I like that very mutch.

Anyway, I started off with Thistle Man's stage and got a quick death because I wasn't aware that he could hower jump x3 *lol*

Trap Man's stage was hard, I must have died around 30 times before I found the right times to get on the moving platforms, and a few times my finger slipped as it were going thru the thin area where you have to duck, you then change to stand sprite and are forced thru the platform *insert death here x3* .. maybe force him to stay in down position til the area above is clear?

2 E containers to kill Trap Man, he likes to hug way too mutch .. I'm bad at dodging hugs
0 E containers to kill Pencil Man what a pushover (tho' somewhat safe in the right corner)
1 E containers for Thistle Man, add more E's to kill him faster by standing so close to him that the shield hits you, then you can shoot him by making the bullets be created inside his shield

I still got to kill Blaze Gal ..

And as mentioned, there are alot of space that are so packed with enemies that it's far better to ignore them all and just run, hitting a few don't deal mutch dmg so you can afford that .. still, you should have some enemies that would work like roadblocks by taking so mutch touch dmg if hit that you are better of killing him (fear factor), and there should be no possibility to hit a weaker foe to pass thru him unharmed, the negative part with the hower jump is that you can jump over allmost every enemy.

- Are you aiming for a transition with a walk/climb animation in between?
- The energy/health bar fills up instantly, you should have another hp value that just follows the real hp value, and you draw the follow value instead of the real
hp_draw+=sign(hp-hp_draw);
- Weapon menu interupts hower jump <.>
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#17 Xharn

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Posted 29 January 2011 - 08:28 PM

Out of a bit of boredom and seeing a few videos of modified games, I was reminded of the Hard hat series. Despite the project having been dead since before the BnG community died, I was shocked to see that you updated your site and that you were actually going to complete this title.

It has been a long time Damaged but I'm glad to see that you have returned, this is 1-Up from the old BnG forums, although I go by Xharn these days. I'm surprised to see SketchMan alive and kicking after all these years.

The current game looks great, I can't wait to see what else you do.

The SketchMan stage looks totally revamped since I played it years ago, I find it's gotten a lot better, the same goes for his fighting style (though he is still quite easy). I actually still have his original sprite sheet from all those years ago, along with a few new ideas that I think could easily improve on his current abilities. If you're interested, hit me up with an email and I can get you a better version of him as quick as I can.

I haven't gotten through any of the other stages yet but I like what you've got so far, keep up the good work.

Oh, if you can, change my name to Xharn under the robot master creators list, as I never again used 1-Up as a name.

-Xharn

Edited by Xharn, 29 January 2011 - 08:29 PM.

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#18 Damaged

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Posted 19 February 2011 - 07:17 PM

I am glad you all liked the first demo! I have just uploaded an updated demo with the following:

  • The last 4 robot masters
  • Modified many of the attacks to be different than the others (e.g. Blaze Gal's fire works sort of like search snakes now)
  • Made Game Pad use possible
  • More enemies (obviously lol)
  • Cleaned up the pause screen a bit
  • Made the platforms in Trap Man's stage less vicious
  • Just a bunch of overall polish

I still have a few things to do like:
  • Intro "movie"
  • Credits
  • Wily Stages
  • Proper Saving and Loading
  • Special Attacks

@Xharn: Sure thing ^_^ I made note for the name change for the credits screen too :)

@FoxInABox :
- Are you aiming for a transition with a walk/climb animation in between?
I am not. I have found certain transitions to be unnecessary (E.G. a return from ducking animation as it slows you down and cause unnecessary death).

- The energy/health bar fills up instantly, you should have another hp value that just follows the real hp value, and you draw the follow value instead of the real
Thank you for the suggestion. Not sure if I will use it but thank you for it :)

- Weapon menu interupts hower jump <.>
Correct. This is normal behavior and the desired result ;)
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#19 Bastard

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Posted 19 March 2011 - 03:51 PM

Pulse man is really fricking cheap.
Once he gets close enough all he does is spam his shockwave attack and jump on you and there is no fricking way to escape from that.
You really do want to fix that Damaged.

A funny little side note: Room transitions work differently depending on your OS (Vista, 7, XP). I wanted to work with this so I had the game check what the OS is. This is not nearly as straight forward as I thought it would be @_@ To do it I check to see if the folder C:\Users exists. If it does then the OS is Vista/7. If not, it is XP. Of course if your OS is installed on a different drive letter than C:\ it will think it is XP regardless (you won't lose any functionality though. The transitions will be a bit fast, that's all).


In windows 7 there's C:\programfiles(x86)
You could make it check wether that exists or not.

Edited by Bastard, 19 March 2011 - 04:36 PM.

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#20 Matt Boisseau

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Posted 19 March 2011 - 08:54 PM

Great game, good graphics, and good music. There's nothing I could find that was wrong with it, other than the difficulty.
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