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8-Bit Vomit - Jam10 Entry - Gameboy-Style Puzzle


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#1 Yal

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Posted 28 April 2013 - 08:57 AM

Yal presents...

8-BIT VOMIT

- FOREIGN FOOD SURVIVOR -

vomitsnap02.png

 

After getting regurgiated by the alien who ate and nearly digested him (her?) whole, our cute little blobular hero sets out on a quest to get back home, and eat some food on the way. There are many obstacles to overcome: water you can drown in, pipes to crawl around in, blocks to push, levers to pull, passages to unlock, and hearts to collect. You must use the humans wisely to overcome the insane puzzles you will encounter in this game.

 

This GameboyTM-styled puzzle platformer in gray and red spans a large 20 rooms with all sorts of challenges for your brain. Each and every level has two hidden hearts that you must collect in order to unlock a secret in the end of the game. In case you missed one, you can revisit old levels at your leisure and try to catch them all. The hearts start out easy to get but get gradually harder and harder to collect as more and more gameplay elements are introduced.

 

Download link: HERE!

 

Game Version: 1.0
Game Maker: 8.1
Screen size: 256x224 (does not change screen resolution)
Filesize: 5 830 kB
Genre \ Subgenres: Platform \ Puzzle Platform
Framerate: 60
Fangame: No
Internal Gamepad system: No
Creates files to save data: Yes, cleared levels and collected collectibles
Number of levels: 16

 

Screenshots:

vomitsnap01.png

- - -
vomitsnap00.png

- - -

vomitsnap03.png

 


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#2 syntaxibles

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Posted 28 April 2013 - 10:07 AM

Love the art, downloading now :-)


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#3 Yal

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Posted 28 April 2013 - 10:54 AM

Thanks!

 

 

Hope you like the sounds as well. Not to mention the gameplay. :)


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#4 Yal

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Posted 29 April 2013 - 11:05 AM

Update bump! Added 2 more stages, 4 more rooms, and a completely new gameplay gimmick. There's now a total of 22 hearts to collect before you can reach the True Ending. Also made some hearts easier to reach and collect.


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#5 King Tetiro

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Posted 29 April 2013 - 04:07 PM

Going to give this a whirl for you tonight Yal. So I can provide feedback for ya :thumbsup:


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If I have provided feedback on a game of yours, it would be epic if you do the same!
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#6 Yal

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Posted 02 May 2013 - 12:27 PM

Thank you!

 

 

...

 

 

...OK, now it's two days later. Feedback?


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#7 nerdyotter

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Posted 06 May 2013 - 05:11 AM

Holy ****.  I'm only on level five and I already love this game.

The level design is just the right amount of challenging, so I feel like I can have fun while ripping my hair out at the same time!  :thumbsup:


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#8 Yal

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Posted 06 May 2013 - 02:12 PM

Glad to hear that!

 

Lv 1-5 is about where the real game starts, and it'll get quite difficult from there. Hope you'll stick with it to the end. :)


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#9 cliffvissers

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Posted 07 May 2013 - 07:42 PM

Looks pretty awsome, when I'm home, i'm gonna download it :D


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#10 Yal

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Posted 08 May 2013 - 06:09 AM

Thanks! ^___^


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#11 nerdyotter

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Posted 08 May 2013 - 11:57 PM

Glad to hear that!

 

Lv 1-5 is about where the real game starts, and it'll get quite difficult from there. Hope you'll stick with it to the end. :)


The answer to level five reveals just how eeeevil you really are. :)

I'll make sure to watch out for falling walls from now on.


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#12 Yal

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Posted 13 May 2013 - 10:17 AM

 

The answer to level five reveals just how eeeevil you really are. :)

I'll make sure to watch out for falling walls from now on.

 

 

Thx! :P

 

Actually, the reason 1-3, 1-4 and 1-5 uses hidden backtracking / foretracking and a pushable wall to reach the hearts is because I hadn't really introduced any gameplay elements at that point, and if I only required plain ol' moving and human head hopping to reach them, players would start to think "maaan, this game is too easy!" because it would be too easy to find the hearts. Later levels have more fair puzzles. With the exception of 1-6 that introduces another game mechanic silently to get the heart. Namely (spoiler alert!)

Spoiler


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Open this spoiler for my games:

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Some useful game engines, music and other resources at affordable prices:

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#13 kupo15

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Posted 22 July 2014 - 06:48 PM

Nice job! I could see this as a Gameboy title as I think you got the graphical style very well  :) There are some programming things in there I have no idea how to do namely the screen going black when you enter pipes so very cool. 

 

And at first I was like, the music is getting a little tiring but after I finished the game I was somehow humming it! :)


Edited by kupo15, 22 July 2014 - 11:27 PM.

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#14 IWannaTaco

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Posted 22 July 2014 - 10:52 PM

The art in this game is outstanding


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#15 Yal

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Posted 23 July 2014 - 07:53 AM

The fun part is, I wouldn't have done that graphical style if it wasn't for the handicap in that Jam (Graphics Must Be Grayscale). I'm surprised how good things looked in the end! :)
 

There are some programming things in there I have no idea how to do namely the screen going black when you enter pipes so very cool.

Quite easy. Have a control object with a large negative depth. Then have code like this in its draw event:

if(in_pipe){
  transparency++
  draw_black(transparency)
  with(pipes){
    draw_sprite(sprite_index,1,x,y)//Normally image 0 is seen
  }
  with(player){
    draw_self()
  }
}
else{
  transparency--
}

That pseudocode is the gist of what I'm doing.

 

 

Glad you like the music, too!


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#16 Carnivac

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Posted 23 July 2014 - 09:26 AM

That's not Gameboy-style.  Too large a resolution and too many colours.  :/


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#17 Yal

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Posted 23 July 2014 - 01:22 PM

That's not Gameboy-style.  Too large a resolution and too many colours.  :/

 

I like to see this game as inspired by a Gameboy game, but not actually trying to emulate one perfectly. If I'd want to make a true gameboy game, I'd write this in GB Assembly. :P

 

You missed to point out the alpha effects and polyphonic sound (I use more than 3 channels), btw.


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#18 Carnivac

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Posted 23 July 2014 - 01:29 PM

 

That's not Gameboy-style.  Too large a resolution and too many colours.  :/

 

I like to see this game as inspired by a Gameboy game, but not actually trying to emulate one perfectly. If I'd want to make a true gameboy game, I'd write this in GB Assembly. :P

 

You missed to point out the alpha effects and polyphonic sound (I use more than 3 channels), btw.

 

 

So it not really Gameboy-style at all.  The resolution is much more NES.  And no I didn't see alpha effects or hear sounds cos I haven't played it.  I was gonna by the screenshots showed enough that annoyed the retro-purist in me (I clicked the topic title cos I thought oh cool a Gameboy-style game and it ain't) and also I didn't have time cos I had to go to shops for food.   Some of which I forgot to get so had to go out again... not having a good time lately.


Edited by Carnivac, 23 July 2014 - 01:30 PM.

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