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Kit630

Member Since 11 Dec 2004
Offline Last Active Dec 06 2011 11:43 PM

Topics I've Started

Bunny Bomb Barrage

27 January 2011 - 12:43 AM

The Game:  Bunny Bomb Barrage

The Objective:
The Crimson Rabbit Collective are bombing the last Magical Star Tower left, attempting to destroy magic with technology. Survive a barrage of increasingly difficult bombs and rockets, while traversing to the bottom floor of the building and collecting as many magical star bits along the way. Destructable terrain means you have to make use of holes caused by explosions to escape.

Players:
1 (Goal is to add local and network multiplayer of up to 4 players)

Genre: Platform Jumping/Survival/Collection

Category: Arcade
File Size: Under 5 mb
GM Version: GM8
Vista Compatible: yes
Changes Screen Resolution: no

Inspired by a level in Little Big Planet for the PS3 where bombs drop and you have a similar escape goal.

Right now the game is very bare bones, so please forgive the cruddy placeholders and graphics. Also, by the third level of difficulty, your framerate should still stay around 30 on a regular laptop or PC. Tested on a cruddy PC, it didn't go below 25 so that's fixed. The terrain engine I'm using was provided free on the Gamemaker forums by Meganoob. It has been modified.

Feedback on your computer specs and if it runs slow or not is appreciated. No FPS monitor in this version, so just a general description is fine. Runs well on my 1.6ghz laptop.

Feedback on the general concept is appreciated. Eventually players will be able to whip their ears to either stun eachother or pick up and toss bombs that have not yet exploded (Though this will likely sometimes get them killed).

There are three tiers of difficulty, resulting on the number of minutes you play. Tier 1 is just bombs, tier 2 is bombs and rockets (fall straight down, can kill you if you impact with them), and tier 3 is bombs, rockets, and plasma (Can go through bricks without destroying them, but can incinerate you). Eventually Stars will be used for extra lives + score.

The score is placeholder, and the game over screen is placeholder message box. FPS is under the score.

Controls: Arrow keys to move and jump.


Link:
http://www.mediafire...f89p082wwu2uhpj

Screenshots:

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Graphics Request -pixel Graffiti

20 June 2007 - 01:10 AM

Hey folks,

      I'm currently working on a River City Ransom style game. I've got the basic movement, jumping, and punch/kick/jumpkick, double tap to run, etc. and I've made all the graphics I could possibly need for this type of game. However there is one thing I'm not talented at with graphics of any kind. Graffiti!

With all the "gangs" running around in this game to beat up the players, you'd think they'd tag their favorite hang-outs.

What I need:

Pixel Graffiti (No real gang related graffiti or offensive graffiti allowed)

Sizes:  50W x 50H
          100W x 50H
          200W x 100H
          50W x 100H

(If the size varies a little, it won't hurt anything.

Colors: Preferably colors related to the "gangs", which will be described below. And any colors that would compliment them well.

Credit: Let me know what name you want to be known as in the credits

Style: Whatever style you feel like

"Gang" names and descriptions
==========================
Westdale Wannabes - Yellow and Blue. These guys are just wannabes. Guard your lunch money.

Radical - Red and Light Green. The only thing "Radical" about these guys is their clothing colors. Still, they're stronger then the Wannabes.

Los Tomales- Red and Yellow. These guys are tough hombres. They have nothing better to do than beat you like a piƱata.

Alley Cats- Pink and Black.  An all female gang, but don't let their cute hair fool you. Think of The Hulk, only with PMS.

Uptown Gang- Black and White business attire, red tie. These guys were founded by a stock broker who cracked under pressure. He went mad and now rules his gang out of Walled Street in the financial district.

Underpass Bandits- Dark Blue and Blue. A bunch of thugs  who read too many nursery rhymes, and now hide under bridges and highways, preying on unsuspecting passersby like trolls.

Bad Dudes - Black and white. One tough gang, usually travelling in groups of 2, it is rumoured that their founders once saved the President from Ninjas. Don't mess with them!

Jumping + Four Way Movement... (solved)

07 January 2007 - 09:02 PM

-EDIT- Wow, all it took was one simple timeline and about three lines of gml in a step event.... How did I NOT think of this XD



Hey folks, thanks in advance for reading this.

I'm making a game engine similar to a Double Dragon, Littlefighter 2, River City Ransom style game. Four directional movement and jumping and fighting.

I have the four dimensional movement down pat, I have the fighting moves fine. The only thing I can't get is how to do the jumping. In each of these games, the character jumps in a certain direction, either straigh up, left, or right. Once in the air, they cannot change movement until they land.

I have tried everything from paths, variables, trying to remember the last y of the player object and when the jump object with gravity hits that y it stops as if it collided with a solid object and turns back into the player, thus seeming to jump and land and not fall off screen. I had even animated a really crappy jump sprite to fake it.

The first two things don't work properly, and the animation of a jump is too ick...

I guess I'm looking for some kind of code for an object  to arch from point A to point B. Since this is not really a platform but 4 dimensions.

..............____..........
............./........\ .......
.........../............\......
point A ------------ point B.

Any ideas?

Monster Sprite Additions Request

09 April 2006 - 05:54 AM

Here is what I have so far:

Posted Image

I need some monster sprites for a platformer game, average size, some cartoonish and some dark. I need simple design, simple 2-3 color shading as seen above. They can be animated at least 3-4 frames of walking if you choose, one direction only (unless it is something that does not require, like the bats or the eye for example), and if you wish to include an attack animation as well by all means go right ahead. I will accept medieval fantasy as well as "robotic" monster sprites. The game will go from light and cartoonish to dark and scary style monsters. Please try to match the style provided. Bugs, plants, demons, steam powered weapons, humanoids, golems, whatever.

Any submission used will be credited to it's maker, and any submission submitted has my thanks in advance. Be creative, be random, think of a function for your monsters. For example, the oozes bounce, the eyes will probably fly, the skeleton throws bones like in Zelda.

:3 Thanks



*Edit* Just for reference, I should mention that the player size is about the skeleton's size. And the game is scaled to x2 so it really looks nintendo-ish as well. Something to keep in mind :3

(solved!) Need Advice To Fix A Script Error

13 March 2006 - 09:25 AM

I really need some help. My entire game is being held up because of one dumb mistake and my inability to fix it. I need some advice, badly. This game uses Darkmage's UltimateMplay engine, which is great when I can remember how to code on it.

Ok I've been working at this forever and I've repaired it up until the point where when you fire a bullet, it registers for the other player but totally freaks out and says I'm trying to create an instance of a non-existant object.

I would highly appreciate the help in fixing this code so that it doesn't crash my game. Note that I'm not asking anyone to re-write the code for me (I mean you can if you want, your choice ;3 ), but I'm just asking for advice. I am posting the GM6 rather than posting code boxes, because that's too annoying and jumbled to understand sometimes.


The important bits are here:

Player Step Event
4th Item down

Player Z-Key
4th Item down

Dummy create event

Dummy Step event

Bullet alarm event

Nevermind the gameplay, I stripped it as much as possible for the purpose of posting on here. Please dont gank my sprites, they're crap anyway haha ;3.

Thanks in advance for anyone who can offer assistance


(Edit) Sorry about that, getting right on it for fixing this post. It was like 3am and I didnt plan this post out as well as I thought. The drag and drop lib stuff should all be gone now and replaced with regular d&d.