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RCCarThief

Member Since 29 Sep 2005
Offline Last Active Mar 03 2012 10:38 PM

Topics I've Started

Snatch

16 April 2009 - 08:17 PM

Posted Image

Info:
GM7
2.12 MB
Full screen 720x720 window

Premise:
Snatch is an action puzzle adventure starring a bandit raccoon by the same name. The object of the game is to collect your stolen loot from your rivals, the Munkees. As you collect your items, you will regain some of your abilities in order to pass from area to area more easily.

Content:
Out of the total 125 rooms, there are roughly 90 rooms to explore in this demo. There are 4 bosses so far, 6 items to collect and 11 loot bags out of 25.

Basic controls:
As you collect more items, you will be prompted to change your key setup or keep the default. You can always check in game which keys are bound to what by pressing Esc to enter your menu screen.

Default Keyboard Keys:
Jump = Up Arrow
Crawl = Down Arrow
Left = Left Arrow
Right = Right Arrow

Default Gamepad Buttons: (as of this demo, gamepad controls can not be customized)
Jump = 3
Crawl = DPad Down
Left = DPad Left
Right = DPad Right

Snatch's movement keys can be customized using any letter on the keyboard, arrow keys, shift, alt, space, ctrl, and any of the digits on the numpad. Enter and Escape are reserved for menu and dialog control and arrow keys are used to navigate all menus.

DOWNLOAD:


Snatch Demo 0.1
(Do not remove files from the folder, doing so will render your game unsaveable)

Screenshots:
SnatchSS1
SnatchSS2
SnatchSS3
SnatchSS4
SnatchSS5

Planned for next release:

Intro movie of some sort
More rooms
More items
More bosses
Better grappling hook animation
Bugfixes (if any are needed)
Ideas from the GMC community
Better dialog (fairly poor as of right now)

Please help make this game better by posting feedback and bug reports. I appreciate your help and hope you enjoy the game!

Edit: Accidentally deleted the image.

War Hogs - Revamped

27 February 2009 - 05:10 PM

War Hogs is a platform shooter in the style of Metal Slug/Contra. You play as one of the four Hogs, each with a unique weapon, blasting through enemy soldiers and machines.

Click to enlarge:
Posted ImagePosted ImagePosted Image
More screenshots available at: My Site

GAMEPLAY VIDEO (Thanks to AuthenticKaizen)

Category: Platform shooter
File Size: 5.21 MB
GM Version: GM8
Vista Compatible: Yes
Changes Screen Resolution: No (Not currently at least)
Download Links: Newest Version 4/19/2010
Previous Version

Changes from last version:
Completely redesigned levels.
New weapon upgrade system.
New 'lives' system.
Addition of a new Hog; Warsow.
Each Hog now has a unique weapon.
Co-op mode. (If you play this, let me know of any bugs. I haven't been able to test this much myself)
Slight tweak in physics.
Slightly easier to beat. (Hopefully)

Future changes:
Swapping characters. (This was almost ready to be implemented in this update, but there are a lot of factors to consider before going live with it.)
More levels.
Re balance if feedback suggests it.
Versus mode.
More resolution/view options.

Tips:
While prone and on a jump-through ledge, hitting the JUMP button will drop you through the ledge.
You can angle your grenades' arcs/distance by going prone. (Down button)
Pick up hearts to regain health, if you die, you'll lose all your coins and weapon upgrades.
Pick up bomb boxes for an extra 10 grenades.
Collect as many coins as you can; they will grant you weapon upgrades.
Killing some enemies will grant you a Health Heart.
If an ally Hog has fallen, destroying a cargo crate can rescue them.

Need A Creative, Talented Online Programmer

18 May 2008 - 06:15 PM

Thank you for checking out my topic.  I started a FFT style engine a little while back which is working nearly flawlessly.  I had a story written that would make the game a good 50+ battles long, with hours and hours of gameplay.  But alas, I don't have the time to complete such a task due to my focus on C++.  I would, however, like to release an online version of the game which would consist of just battles against other players.

I have plenty of ideas for this; some are just a simplified version of the genre, while others are far more in depth.  I have a fully functioning engine built that could accommodate nearly any version of this genre, and I'm asking for a partner to help design the basics for such a game.  I know diddley squat about online programming, and so I'm asking for someone with some creative thoughts and online expertise to help get this game out to the public.  

What I need:

Someone with some innovative ideas to help form the online aspect as well as some fundamental game mechanics.  If you are a good spriter or composer, that's a plus, but not required.  I will be handling most the programming, graphics, and sound, but help in these areas would be appreciated.  You will either need AIM or frequent these forums for PM.   I would prefer to see an example of your work, you can send a link through PM.  

When you contact me, if I am interested in working with you, I will tell you more about the project.  I'll probably be leaving the GM community soon, but I would like to complete this project before that time comes.

A discussion about this project was started a few months ago, here so you can see what direction I am going in.  Of course, depending on your input, it may be completely different when it's done.

For my current artwork for the game check out these:
Posted Image
http://i51.photobuck...l/tacticsss.png

Other work can be found in my sig \/

Nonameminigame

15 March 2008 - 05:07 PM

I was very bored a week or so ago and started fooling around with ideas for map generation.  I came up with a good way to prototype tile placement with 2D arrays and am currently implementing this into my isometric tactics project.  Anyway, I decided to test my theory with a simple puzzle game.  This was made in about 2-3 hours, a lot of time spent on grid paper and graphics, but regardless, a fun little game came to life out of it.

Posted Image

The game is made up of 3 objects, 1 script and 1 room.  One object controls all the tiles in the room and the other two objects use it for movement.  The second object is controlled by the player for moving blocks around.  The last object is controlled by a very simple AI and attempts to move to the 'exit'.

DOWNLOAD

Objective:
Create a path for the blue ball to reach the exit (flashing squares).

How to play:
Use the arrow keys to move the 'Selector' from tile to tile.  Grab Green blocks with 'Shift' and move them to an free adjacent square.  Each turn the ball will attempt to move one square, avoiding blocks.  It has a clockwise AI in which it checks Up, Right, Down and Left.  This is very important when considering where to place blocks.  Also keep in mind you can only move a block once and the ball cannot backtrack.

Controls:
Arrow Keys=Move the selector
Shift=Grab/Place Green block
Control=Cancel action
Enter=Skip turn
Esc=Exits game (you'll have to do this even when you've completed the level, it's the only room in the game)

I don't really plan to work on this as it was only a test for something greater, so there's no point in telling me it's too short or needs something to make it better.  I just wanted to share this with the community.  If anyone wants the source, I'll comment the code and upload it.  It's fairly simple but may be handy.

Thanks for checking this out. ~Wraxul/RCCarThief