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ChunkOfAsbestos

Member Since 10 Apr 2004
Offline Last Active Nov 15 2006 02:54 AM

Topics I've Started

The Amazing Adventures Of Tv Head!

07 October 2006 - 09:03 PM

Yup. I was thinking of making a game where you light things on fire. That's where this came from;

THE AMAZING ADVENTURES OF TV HEAD

Story: There's a planet, way too normal. The sun hates it. So the sun sends his/her(I don't know what the sun is) lover, TV Head, to light it on fire. Thus begins TV Head's amazing adventures. What possible intrigue could await him on a planet that is apparently the most normal place in the universe? Only gameplay time and (hopefully) inventive gameplay will tell!

What is this?: It's a small demo to show the general gameplay concept behind the game.

Screenshots: Yeah, these are the graphics. I don't plan on making them any more hi-fi, as I think it gives the game some charm.
Posted Image
You'll be seeing this soon after starting. Screenshots don't tend to give games like this the most justice... So I went for something simple.

Download Link: Right here! http://host-a.net/primmie/TAAoTVH.exe See?

Questions I've gotten:

Q: Is that Battletoads?
A: No. There are no Battletoads.

Q: Is this based on FLCL?
A: Only loosely inspired by Mamimi's game based addiction, FireStarter, which was far and beyond a different type of game than this.

Q: Why isn't there music?
A: Cuz I can't find any good 8bit styled music that isn't from my friend Ryo's site, or 8bitpeoples. Both sources are MP3 format, which would make the filesize bigger than it needs to be for a tiny demo. There will be music though, don't worry.

Q: How do I kill [1st enemy]?
A: Hit him in the flower with your bat five times, then set him on fire.

Q: What can be expected in the future?
A: Much bigger fires, enemies, levels, and challenges. I'm thinking of going for Ikaruga in terms of difficulty towards the end of the game.


Sorry for the lack of music and many sound effects, as well as the general shortness of the demo. BUT you should enjoy it, I hope.

8 Melodies Theme. Help Me Composers :<

04 July 2006 - 07:10 AM

Not looking for a direct rip of that theme, or a remix.

Just something similar. Y'see, I'm making an Earthbound fangame... it needs to have the same soothing, tinny and meaningful quality to it. Should probably be no longer than a a minute. The standard way these songs reach a minute is they are played twice, with more emphasis on the second playing. Mother 3's theme did a slight departure and added an ending to the second playing. You can do either.

Here's some examples;
http://www.uploadtem.../1151996440.zip (Pretty big file)
All the melodies are in there so you can know what general feel of music you're going for. If you could help, that would be awesome, and earn you instant credit and a favor from me sometime in the future.

I really need help on this, I have no skill for composing.

Rolling Hp.

30 June 2006 - 02:32 AM

That's the effect I need... I've tried and failed quite a few times.

It's kinda beyond me... Let me describe it.
-HP is displayed on a rolling slot display with three digits.
-When damage is taken/healed, the ones digit will roll either up or down a certain speed depending on the degree
-When the ones digit rolled down to Zero then down again, it returned to 9 and the tens place rolled down one number. The converse is true for increases when it rolls over from 9 to 0, the tens place rolls up one number. When the tens place rolls up or down between 9 and 0, the hundreds place does the same.
-If a character received mortal damage/an attack that would knock them out, they were only removed from the battle when the ones place rolled down to zero with tens and hundreds at zero.
-Rolling of the HP could go be cancelled by healing or taking damage. By healing when HP was rolling down it would raise or stop earlier than it would have, depending on how much was healed. If damaged while healing the same effect took place.
-Max HP increased with level.
-When characters had less than one hundred max HP, the hundreds place was blank rather than zero.

I've tried most things I can think of but in the end it's beyond me how to do it right. I know you'd need a separate sprite for each digits place, and a realHP, damage_amount(negative for healing), maxHP, and probably a rolling value, to check whether or not it should stop, and a rolling_speed for obvious namesake reasons. That's as far as I can get with making this work, because the transition to numbers is not instant, there's one frame between each number for rolling sake.
Here's an example:
http://www.evilgiegu...unk/rolling.gif
That's just a single slot.
http://www.evilgiegu...nk/rolling2.gif
This is the final effect that I'd need to accomplish.

Anybody willing to help?

Not Askin' For Graphics Themselves...

05 February 2006 - 12:07 AM

The style is 8-Bit/NES styled.
The characters I want to have black outlines so they stand out... but what I need the most help with is tiles. After comparing my game to others of the same style, I realized I needed help. After staring at mine for such a time, I get the feeling of lifelessness in my game. There is little to no atmosphere. The environments are just... THERE.
I'm really looking for feedback as well, what can be improved?
Take a look at a few things;
Posted Image Main character.
Posted Image Just a screen.

From the screen, you can tell my tiles need help. I want to escape the flatness that they all have, and don't know how to do that. I'm terrible with tilesets. Can any of you help me get better?

We can converse over AIM(Would be easiest, I'm CognitoPrim), or somebody could post links to tutorials or anything of the sort.

Retro Game Sounds

04 February 2006 - 11:22 PM

I need, desperately, still, sounds from the NES/Famicom, Atari sounds, ANYTHING before 16-bit video games come out.

If anybody can guide me to a free generator alternatively, that would work too.

Please >_< Don't just view and not reply, any form of input at all.