[WIP] Sky goes to Net on Boomstarter!

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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

So, I've finally had enough time to make an intro cut-scene and to start a demo-level that will implicitly teach a player how to play the game.

Here's a video:

watch on YouTube

The cut-scene is not a video file, but a coded sequence of events with messages and graphics.
The whole demo is only 1.3 Mb in size which would be impossible if videos were used.

Cheers! :awesome:
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D0NM
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Re: [WIP] Sky goes to Net

Post by D0NM »

Looks nice. But it seems that the FPS of the vid is lower than the actual one.
Норм.
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Twitter: @Zabuyaki.
:joker: LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua :joker:
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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

A new demo available for anyone to toy with! :)
Feel free to report bugs and post ideas on improvements and possible content.

New stuff:
  • Splash
  • Intro cut-scene
  • Some basic demo level that implicitly teaches one how to play (not fully done)
  • Health for everyone
  • Respawn mechanism
  • Scaling improvements
  • Many fixes to the game mechanics (jumps for low FPS, player and enemy triggers, AI changes, etc)
  • I don't really remember what else :)
Notes:
  • The demo does not support Love2d prior to 0.10.0.
  • Win32 build has been tested in wine - so far so good.
  • Win64 build wasn't tested at all (although should work just fine).
  • All the links available in the first post too.
Known issues:
  • Sky damage acceleration depends on the side it's facing at the moment. To be fixed.
  • Enemies can walk on death bubbles. To be fixed.
  • Although I wasn't able to trigger it myself, it is possible to stuck in a bot near the edge of a platform. Jump to get out.
Current demo does not run on Android. It's to early to test anything on that platform.
On a PC/Mac/Linux the keys are: WASD for movement, Q-E for switching weapons, Return/Enter for jump and Backspace to Fire. F12 saves a screenshot. F11 toggles fullscreen ^_^


Sky goes to Net 2016-12-08.love
Sky goes to Net 2016-12-08_win32.exe
Sky goes to Net 2016-12-08_win64.exe
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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

Some fresh updates!
  • Enemies don't walk on death bubbles or collide with a dead player
  • Player gets pushed in the direction opposite to that of the enemy
  • Player no longer sways back on respawn
  • Minor changes to STI to colorize objects' batches
  • Map loading moved to a separate method
  • Intro loads the intro level by itself
  • More collision detection options for the map
Builds: love, Win32, Win64

For the full list of available demos consider browsing a gallery here.
Saturday December 2016 @ 14_05_57.png
Saturday December 2016 @ 14_05_57.png (78.39 KiB) Viewed 5366 times

STI changes
In method "function Map:setObjectSpriteBatches":

Code: Select all

         local props = object.properties or {}
         if props.color then            
            batch:setColor(mysplit(props.color, ","))
         else
            batch:setColor(255,255,255)
         end
At line #625

mysplit is from here

This allows me to add custom property of type string to any object and let STI colorize the batch for me.
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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

Some WeIrD wOrMS :awesome: :halloween: :? :cry: :oops:
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*.love
Win32
Win64
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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

New demo!

Some changes (not everything is listed):
+ Color shift in HSV for enemy sprites
+ Got rid of third-party dumper
+ Fixed several issues which were related to enemies' sensors
+ Enemy abilities are set upon registering new type of enemy, the following abilities are available: lazy, walk, jump, shot, jump over projectiles, jump over enemies, jumps over pits (an enemy turns around if can't jump over a void) and obstacles (includes deadly ones), etc
+ Sensors' positions fixed
+ Added separate sensors for projectiles
+ Added some cool music to the intro (needs proper credit in credits, for now tags are all I have)
+ Disabled worms collisions with walls
+ Smooth turn animation for bots
+ Debug draw is toggled by "1"
+ Have started to make a game menu
+ Removed every last bit of text in Russian to localize the whole game properly later
+ Applied some tweaks to the love2d-advertizing splash
+ New bot types were added
+ One sprite sheet - multiple colors for everyone!
+ Shrink bump grid size from 16 to 4.
+ Now it's possible to pause/unpause the demo by pressing 2/3 respectively
+ Press and hold 4 to see what's up with the worm
+ Turned on shaders and made the screen look round
+ Tiny little cleanups of players.lua
+ Added some new filters for projectiles
+ Updated the usefull_resources.txt
+ Worms doesn't shake their head violently while moving any more
+ "Fixed" weird leftovers of intro by adding even more checks to messages system updater

Image
*.love
Win32 (x86)
Win64 (x64)
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4aiman
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Re: [WIP] Sky goes to Net

Post by 4aiman »

Date: Sun Jan 22 21:44:24 2017 +0300
+ Controls suppression at the game start and it's continuation
+ New funcs to clear players, enemies and projectiles
+ "Pretty print" func is now able to draw animated symbols around the text
+ Fixed fonts' size on Android (still have issues with filtering/scaling
+ Load_level() now clears the current level
+ Seemingly fixed menu controls (feature-wise only)
+ Fixed weird double-size
+ Fonts are now cached
+ A bit of prettiness in the menu
+ Logo transparency
+ Build script updated
+ Added World:clear() func to Bump
+ Merged my changes into the newest STI
+ Bots can be ridden on! (hacky)
+ Round() func with precision
+ Switched from strings to booleans in Tiled
+ add_debug_message() updated with new replace feature
+ Hide messages that won't die for some reason (fixme!)
+ Fixed no-respawn bug triggered by debug mode being activated while death_timer is still ticking
+ No gravity for glued players!
+ Glued = hasn't jumped yet
+ Upgraded STI to the latest versioni

*.love
This time it's only a *.love file. As usual, please, restrict yourself to fair dealing :3
I guess I'll start making all-needed-in-one-file versions from now on: Windows x86/x64, Linux x64 (don't know about x86 yet), Android ARM.
BG is subject to change
BG is subject to change
Sunday January 2017 @ 22_23_28.png (82.01 KiB) Viewed 5125 times
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4aiman
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Boomstarter campaign!

Post by 4aiman »

Hi everyone!
I've set up a crowd-funding project at Boomstarter (Russian analog of a Kickstarter) here.

Image

Genre - platformer
Inspired by - MegaMan, CaveStory, Doki Doki Panic, Terraria, Metroid


The goal is 1671 USD (a weird number, caused by RUB->USD conversion)
Regardless of the goal being achieved or not, the development of SgtN won't stop. It will request much more time, though.

The sum is not exactly a small one, but the money in question should be more than enough to get all the help I need and to be able to put aside any other projects I'm making to pay my bills.



I've set up several "levels of funding":
1.67 USD Grants you a copy of a game (no DRM). You're free to suggest a regular enemy to be added. !!!FUND NOW!!!
3.34 USD Grants you a copy of a game (no DRM). You're free to suggest a boss to be added. !!!FUND NOW!!!
8.35 USD Grants you a copy of a game (no DRM). You're free to suggest an enemy to be added. !!!FUND NOW!!!
16.71 USD Grants you a copy of a game (no DRM). You're free to suggest a whole level/side-quest to be added. !!!FUND NOW!!!
Every funder will be listed in the credits!

Note: "Suggest" means I'll do everything in my power to ensure that the thing you're suggesting will get into the game. In other words, you have the right, not obligation to add stuff to the game.
If you have a general design of the thing that you want to be added - that's cool! Less work for me and the artists and more chances the feature will be ready within less time.
If you haven't one - wait until I'll find an artist/artists (or one will join me by his/her self). We will try to give your idea a shape and to find a place for it inside a game!

Additional goals
- 2 player mode: 2005 USD
- Joystick support (with custom binding): 2172 USD
- Battle Arena mode: 2673 USD
- Android version: 2840 USD
- Sources and all assets licensed as LGPLv3/CC0-BY: 4177 USD


Project info

Story
"Sky goes to Net" is a story about tiny little bot that goes by the name Sky.
Sky is a small PC program. It doesn't remember neither who or what created it or how did it end up being where it is. It's destined to go on a journey throughout the digital world and find the answers to its (and those of other programs) questions.
It all begins with a havoc in the Sky's personal file storage. Very unpleased with what has happened Sky is forced to comply with the Unknown Voice's command to restore Sky's memories and learn that our protagonist is no less than an incarnation of catastrophe.
In the end Sky is bound to meet his "other" self and acknowledge or dismiss it.
Among other things it will (or will it?) save the world and find out how the Human World future defined his present.


Mechanics
Player takes control of Sky. The goal is to through a set of 2d locations and to find a bot named Net. Sky will be fighting against viruses of all kinds (worms, trojans, archived malware, zombie-processes etc).
Controls designed to be nearly as easy and as responsive as that in the classic Rockman/Megaman games.
Sky has an expandable inventory (starting with 20 slots) with a hotbar of 10.
There will be multiple upgrades to pimp your Sky.
Dozens ability-based AI patterns makes it easy to create your own bot by listing those abilities.
The game is has shops, power-ups and upgrades, hidden secrets, destructible stuff, false walls, etc.

Planned Features
- Minimum of 3 endings. (%% of recovered memory, some actions taken, world exploration %% will all have an impact on that)
- vast selection of temporary and permanent upgrades
- shops in every location (or in-between locations) to offer equipment, firepower, ammo, different gadgets, etc
- possibility of re-visiting levels to further explore those
- bonuses for missions completion
- several difficulty levels
- basic modding API

Music
Chiptune/Electronic is what I have in mind
I really like these gyus' music: http://ericskiff.com/music, http://ozzed.net/music/, but still need help in this direction. Maybe someone will be able to help me with the music?


Graphics
Won't mind to receive some help here too. Or else it will be all PD and CC0 and my crappy art. So, I *do* need some help!

Current state (what actually works ATM)
- Everything controls-related: movement, shooting or hitting, HP bar, inventories, buying stuff.
- About dozen AI patterns: walking, shooting, pit/void detection, jumping, projectile/enemy/objects detection. Can be stacked.
- Worm-like enemies AI.
- Intro and a test location.
- Everything listed in this topic as an update info.
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