I know this is a little rash, I'm now getting busy with work among other things and I'm a little drained of this for a while, I want to say thank you for all you guys who have helped me in making me feel at home to this forums, but this is still not the end. I'm just going to be off the radar, but I'm still going to be in the forums, just not that as active as I used to be in the December months. I love LOVE, it's a cool framework and it's easy to use, but there's still needs to be more work to do before I'm going to become good if not better.
Once again, I'm not leaving LOVE forums, but I'm going to be off the radar.
Feel free to examine this bad of a demo. A lot of people helped and went through this before it became what it is now. I'm going to be making something more concrete though, good if not better than this, but it's still on the wraps until I'll become more active.
Thanks for understanding.
ORIGINAL POST of Nikki Shore:
Ladies and gentlemen, I present Nikki Shore!
In a not so distant future, on the city of Bellvue, a lots of things happened. Crime rate has increased in exponential numbers, gangs are everywhere, kidnappings and corruption are putting everyone estranged to society. After a little stint foiled off, Nikki Shore - Private-I - has been called for a series of challenges, from stopping a gang war to rescuing people in danger, all while figuring out among the people who have a grudge to her to be the one responsible for these.
What this promises:
A cinematic action platformer. Unlike cinematic platformers such as flashback and the first PoP, this would be Mario meets Max Payne. High action with a good story.
Cutscenes. Skippable, but highly story-driven, they can range from comic panels to interactive ones.
Melee combat. Nikki is not just another renegade who hands justice with a gun, she does things the way she liked, two-fisted and personal. She has special attacks and can perform combos.
Environments. From the streets of downtown bellvue, to night clubs, to abandoned warehouses, Nikki's world is a noir-based field with sensibilities similar to Die Hard and (as i mentioned before) Max Payne.
GOALMAP:
[*] Making resources ... along with the coding as it is written
[*] Making the platforming code to work ... Rewritten and overhauled
[*] Making the cutscene manager ... not yet
[*] Wrapping the game on a menu ... not yet
Here's some screens:
The code is available at Github (which is just for the platforming side of the game
EDIT:
I've reached to a conclusion (along with some advice) that I change it from being an engine into a fully-featured game (as I supposed to intend it to be).
I've decided to rewrite my code, it's going to be a while, but once the platforming stuff is complete, it's off to making enemies and doing some interesting stuff (camera manipulation and info nodes). I'll also whip up some mockups and some art as well. For now, here is some WIP shot (for people who are not familiar with it).
A prototype of downtown bellvue with boxes (test map) ~ sorry i didn't label these when this was an engine.
What you guys think? Any comments, suggestions or violent reactions?
A cinematic-like action platformer - WIP
A cinematic-like action platformer - WIP
Last edited by CRxTRDude on Thu Feb 27, 2014 2:53 am, edited 4 times in total.
~ CRxTRDude || Will be out of touch for a wee longer than expected. Will keep in touch with soon enough. Sorry bout that.
Re: QUEUE Engine ~ Platforming framework
QUEUE is now 0.5! I'm still working on it, but if you want a demo, see the initial post
Note, there are some changes in 0.5:
Since the door sprite is still just the same, please see the console (i turned it on for this case).
The code at Github is written '0.5 rev. 1' with only minor tweaks. I'm still working on the sprites,
so bear with me on this. Thanks
EDIT, I removed the link to the demo, but if you want a sample, here it is:
Note: I'm still using 0.8. If needed, after finalizing Nikki, I'll see to it a 0.9 release as well.
Note, there are some changes in 0.5:
Code: Select all
What changed:
0.5 - NEW: More (and very informative) commenting for beginners.
NEW: damage system! (more formulaic)
Fixed: Attack animation! (now you can see Nikki really punch)
Fixed: animation resource disemination (now using tables!)
Fixed: the door. Now you can press 'UP' twice. Door animation coming soon!
Bugs: Still the thug cannot stop by in front of player.
The code at Github is written '0.5 rev. 1' with only minor tweaks. I'm still working on the sprites,
so bear with me on this. Thanks
EDIT, I removed the link to the demo, but if you want a sample, here it is:
Note: I'm still using 0.8. If needed, after finalizing Nikki, I'll see to it a 0.9 release as well.
~ CRxTRDude || Will be out of touch for a wee longer than expected. Will keep in touch with soon enough. Sorry bout that.
Who is online
Users browsing this forum: Bing [Bot], Semrush [Bot] and 2 guests