8 Bit Runner

Show us your completed creations made in Construct 2

Post » Thu Aug 09, 2012 8:59 pm

Hi there, I have been working on the game a lot these last few days (the ones following me on twitter maybe have noticed an abnormal amount of tweets on my profile lol).

The bad news is that I don't have many visual material to show you. Since a mainly worked on upcoming features, and on improving some things in the game.


- I added alight that comes from the ground when you are walking on it :



The main purpose of this effect, is to make the levels feel a little bit more "alive" and interactives.



- I am working on a jukebox feature to get rid of the old system 1 music = 1 level. There will be a menu where you will basically be able to choose which music will be in the track list.
For now, this feature works separately from the game. Next step is actually adding it properly to the game.



The text in the upper-left corner is just to help me check which track of the tracklist is currently being played.


- I am still looking for new songs to add to the game. I would like to upload the game onto the Chrome Web Store, so I have to be legit on this side. That means getting rid of the current soundtrack (well, the authors usually tolerate the use of their creations if what you are making is free).

I found this track that sounds really good :

http://auxcide.bandcamp.com/track/04-helios-sun

I will try to contact him to see if he can give me a licence for this track (I will probably have to spend some money, but hey, you gotta do what you gotta do...)

I also found this track from Souleye, the guy who made PPPPPP, the soundtrack of the game VVVVVV :

http://www.indiegamemusic.com/viewtrack.php?id=104

What do you think ? Are they cool ? Do you have any suggestion ?


- The wall-jump is now tweaked. You don't have to press the arrow key to slide against the wall anymore, the character slides automatically when he is against a wall. And there is now a short time after a wall-jump during which the inputs are ignored. This prevents the player to get back against the wall after jumping.



So, what's next ?

Well, the next thing I have to finish is the main menu. There from there you will have access to the level selection menu, the jukebox menu, the option menu, and I am thinking about a "How to play" tutorial screen that could be accessed from the main menu.
I will also try to get in touch with the guy who made the sprites for the game, to see if we can redo the tileset and add more details to the levels.


Well, that is basically all I had to share with you. i hope you didn't forget about the game, and didn't think it was dead Albatr2012-08-09 21:00:33
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Post » Thu Aug 09, 2012 9:17 pm

hmmmm we didn't think of that but the problem is when we finish it we stop playing it i don't know why maybe because we are looking for something hard that can't be finished hehe ^^

an idea for the future (after you finish all your stuffs , manu , options,...):
you should put a unfinished (endless) level and it has lives and some ways to get lives with the same style of the normal levels and everyone will check their scores... of course this idea can be improve but at least start it whenever you are free ^^   thanks for the game i really hope to hear more news from you ^^
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Post » Thu Aug 09, 2012 10:20 pm

Really Good .. Very PowerFul Music Just like your game
But I like more the Helois music because it's kinda faster than the second one
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Post » Fri Aug 10, 2012 7:00 pm

I like it, I think it has a lot of potential here are some of my suggestions:

1) Use acceleration and give the player two speeds of travel. One of the things that frustrated me is that since there's a single velocity, in order to proceed through some parts of the level you essentially had to move pixel-perfect to how the designer wanted you too, but as we know all successful platformers never do that give the player plenty of opportunity to maneuver (Super Meat Boy or the Mario Games.)

2) Make the slide get released the moment when the player releases the key. The way the slide works right now is a big no-no in my opinion. The most important thing in a platformer is control, so when a player is forced to slide for a certain duration, expect frustration. Ideally the slide maximum duration should be based on the player's velocity.

3) Introduce gameplay elements more gradually. This is just a personal preference, but I like it when new gameplay elements are introduced gradually, one at time so I can quickly pick up what they're supposed to do. It's even better when they're introduced in a risk free situation. An example would be that when the first the player encounters to blue jump boosters, should be when he's running on a flat surface, with an elevated surface in front of him. The maximum distance of when a jump can be initiated to reach it should be where the jump booster is located, so the player is automatically jumped there. This does two things: 1) Instantly teach the player what it does without other stressful influences. 2) Instills the idea that the player would have to use them to progress through the level.

Best of luck!
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Post » Fri Aug 10, 2012 9:14 pm

Just wanted to add - if you want some tunes custom made- I'd love to contribute something - my other hobby is making music and to do something original would be fun.

Remix stuff

http://www.indabamusic.com/people/JohnnySix

And the music in my games - More modern (ish)

http://www.johnnysix.net/games/KFT11b/

And more oldschool style :

http://www.johnnysix.net/games/imd4/JohnnySix2012-08-10 21:14:45
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Post » Sat Aug 11, 2012 8:09 pm

Thanks for your suggestions, I'll see what I can do.

An endless mode seems like a good idea, I will try to focus on designing normal levels first, and see which kind of bonus stages would be fun to add in a second time :-)


About Introducing gameplay elements gradually, if you take a look at the levels that are already available, you can see that the second one introduces the blue bumper, and the third one introduces the use of the wall-jump.

I was thinking about creating levels that are very independent from each other. But I realize that not having a proper difficulty progression tend to frustrate the player.
I'll probably redesign the levels.


The slide is designed after the one that you can find in Megaman 2 for Gameboy. But I have an idea to improve it. I will keep the time during which you can't cancel the slide, but I will shorten it a bit, and you will be able to slide as long as you keep the down arrow key pressed.
Or maybe I can just make the character slide when the player holds the down arrow key down, without any "no-cancel" timer.


I will try adding more inertia (I gradually added some in each version, but it doesn't seems to be enough), to the character, to force the player to be more precise during his jumps.



@JohnnySix

Wow, thanks !

I really love the track we can hear in this one : http://www.johnnysix.net/games/KFT11b/

Something like this in a more "chiptune" style would be so awesome !
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Post » Tue Aug 21, 2012 12:51 am

@Albatr

Here's a first draft for you haha, see what you think :

8-bit-running
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Post » Tue Aug 28, 2012 11:20 pm

Great job it sounds really cool !

PM me if you need more informations.


Sorry if I am a bit late, I just came back from vacation :-)


EDIT 08/28/2012

Here is a test build without the leaderboards test features :

http://www.rockmypixels.com/HTML5/8BitsRunner/

Now the up arrow is used for jumping, C/V keys to cycle through the tracklist you made in the jukebox menu.
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Post » Fri Aug 31, 2012 12:49 am

(Sorry for double-posting, but I didn't find any other way to bump the thread)

-THE LEADERBOARDS ARE HERE-





Controls are still the same, except for the jump button. Now you have to press the up arrow key to jump.

I still have to finish the jukebox menu, do some minor changes to the gameplay, and then I'll make new levels (the old ones may be replaced in the next builds). I will also have to do something about the font.

Because I am using a third party plugin, I unfortunately can't upload the game on Scirra's Arcade anymore.


You can play the game here :

http://www.rockmypixels.com/HTML5/8BitsRunnerTest/

Don't forget to tell me if you find bugs :-)


My friend is working on new animations, he added more frames to them to get an even smoother result. Here is a sample of his work :



Sorry, small image here XDAlbatr2012-08-31 00:51:35
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Post » Fri Aug 31, 2012 11:55 pm

As you're now using 3rd Party - Mipey's spritfont plug-in and this font would be cool :


http://www.dafont.com/bienvenu.font



I used it in mine for awesome 8-bit style.

Can't wait to see the new levels.

JohnnySix2012-08-31 23:56:17
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