Go!Go!Maddi! Dev Log and Beta Test Thread :D

Post your Construct-made creations!

Post » Tue Jul 03, 2012 3:39 am

All current vids here will be under this link!

Go!Go!Maddi! ALL NEW VIDEO LINKS!!!


Week 13 or 14??? It's new. Just watch ;)
The new Vid :D


Week 10
http://youtu.be/CjgOg7e3yI4


Week 9
http://youtu.be/robbYBMNEm8


Week 8
http://youtu.be/shka9TR4Dws


Week 7
http://youtu.be/prJHzLlHp8A


DMMdamainman2013-06-10 04:29:20
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Post » Wed Jul 04, 2012 12:27 am

K - I'm stuck on an enemy for that bunch of slopes at the end and i'm thinking of maybe making it longer.

I had a skull shaped slime and hated it, I have pulsating spikey monster that chases you slowly, but I hate it. I want something stationary that spits. And all my head wants to do is the man eating plants from ghosts n goblins and the hand on the slopes in level 4 of ghouls n ghosts. I don't want to use either - thats just all I'm seeing for some reason.

Maybe some kind of rock with a face that spits (done a million times before but what hasn't). I was thinking a giant head - but then I automatically pictured the end boss fight in splatterhouse. Evidently I'm having a coding only/non creative day :(

That being said I'm going to hand draw out all of the boss frames in full color and scan them - bring them down to the right size and touch them up... should only take a couple days :)

Any ideas would be welcome as long as they suit the look of the level :)

Thanks!!

DMM

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Post » Wed Jul 04, 2012 2:52 am

You could try something a little different like a bonfire with an angry face that shoots embers, perhaps? Either, it's cool as heck what you're doing with this game.
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Post » Wed Jul 04, 2012 4:15 am

Thanks - you've given me an idea - fire is good... magic colored fire... a snake... or something... I'll get it drawn out LOL!

Anyhow here is a little sneak peek at what I've done since last nights video.

A very very beta version of the boss ;) He's all sketchy still and needs animation...more color, etc etc. He's running on the skeletons AI for now.

I accidently kill him at the end.

http://youtu.be/UGVKr7HMzvs

DMMdamainman2012-07-04 04:15:38
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Post » Sat Jul 07, 2012 7:06 am

Well done, I must say that your game looks really imperssive despite being simple and inspired by ancient games.
It's typically the type of projects that is only made possible by a tool like construct, and a lot of dedication. You also have some good pixelling skills.
Hats off. declan_gage2012-07-07 07:09:51
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Post » Sat Jul 07, 2012 7:47 am

Hey! Thanks, declan_gage!! It's comments like that, that make working on something like this all the more fun :) Thank you!

I'm digging Construct for sure - It's a lot like the tools I use to do my real job - ADOBE CS5, etc.

I think a simple game is easier to get into. For me I have very little time to play anything anymore (despite the fact that I still pre order crap). And then it turns out to be just that - 7-10 hours of crap.

With an arcade side scroller, you know what you're going to get, you already know if you're going to like it 5 seconds in etc. And it's the attract mode that pulls you to the machine.

For me I'd rather play any Capcom arcade game excluding the one on one fighters, Konami's old arcade machines, Data East, etc over anything nowadays. They're a quick fix, there is 1000x more quality and dedication put into them. And how often do you walk away from one of those games disappointed with anything?

Again Thanks! I'm hoping to have a little beta demo out in about a months time. I'm just about done the cave level, the boss jumps, blows fire and dies now. It still feels sloppy so I'm tweaking it until I get it where I want it. Still need the fire blowing animation and a "death" frame.

Then it's on to the "Daddy's Happy Dream World" where Maddi has to rescue Daddy from his eternal dancing in a magic mirror "Take On Me" level.

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Post » Mon Jul 09, 2012 5:14 am

Here is the final video for week 8. Info is in the video description. But basically the boss is around half finshed. Just missing animations for him but you can fight him and beat him, etc. Lots of little things to be tweaked and added in this level and with the boss fight. A couple new enemies, ghosts are fixed... stuff like that. A few tiles missing from the slime slide section and then the background is complete.


http://youtu.be/shka9TR4Dws

Enjoy!!

DMM
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Post » Wed Jul 11, 2012 5:23 am

Weapons system in the works. Wont bother posting the original bubble as that's been seen to death. Fire bubbles, Water bubbles and 3-way bubbles are completed. Just need to do Lightning bubbles and all main weapons are finished. Fixed a giant ass load of bugs tonight and seperated the shooting and controls into 2 seperate event sheets to make it 100x easier to find bugs and skip repeating events.

Here's the screens :)

Water:


Fire:


3-Way:


You'll see this crap in action plus the final weapon by the weekend update video. Changed the boss colors already too - over the next couple days I'll be attempting to add the loot drops and designing the loot. Then it's the missing boss frames (blowing and dying).

DMMdamainman2012-07-11 05:23:53
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Post » Thu Jul 12, 2012 5:52 pm

[QUOTE=damainman]
I think a simple game is easier to get into. For me I have very little time to play anything anymore (despite the fact that I still pre order crap). And then it turns out to be just that - 7-10 hours of crap.

With an arcade side scroller, you know what you're going to get, you already know if you're going to like it 5 seconds in etc. And it's the attract mode that pulls you to the machine.

For me I'd rather play any Capcom arcade game excluding the one on one fighters, Konami's old arcade machines, Data East, etc over anything nowadays. They're a quick fix, there is 1000x more quality and dedication put into them. And how often do you walk away from one of those games disappointed with anything?
[/QUOTE]
I can agree 100% with all that

And the new powers look awesomedeclan_gage2012-07-12 17:53:08
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Post » Sun Jul 15, 2012 8:49 pm

Thanks!

Should be a new video coming later tonight. Had no time to work on this at all yesterday. Very little time today. I've got 4 or 5 weapons completely finished and the 5th does nothing yet. Random loot drops are there but just dont feel very random to me. It's almost like the random code goes through sets of numbers for so many cycles and then goes to another set. Like it will take random numbers from 1-10 for about 10 seconds and then 10-20 for 10 seconds etc etc.

Sometimes I can go a whole level with only maybe two or three loot drops. I have it set now so for every random number between 0-9 if it's equal to 3 then run the code for random pick ups which is 10 numbers between 1-50. If I don't do that, 9 out of 10 times enemies drop loot.

I've tried several different ways to use random numbers but it just doesn't seem to be very random at all.

Also need to figure out why enemies are occasionally dropping two to three pieces of loot at a time. I have a private variable set per enemy at 1 and when the random loot code is excecuted, 1 is subbtracted from this variable... which seemingly does nothing, but it should force the code to only work once.

Anyhow that being said, the ground in the second scene has been redrawn. A few missing pieces from the third scene are there. Seems to be pretty bug free aside of when player is hit and random loot.


Anyhow, back to the grind.

DMM

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