Lolz Invaders

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Post » Thu Apr 13, 2017 4:07 pm

Vidlog
Updated this post to just make it a list of videos from the posts below and some previous.

I started this game around January 2017 (after previously messing with C2 for a few months).
The first thing I tried was to make a 3D background out of lines..... Then put a ship in it
You can see the rest of the journey here as it unfolds.
Hopefully I will finish something that resembles a game even if it is not brilliant or original.
Just reasonably competent would be fine for me.
My biggest issue is finding time. I'm literally on a few hours a week , that's why progress is so slow.
But it is all part of the challenge...

Note I am not a programmer, I know nothing about programming, or game development. although I play alot of games.
Just totally trying my hand at this for the first time.
everything here is done in with construct events only mostly by following tutorials I have found on the forum and no 3rd party plugins


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Jan("3D")
https://drive.google.com/file/d/0B6AQ9z ... sp=sharing
FEB ("3D" and bezier)
https://drive.google.com/file/d/0B6AQ9znz3zwxdl80TV9pQzNnN0k/view?usp=sharing
FEB ("3D" and bezier and lazer)
https://drive.google.com/file/d/0B6AQ9znz3zwxRmlxVEg1Q3hRS0E/view?usp=sharing
MARCH(Working on Formations)
https://drive.google.com/file/d/0B6AQ9znz3zwxa0V2UWw5OFhneDQ/view?usp=sharing
APRIL (Messing with Z and scaling)
https://drive.google.com/open?id=0B6AQ9znz3zwxTC1qZWNIMmlpMEE
MAY (got enemies following paths listed in an array)
https://drive.google.com/open?id=0B6AQ9znz3zwxNW9tQnY5WThhbXM
JUNE (changing AR and adding Z and parallax backgrounds
https://drive.google.com/file/d/0B6AQ9znz3zwxQWRhek1GS0dwb28/view?usp=sharing
JULY (starting editor)
https://drive.google.com/file/d/0B6AQ9znz3zwxTnEyNUhXWjllOFE/view?usp=sharing
JULY (Trying out C3 android build service just to see)
https://drive.google.com/file/d/0B6AQ9znz3zwxdmtXRGtqMTZUbkE/view?usp=sharing
Last edited by NetOne on Fri Jul 14, 2017 10:29 pm, edited 12 times in total.
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Post » Thu May 11, 2017 9:46 pm

Finally got to work on some game tonight after many days instead of just lurking around this forum at work. Took me an hour to remember what I was doing but I finally got these enemies to follow a path, then go into formation, then just sort of waver side to side Galaga style. Not that you would notice it with all the randomness going on. But its a small achievement for me. They are all just spawning in centre for now while I put together an editor that will allow me to script some nice enemy movements ...within a few weeks hopefully. (ignore all graphics, all just placeholder for now..background will eventually be 3d paralax...im not sure about the flying girl im thinking i will go back to a spaceship but we'll see...obviously need to work on some propper bullet patterns and pickup etc.......so much work and no time.....)

any suggestions for gameplay ideas mechanics welcome, its surprising how dry one's imagination becomes as one get older..... or anyone knows anyone who likes drawing pixel art spaceships you know where to send them...

VIDEO LINK
https://drive.google.com/open?id=0B6AQ9znz3zwxNW9tQnY5WThhbXM
Last edited by NetOne on Sat Jul 08, 2017 11:54 pm, edited 1 time in total.
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Post » Mon May 15, 2017 4:21 pm

Pretty badass gameplay (and soundtrack) !

The bigger enemies could maybe do a little more than just follow the players movements. Right now they look pretty static and inactive (apart from all the enemy fire). Maybe one of them could reach out and try to hit the player? Just an idea ;)

Other than that: keep up the good work!
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Post » Tue May 16, 2017 8:58 am

Cheers @dreikelvin, it is early days, all the graphics are just placeholder for now just to get the feel of the game as I work on the engine. Yes definitely the enemies will eventually be animated and attack.

I like your idea of "reaching out" to hit rather than shooting. Maybe something could come out of their mouth, like another mouth...Alien style...... !

The music track is not mine. (It is Carpenter Brut, I think he is too famous to want his music in my game). But it is part of the vibe I am looking for. (Not necessarily dark, but high energy)

I am trying to resist doing any graphics and music until I have the game machine running properly. Only then then I will get to the fun stuff!

I checked out your soudcloud. You are Pro. Once my engine is ready I will need sound effects and music and you will be on my list if you don't mind.
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Post » Tue May 16, 2017 9:10 am

NetOne wrote:Cheers @dreikelvin, it is early days, all the graphics are just placeholder for now just to get the feel of the game as I work on the engine. Yes definitely the enemies will eventually be animated and attack.

I like your idea of "reaching out" to hit rather than shooting. Maybe something could come out of their mouth, like another mouth...Alien style...... !

The music track is not mine. (It is Carpenter Brut, I think he is too famous to want his music in my game). But it is part of the vibe I am looking for. (Not necessarily dark, but high energy)

I am trying to resist doing any graphics and music until I have the game machine running properly. Only then then I will get to the fun stuff!

I checked out your soudcloud. You are Pro. Once my engine is ready I will need sound effects and music and you will be on my list if you don't mind.


Thanks! Sure, hit me up if you need some sound! I am really curious about how your game will look when it's finalized. I mean, it looks already quite slick to me. But I'm just an amateur when it comes to game mechanics and gameplay analysis ;)
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Post » Fri Jun 30, 2017 6:39 pm

Right Ive promised myself that I will try to share a vid a month on my progress.
This is to guilt myself into keep perservering with the game and maybe some of you guys find it interesting.
Maybe I will start loading to youtube I just wasn't sure I was going to finish anything but am getting a bit more confident recently.

This month has been very difficult to find time to do anything on the game. Work is just killing me and pretty much every weekend has been socialzing of some sort. Which is not a bad thing but a max of 10-12 tired drowsey hours I have scrapred to work on the game, Most of those hours have been today (I took a meeting room and stayed after work for about 4 hours).

What have I done in 10-12 hours

I have gone ultra wide and gone high dpi. so no more pixel art for now. This is not nessesarily final Im just experimenting.

I have made a quick and dirty system to swap the backgorunds for the different levels. I am swapping them every couple of seconds here. If you also notice I can also change the horizon level and the paralax will match.
TO DO: The background sprites are just temporary for now and the backgrounds will be scrolling. I need to make some sort of scrolling tile map thingy for the backgrounds.

Its not obvious right now but all enemies and backgrounds have a z value linked to scale now so that i can have enemies spawn in the the distance and fly towards the screen into formation. Im not sure what I can do with z values for background but its there now and maybe I can find something interesting to do with.
TO DO: I need to make a system to give them the z coordinates to do this.

I havent worked on the editor. mainly because I still havent figured out how Im going to do some things like store and retrieve and que up the enemy patterns and bullet patterns (which I havent made yet either) and backrounds but Im getting an idea how to do it with arrays and functions and such so should come shortly. Ive made a flowchart to help me link the various things together. Pro Dev!!! :)

anyway there you go. Now Im going to the pub..... what? I spent the last 4 hours on the game, thats enough... I need to go get drunk now.....

VIDEO LINK
https://drive.google.com/file/d/0B6AQ9z ... sp=sharing
Last edited by NetOne on Sat Jul 08, 2017 11:53 pm, edited 1 time in total.
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Post » Fri Jul 07, 2017 5:27 am

This looks quite interesting.
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Post » Sat Jul 08, 2017 4:18 pm

Seizure inducing at best.
Spinning white lines will make it even better! :lol:
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Post » Sat Jul 08, 2017 11:49 pm

Allen T wrote:Seizure inducing at best.
Spinning white lines will make it even better! :lol:


Dude... please don't tell anyone but.. :oops: .... I love Fry Me Omelettes
If my game can have half the polish, professionalism, fun, immersion and addiction of your game I will be very happy. really good job there...

Right
I know I said one a month but I started the editor in full effect and have spent almost the whole of the last day and a half on this (and some of it was sort of in place already) I think its pretty cool and probably wont have much time for the rest of the month so here you go.

I don't know really what I am doing or where this is going.
Or even if can handle this kind of complexity but I'm giving it a shot.

essentially this is a screen that will allow me to populate the arrays that will be used by the game side of things.
it is not really connected to the game or arrays yet but that is the plan.

VIDEO LINK
https://drive.google.com/file/d/0B6AQ9z ... sp=sharing
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Post » Sun Jul 09, 2017 3:48 am

That's too kind of you to say that, @NetOne. I don't really think i'm pro at anything.
Don't even know how to make complex movements like you do in the game.

NetOne wrote:I don't know really what I am doing or where this is going.
Or even if can handle this kind of complexity but I'm giving it a shot.


You're doing fine.
Everyone works differently. For me I always have a clear idea what I'm trying to make, and plan ahead before coding. How it looks, how certain scenes will play out, or what I want players to expect of.
I'm more of a "big picture" than "detail oriented" person though. And I work super slow. :)
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