Making a 2D Katamari Damacy in Construct!

For questions about using Classic.

Post » Thu Apr 30, 2009 1:59 am

You guys want to form a little team to try and make this game? I think it's be great fun and an interesting experiment that could test the power of Construct.

We don't have to but I can't do this stuff on my own and you guys are awesome. haha.

Lucid - What I'm concerned about is... with private variables or whatever they're called, we should be able to have a large family of pickupables that all add different amounts of size to the katamari, right?

Well in the final product I'd like the katamari to take up more of the screen than it does now so it'd be pretty important that it moves slower, but yeah I want to at least add the dash move. Not sure if we'll need to climb walls, the game will probably be pretty straight forwards (literally. i mean horizontal) But the dash would be great, with some nice motion blur in there too.

smashing into things and losing pieces, absolutely. I may just make "junk" sprites that fly off your Katamari so we don't have to deal with actual pieces falling off the katamari. Unless there's an easy way to do this. It'd be nice if there was, so you could pick them back up again.

Ahhh, the blur makes a lot of sense now. And yeah your second method sounds much easier.
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Post » Thu Apr 30, 2009 4:55 am

[quote="lucid":1w5v0dgm]...when you run over something, it can put them all back in place take a picture, and delete them all again.[/quote:1w5v0dgm]

What 3D Katamari did is discard the inner objects that have been covered by outer ones.

We could define size stages, when crossing the treshold discard objects not from the previous stage but the one before that, composite in canvas with the old canvas composite and draw with the objects from the previous stage.
You'd always have a somewhat blurred canvas center covered with sharp newer objects.

These newer objects are the ones that can be discarded on crashing. If you keep crashing there comes a time when nothing else can fall off.

I like this but I don't think I have the time for it :s
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Post » Sat May 02, 2009 9:54 pm

[quote="xiao":2y72rl0o]You guys want to form a little team to try and make this game? I think it's be great fun and an interesting experiment that could test the power of Construct.
[/quote:2y72rl0o]
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Post » Sat May 02, 2009 9:57 pm

[quote="xiao":2pqfon3t]You guys want to form a little team to try and make this game? I think it's be great fun and an interesting experiment that could test the power of Construct.
[/quote:2pqfon3t]
I can't be nonstop on it, but I could definitely do the programming for it, but if we do it, it should be awesome. do you have a sample of the art you have in mind, or if you haven't decided on a style, examples of possible styles?
CAP - construct awareness project - we should make it simple, other than glitchiness and level design we're pretty far along actually. I mean, the basic gameplay was there almost from the beginning...i love construct. but it should be 1 to 3 levels for now, but soooo polished it looks like a commercial game, know what I mean? I'm working on a ridiculously huge project, but it'd be nice to finish something in the meantime on the side that has that perfect polish. and although I've seen awesome works in progress, and cool technical demo stuffs, and really great art, I haven't seen a start to finish type project of every length that can serve as a construct business card...this is simple enough to finish in a reasonable amount of time, and it can be fun and awesome looking. once it's condensed to a clean version of itself, it will be an impressive display of the simplicity of programming in construct. a game created on barely more than a screen, that's not just a template generic game? that's unheard of in even the most convenient and easy of game makers. Then we can post vids of it everywhere, and people will come flocking to construct like madmen.

[quote="Madster":2pqfon3t]
You'd always have a somewhat blurred canvas center covered with sharp newer objects.
[/quote:2pqfon3t]
there's a simple fix for the blurry canvas thing, I think I may have posted in this thread, but I don't remember. it's simple though, so that problems solved
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Post » Mon May 04, 2009 12:57 am

Lucid - sounds awesome. I suck at programming anyways so I could do the design and artwork, as well as promotional stuff and direction and stuff.

As far as art styles go - I have quite a few ideas. One is just cartoonish and pleasing to the eye. The other is completely made of shred paper - making the game look like a "collage" and the katamari looking awesome. Another is to clay-animate the entire world. This would look AMAZING but be perhaps more work than it's worth. And the final idea is to go with the retro, 8-bit look. I lean towards the shred paper, with the Katamari being a giant wad of paper (starting out as a crumpled paper ball)

I agree. Short but sweet is what I'd like to aim for. It should be very polished. Serving as a construct business card sounds great to me. Let's establish a small team and maybe set up a forum for the team to discuss the progress?

Something important is to determine the aspect ratio of the game. I for sure want to use 16:9 but I'm not sure of the actual pixel sizes.

What I'd love to do someday is make a game similar to this for the iPhone using tilt controls
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Post » Mon May 04, 2009 1:56 am

[quote="xiao":2vdanncc]What I'd love to do someday is make a game similar to this for the iPhone using tilt controls[/quote:2vdanncc]
that's a really good idea. I mean, it wouldn't be the first game to use the accelerometer to tilt the world, but I certainly never thought to do it with katamari. ok,
well, first, please post a sample of your art.



we could make it a world tilting game on pc, or do you think not having the accelerometer would defeat the purpose? It's a little too much trouble to do it, just to do it, but If you're interested in the idea, I can rig up a working world tilting physics model, it might be interesting.

either way though. I'm really curious to see the art style. and I'd like to at least do one of the music tracks.

As for the aspect ratio, I think we should make it work in either. It's always annoying when a game doesn't let you use your monitor the way it's meant to be used, you know?

the art, man! the art!! I wanna see the art!!!
it doesn't necessarily have to be something katamari related
I just want to see something you've done.
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Post » Mon May 04, 2009 6:09 pm

I could make a demo of a level song, if you want.

edit: I just did
http://www.yoshimi.nl/music/katamari-menu.mp3

It could be used in a level, or in main menu, looped, or not used at all.
Let me know if something happens with it.
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Post » Tue May 05, 2009 5:56 pm

yeah, the world tilting thing would be awesome but i would probably only do it unless you're going for the iphone... i don't know, you might as well try it out and see how it works.

yeah that's true. aspect ratio can be a pain though as far as level design goes

i have so much art i don't know what to show you! lol
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Post » Tue May 05, 2009 7:26 pm

[quote:1mzugkff]i have so much art i don't know what to show you![/quote:1mzugkff]
something good
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Post » Sun May 24, 2009 10:03 pm

Hey Lucid! Any more work on the engine so far?

Sorry I haven't posted here in a while. I have much more free time now. I'll have to put up some art in a sec.
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