Charas-Project

Off-Topic => Really Old Stuff => Archive => Junk bin => Topic started by: fruckert on May 15, 2010, 02:22:10 AM

Title: Kyoob 3.1 - Hey look, an update!
Post by: fruckert on May 15, 2010, 02:22:10 AM
(http://i143.photobucket.com/albums/r125/fruckert/screenshot100-2.png)

I'm currently, yet again, restarting Kyoob.
At the moment, I'm redoing the engine so that it's cleaner, stabler, and more functional.

Download link taken down, due to it not at all reflecting the current project.

[spoiler=Screenshot Batch: 10/4/10]
(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot100.png)
This is showing the Jacker...because he's my favorite enemy so far.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot101.png)
Walljumping is go!
It works rather well, as...well.
To walljump, you just have to press in the direction of the wall, at which point you'll go into the stick state, and then you can go whichever which way you wish.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot103.png)
See?
(that trail makes taking screenshots so much easier)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot104.png)
One of the new magic types...the "Locker".
It locks on to the nearest enemy position and then zooms in.
Glitchy as **** right now because I can't change it's speed ;_;

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot105.png)
The Longshot is back.
It's now it's own magic type.
You can't really see it, but Kyoob's face changes to let you know how much longer the magic charge has.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot106.png)
This WAS going to possess things, but I couldn't figure out an actual use for that...so for now, it's just a pretty effect (if anybody has any ideas, please let me know.)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot107.png)
The Blocker. It creates blocks.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot109.png)
The enemies can stand on them too!

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot112.png)
The locks are back, but have drastically better programming...they can now be toggled.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot113.png)
These are the pressure switches.
The one on the left toggles, the one on the right doesn't.
That thing to the left is a box, you can move them (and apparently, it stops enemies)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot114.png)
You can stand on the box.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot115.png)
And you can move the box with attacks.
The one-off switch is turned on, now...I thought that I had more screenshots taken, but apparently I don't.
More in a bit, when that happens.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot116.png)
The new blocks are...well, they don't have a name yet.
I've been calling them "Appearifiers" due to how they appearify depending on whether or not a switch has been hit/a key has been found.
Also, the pressure switch has been activated, due to the box.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot117.png)
The one off switch controlled the locks, just so you know.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot118.png)
Enemies can activate switches too!
(and move boxes)
[/spoiler]

[spoiler=Checklist]
Done:
Some redesigned enemy sprites.
Movement.
Attacking
Saving
HUD
Abilities

Not Done:
Enemy Collisions and the ability to attack them.
[/spoiler]

[spoiler=Emenies List]
Why not...the other thread had it.
(http://dl.dropbox.com/u/3104371/Jacker.gif)
Jacker
The Jacker springs up into the air, and then tries to land on you. Was easily the hardest enemy in Adventure of Kyoob, until you got the Aerial Blade.

(http://dl.dropbox.com/u/3104371/S_Shif2.png)
Shif
The Shif is an underwater Kraze, basically...however, Water Haven has been hit especially hard by the Circle invasion, so signs of Circle corruption are easily visible in them. They also take a lot more hits than a Kraze, and have a Rush attack.

(http://dl.dropbox.com/u/3104371/Rockim.gif)
Rockim
The Rockim is a powerful golem-type creature found in Earth Haven. It has a powerful downswing attack which throws you across the room.
It's weak point is it's head...if you jump on it, it'll collapse for a short time.

(http://dl.dropbox.com/u/3104371/sprSplyer.gif)
Splyer
Flys around and shoots little mini-circles at you.
A right pain in the *** until you can attack in the air.


(http://dl.dropbox.com/u/3104371/sprKrabby.gif)
Mr. Krabs/Krabby/Krab/Klaw
I can't figure out a name for him.
WYSIWYG...it's a crab.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/3.1/Enemies/Spyder.gif)
Spyder
It drops down to try to hit you. If it doesn't, then it'll shoot a glob at you, freezing you in place for either a few seconds or until you break free.
Their soft point is underneath them.

More to come
[/spoiler]
Title: Re: Kyoob
Post by: A Forgotten Legend on May 15, 2010, 05:03:13 AM
Lucky for you I have all that music saved. ;D
Title: Re: Kyoob
Post by: fruckert on May 15, 2010, 07:35:09 AM
I am away from my computer for the weekend, so no updates until Monday.

Although I do have a special treat saved up...one second.

EDIT: The original Kyoob source code (http://dl.dropbox.com/u/3104371/Adventures%20of%20Kyoob/Game%20Files/Adventure%20of%20Kyoob.gmk).
Made in GM7 Pro, so you'll need that, or GM8.

Have fun crashing!

EDIT2: *headdesk*
Forgot that the music was in the GMK >_>
Title: Re: Kyoob
Post by: A Forgotten Legend on May 15, 2010, 12:11:33 PM
haha
Title: Re: Kyoob
Post by: drenrin2120 on May 15, 2010, 11:36:42 PM
Idk why I love this so fruckin much. Glad to see you starting this up again.
Title: Re: Kyoob
Post by: MissingName on May 16, 2010, 07:49:59 PM
Yay!
Title: Re: Kyoob - Small Zero Demo Released - 5/16/10
Post by: fruckert on May 17, 2010, 04:37:48 AM
Small engine demo released.
Just click on the "Kyoob: Haven"

EDIT: Controls are exactly like they were in the last game, although there is the addition of the uber adorable "duck", which I swear is going to be more than a novelty.

Also, walljumping is kind of weird.
There's no x axis movement, just y.
So you'll have to go in the direction you want to go after you jump.
Or just hammer on up until you get where you desire.
Title: Re: Kyoob - Small Zero Demo Released - 5/16/10
Post by: drenrin2120 on May 17, 2010, 02:18:32 PM
Loved it. Good show.
Title: Re: Kyoob - Small Zero Demo Released - 5/16/10
Post by: Bluhman on May 17, 2010, 08:58:35 PM
It's quite nice.

The wall jumping is a lot more like wall-climbing, I feel. If that's not quite what you're going for, you might want to change it. (It's pretty nice, though, I will not lie.)

Also, you can't double jump. :(
Title: Re: Kyoob - Small Zero Demo Released - 5/17/10
Post by: fruckert on May 18, 2010, 03:07:11 AM
The double jumping is going to be the first powerup, although I'm still working on the custom saving system.

And are you talking about the wall-climb being nice, or the overall demo?
'cuz I'm going to make it so that you can only wall-climb on certain types of blocks, later, that way wall jumping will be necessary.
Just to make it more of a challenge, because at the moment, you can go freaking anywhere with it.

EDIT: So the cool thing about the program that I'm using to host the files is that I don't have to change the links to the file if I update it.
The next demo is up, it shows the more advanced sticky wall wallclimbing (forgive the lazy graphics), as well as a quick introduction to water. With no physics.

I also believe I have jumper blocks in, but I'm not sure. ED:nope
Title: Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
Post by: Bluhman on May 18, 2010, 06:16:08 AM
Both, mac.

EDIT: Urgh. Wall jumping is annoying. The way it's setup has a very awkward control scheme, where you have to be pushing right up against the wall to jump off it. This was nice before hand, but was certainly more akin to climbing. On the other hand, doing a legitimate wall jump maneuver is really hard, since you have to change directions in the nick of time after you jump.

You should probably think about doing a Megaman X dealy, where, on the jumpable walls, Kyoob will stick and slide down them, at which point he can jump off to the opposite wall.
Title: Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
Post by: fruckert on May 18, 2010, 06:29:03 AM
Is anyone else having framerate issues?
My FPS has been kind of tanking.

I think it may be due to the sheer amount of code being played at once, seeing as every object is autotiling every frame.
I think I'll make it so they only autotile every 15 or so frames (half a second).

EDIT: Ninja Update.
This one basically shows the moving platform, as well as adds an FPS ticker at the bottom.

E: Also, I changed the scripts to act as above, and it works just fine.
There's also a weird glitch concerning moving platforms that I've yet to find a workaround for.
If the platform gets within 16 pixels of a block, the block tries to autotile towards it.

E2: I did not see your edit Bluh, sorry.
I was going to change the control scheme to where the jump button is a different button, I'll see how that works out.
I'll also try to do what you suggested, and make Kyoob slowly slide down the wall after attaching to a wall.

E3: Well, the different button deal didn't work...it's way harder now.

E4: Hey, I figured out why my walljumping was all fubar'd.
Now it's fixed, and wall-climbing is no more.
I think.

EWhoCares:I'm going to try the X thing.
Title: Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
Post by: fruckert on May 18, 2010, 10:05:17 AM
And I like this new walljump system a lot better.

Updated the engine, now when you go up to a sticky wall, you snap to it and slowly slide down.
Pressing down cancels the walljump, and you fall, while up makes you jump straight up, and the side buttons make you jump to that side.

E: I know, the animation is a bit wonky right here, that's because I kick myself out of the animation script for about five frames so that you don't eternally stick to the wall.
Title: Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
Post by: Bluhman on May 18, 2010, 10:12:19 AM
Yes, this is much better! Only thing I find wrong now (and this is pretty much only personal taste) is that Kyoob probably shouldn't be grinning like that when trying to hold onto a wall. Unless it really is that easy.  :P

The booster block is extremely sexy, by the way. I don't know why, but it seems like the engine you got handles high speeds quite well.
Title: Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
Post by: fruckert on May 18, 2010, 03:19:59 PM
I could very easily change the grinning Kyoob to something a little more "serious".
I just did that because I didn't feel like making a new sprite for it.

Anyways, I'm not releasing another demo, because I think that's more than enough for one day, but I have made a ton of progress on a custom saving system.
I made my own file format (.ccs , for Creative Cubed Save), which isn't that hard (it's basically a text file with a ton of variables in it), and have made it to where values and such can easily be saved and read.
I also hope that it won't be too huge, but that depends on how big the game gets, because I will be the first to admit that it is terrifically inefficient, and will require a lot of on-the-spot loading.
Title: Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
Post by: fruckert on June 01, 2010, 09:13:43 AM
Oh, God, where do I start.

Tons of stuff finished since last update.
Attacking not one of them.

I got the room transitioning system worked out.
The only downer is that there is no cool room transitions at all.
It's instantaneous.
This is due to how Zero draws stuff, and is unavoidable without introducing some nasty graphical errors.

Saving system is almost completely done.
All I need to do is get upgrades finished (should take a few seconds). ED: Done and done.

I'm working on a custom pausing system. ED: This is what I'm currently working on.

I have Kyoob's trail lighting up depending on what ability is currently being used.

I have the music system built, and am working on a few new songs (sorry AFL).

Reworked the health system to work in the Metroid fashion.

Added a console.

uh

I really don't know.


No, not releasing a new demo, it's a little too unstable for that right now.

Although I did add in a new demo a few days ago.
This one's kind of confusing.
After you start the game up, press `, it tells you all you need to know. ED: Deleted that file, so the link is now removed.
Title: Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
Post by: fruckert on August 27, 2010, 09:44:00 AM
I found this GMK laying around my external, so I picked it back up.
I'm currently reworking a lot of the code so that it's more optimized, and then I'm going to finally code in attacking.
After that's done (if ever), a demo will probably be released.

ed:
New enemy design, tell me whatcha think:
(http://dl.dropbox.com/u/3104371/S_Shif.png)
compare to
(http://dl.dropbox.com/u/3104371/Adventures%20of%20Kyoob/Shif2.gif)

ed2:
oh noes i had to restart the engine due to **** programming
Gonna be a little whiles, folks.
Title: Re: Kyoob - Reboot: 2.0
Post by: A Forgotten Legend on August 27, 2010, 04:49:03 PM
Its okay, haha.  Good luck with the whole... programming thing.
Title: Re: Kyoob - Reboot: 2.0
Post by: zuhane on August 27, 2010, 10:52:21 PM
I wish I knew how to program something as awesome as this :(
Title: Re: Kyoob - Reboot: 2.0
Post by: fruckert on August 30, 2010, 07:01:11 AM
Added new enemy to list.

Current stage of programming: System architecture (which is basically pre-programming organization)
Title: Re: Kyoob - Reboot: 2.0
Post by: fruckert on September 01, 2010, 01:48:32 PM
Added the Splyer to the bestiary.

Changelog:
Just got movement re-implemented, currently working on animation.

Still drafting out new abilities so I can get the save system implemented.

I'm kinda having trouble with that, so if anyone has any ideas, just post them here.
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: ellie-is on September 01, 2010, 04:56:03 PM
Pretty splyer, though you need to animate his wings moving up.
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: fruckert on September 01, 2010, 05:43:24 PM
...I did.
He pauses for a second, then swings his tentacle-wing-things.
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: ellie-is on September 01, 2010, 05:48:59 PM
I meant after he swings them down, while he goes back to the first frame.
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: fruckert on September 02, 2010, 08:25:47 PM
That was a fun discussion.

Anyways, seriously, nobody has any input on what I should do?
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: ellie-is on September 02, 2010, 08:29:18 PM
You should finish this.
Title: Re: Kyoob - Reboot: 2.0 - Question for the community, look at latest post
Post by: fruckert on September 02, 2010, 08:37:28 PM
Very useful.

(http://dl.dropbox.com/u/3104371/Kyoobtroid.png)
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: fruckert on September 07, 2010, 12:40:20 AM
Currently programming Kyoobs brains.
Stuff behind the scenes should run smoother.

ed: LOL SCRATCH THAT THAT WAS ANNOYINGLY DIFFICULT
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: A Forgotten Legend on September 07, 2010, 01:50:42 AM
I don't get the topic title. O.o
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: fruckert on September 07, 2010, 01:51:50 AM
Something that Square Dood would say in the very original game.
I didn't have a line for him yet, so I used that as a placeholder, as my sister was pregnant at the time.
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: A Forgotten Legend on September 07, 2010, 01:57:59 AM
Ooooooh. ok.
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: ellie-is on September 07, 2010, 02:34:23 AM
Something that Square Dood would say in the very original game.
I didn't have a line for him yet, so I used that as a placeholder, as my sister was pregnant at the time.
Yep, sorry about that.
Damn old condoms
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: fruckert on September 07, 2010, 02:38:33 AM
Old condoms are the worst.
Just ask any of my friends right now!

Srsly, teenage pregnancy is all the rage nowadays.
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: Ben on September 07, 2010, 02:50:42 AM
what is this i dont even
Title: Re: Kyoob - Reboot: 2.0 - Teenage pregnancy is a *****
Post by: fruckert on September 07, 2010, 02:52:24 AM
i'll go ahead and change it now k
Title: Re: Kyoob - Reboot: 2.0 - God Dies at the end D:
Post by: Ben on September 07, 2010, 05:48:35 AM
you didn't have to change it. But it did confuse me
Title: Re: Kyoob - Reboot: 2.0 - God Dies at the end D:
Post by: Bluhman on September 07, 2010, 03:38:16 PM
Change God to Jesus.
Title: Re: Kyoob - Reboot: 2.0 - Jesus Dies at the end D:
Post by: fruckert on September 10, 2010, 10:58:19 PM
I'm starting to think that Kyoob is cursed.
Every time I start updating, Charas crashed.

ed: Anyways, I have magic programmed in, as well as two different magic types kinda-sorta.
I need to implement the saving system as well as a pause menu before you can switch back and forth between them, though.
Title: Re: Kyoob - Reboot: 2.0 - Jesus Dies at the end D:
Post by: ellie-is on September 11, 2010, 01:01:19 AM
Adds "But then he comes back in the sequel :D" too.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: fruckert on September 12, 2010, 02:55:04 AM
I've got a fair bit done with the saving system.
Currently working on implementing attacking, and then I MIGHT release a demo showcasing everything that's done so far.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: fruckert on September 20, 2010, 01:25:45 AM
(http://dl.dropbox.com/u/3104371/screenshot102.png)

One of the new attacks.
It doesn't exactly work properly yet.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: Bluhman on September 20, 2010, 07:33:49 AM
Ground pound which sends force waves out to both sides. Neat.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: fruckert on September 20, 2010, 07:41:31 AM
It's not a ground pound so much as it is just a simple shockwave (crouching + attacking yields this).
It's currently VERY broken. Holding the button does it TONS of times (I'm going to implement a timer, so you can only do it every half second), and it's supposed to only go on solid ground...which is why I took the shot in the pit.

I'm TRYING to get it so that you can move and attack at the same time (with a certain button combination, at least), but that's not working that well. It's how that should work that I'm getting hung up on...it doesn't seem to mesh with the overall "feel" very well.

Also of note is that magic is, in my opinion, nigh infinitely better than in previous incarnations.
That bar underneath the ugly coloured health bar is the magic meter.

The health bars (as shown) work off of a cascading bar effect. Each time the bar fills, if you have enough health upgrades, the current health changed colour and the previous bar is shown in the background.
It's harder to explain then I thought, so just look at the screenshot :P.

Huh...unexpected info dump.
Fun.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: fruckert on October 02, 2010, 07:02:16 AM
10/3/10
Creative^3 Save System 2.0 is nearing completion.
It's partly based off of the switch system in 2k.

Magic is almost completely done, as is attacking, although you can't hurt foes yet.

Physics puzzle capability is now in; I have pressure switches made and done.

Kyoob swims now.

uh...other stuff.
Screenies on monday.
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: Ben on October 02, 2010, 07:16:15 AM
excite
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: drenrin2120 on October 03, 2010, 12:21:47 AM
Yes. Slow updates or not, lurv
Title: Re: Kyoob - Reboot: 2.0 - Huge Squares Only
Post by: fruckert on October 03, 2010, 09:44:29 AM
Save system is complete.
That was the most aggravating loop I've ever done...it reminds me of Grandy's Wii magically fixing itself.
Screenshots may also be a tad late.
I'm away from home right now, and don't have internet (I'm posting from mah phone).
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: fruckert on October 04, 2010, 10:46:31 PM
(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot100.png)
This is showing the Jacker...because he's my favorite enemy so far.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot101.png)
Walljumping is go!
It works rather well, as...well.
To walljump, you just have to press in the direction of the wall, at which point you'll go into the stick state, and then you can go whichever which way you wish.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot103.png)
See?
(that trail makes taking screenshots so much easier)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot104.png)
One of the new magic types...the "Locker".
It locks on to the nearest enemy position and then zooms in.
Glitchy as **** right now because I can't change it's speed ;_;

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot105.png)
The Longshot is back.
It's now it's own magic type.
You can't really see it, but Kyoob's face changes to let you know how much longer the magic charge has.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot106.png)
This WAS going to possess things, but I couldn't figure out an actual use for that...so for now, it's just a pretty effect (if anybody has any ideas, please let me know.)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot107.png)
The Blocker. It creates blocks.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot109.png)
The enemies can stand on them too!

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot112.png)
The locks are back, but have drastically better programming...they can now be toggled.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot113.png)
These are the pressure switches.
The one on the left toggles, the one on the right doesn't.
That thing to the left is a box, you can move them (and apparently, it stops enemies)

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot114.png)
You can stand on the box.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot115.png)
And you can move the box with attacks.
The one-off switch is turned on, now.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot116.png)
The new blocks are...well, they don't have a name yet.
I've been calling them "Appearifiers" due to how they appearify depending on whether or not a switch has been hit/a key has been found.
Also, the pressure switch has been activated, due to the box.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot117.png)
The one off switch controlled the locks, just so you know.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/screenshot118.png)
Enemies can activate switches too!
(and move boxes)

Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: drenrin2120 on October 04, 2010, 11:21:54 PM
I reeeeally like what I'm seeing here!
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: fruckert on October 05, 2010, 05:49:25 AM
(http://dl.dropbox.com/u/3104371/sprKrabby.gif)
I'm getting much better at animation, no?

ed:
(http://dl.dropbox.com/u/3104371/sprRockimAtk.gif)
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: Ben on October 05, 2010, 06:17:16 AM
IM diggin that crab
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: RockJohnAxe on October 08, 2010, 04:33:16 PM
holy **** i gotta change my pants!!

Those screen shots, awesome and exciting! That Crab is WICKED!!

I had an ability idea for that other Beam. Maybe if you shoot it into Kyoob it pushes him a bunch of squares. Kinda Like Ness from Super Smash Bros PK Thunder. If you redirect it into yourself it pushes you and technically do damage to enemies but i dunno if that can be done.

just an idea! This is awesome btw!

edit: The Blocker is the coolest by far.
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: fruckert on October 09, 2010, 04:20:11 AM
I've been experimenting with the trail.
Results are meh, but I thought I'd show it anyways.
[spoiler]
OLD
(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/Trail%20Compariosn%20Old.png)

NEW
(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/Trail%20Compariosn%20New.png)
[/spoiler]

No, I'm not going to the second one, but I just thought that it was interesting.
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: Bluhman on October 09, 2010, 07:43:28 PM
Yeh, the old one looks better.

'N that crab is purdy aweseme.
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: fruckert on October 11, 2010, 06:14:54 AM
I have yet to figure out what's causing so much artifacts in the trails.
It's not noticeable when you're playing (unless you're falling), but it's still there.

BTW, the shockwave move is done.
Title: Re: Kyoob - Reboot: 2.0 - Alive and Triumphant - I HAZ SCREENSHOTS
Post by: fruckert on October 16, 2010, 12:13:56 AM
Thought I'd give a rundown on upgrades.

(http://dl.dropbox.com/u/3104371/KyoobInventory.png)
No, that isn't in the game, because for some stupid *** reason pausing doesn't work as advertised.

AERO - Allows Kyoob to attack mid-air.
FREEZE - Freezes an enemy for a short amount of time.
SHIELD - Makes a couple of particles that surround Kyoob.
CHARGE - Charges the blades. After you release the button, projectiles appear and go in their respective directions.
S-WAVE - Makes a shockwave when Kyoob hit's the ground while Aero-blading.

MAGIC - Allows Kyoob to create a ball (square) of energy. It explodes upon contact with an enemy.
L-SHOT - Allows your view to go beyond the normal limits with a magic.
BLCKER - Creates a block when it explodes. It disappears after 10 seconds.
SHCKER - Does not explode. Instead, it shocks any enemy that comes near.
LOCKER - You can't control it, but it locks onto the nearest enemy and homes in.

D-JUMP - Allows Kyoob to double-jump.
W-JUMP - Allows Kyoob to wall-jump.
H-JUMP - Makes Kyoob able to jump higher.
H-SWIM - Allows Kyoob to swim in hazardous materials. Acid is floatier than water, while lava is not.
Title: Re: Kyoob - Reboot: 2.0 - [insert wit here] - Item Shakedown
Post by: Felix-0 on October 18, 2010, 10:08:19 PM
Saw this at voca and said Do Want!
Title: Re: Kyoob - Reboot: 2.0 - [insert wit here] - Item Shakedown
Post by: fruckert on October 18, 2010, 10:09:14 PM
...Voca?
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Felix-0 on October 18, 2010, 10:17:51 PM
Vocational school.

there for computer repair.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on October 18, 2010, 10:18:48 PM
O
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Felix-0 on October 19, 2010, 09:38:51 PM
Big
O
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: SaiKar on October 21, 2010, 11:46:05 AM
That font is sorta confusing. AERO sort of looks like RERD. I know you have different looks for A and R as well as O and D, but that doesn't stop my eyes from not immediately seeing the differences.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Prpl_Mage on October 21, 2010, 02:37:48 PM
Since my display is so dark - it looks like "REPO" to me.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on October 21, 2010, 04:18:33 PM
I use a different font (http://www.fonts101.com/fonts/view/Pixel_Fonts/425/Visitor_TT1_BRK.aspx) in-game, that one I sprited by hand.
Ridiculous OCD stuff made me sprite in a 3*5 pixel area.

Like I said, the menu isn't in-game because of a hack that I'm using because Game Maker behaves badly on certain graphics cards...including mine.
I'm still trying to figure out what exactly causes the problem, but until then, items you pick up are with you forever.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on November 21, 2010, 11:56:34 AM
There's been a change regarding items.

The "charge" powerup ended up being really gorram hard to use. As such, it's scrapped. Same with the "freeze".
Shield is rather awesome to use, though.

I'm almost ready to release a tech-demo, I just need to implement enemy collisions, and then I'll be done.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Moosetroop11 on November 21, 2010, 12:50:10 PM
Looking forward to it. I haven't played this in ages.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on December 03, 2010, 08:17:24 PM
I apologize for my hasty statement and hope that this screenie of the shield and new tip system will placate the rabid rending of my flesh.

(http://dl.dropbox.com/u/3104371/Kyoob%20Screenies/3.1/KyoobShield.png)

The shield works by going into attack mode, and then pressing the magic button.
Doing that again makes them fly out in said spiral pattern.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: drenrin2120 on December 03, 2010, 08:25:50 PM
When they fly out, do they do damage to enemies? That'd be spiffy.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on December 03, 2010, 08:26:58 PM
Yup.
They also ignore collisions with blocks, so it's a nice way to damage everything in the area, albeit lightly.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: SaiKar on December 03, 2010, 11:38:57 PM
I apologize for my hasty statement and hope that this screenie of the shield and new tip system will placate the rabid rending of my flesh.

Sorry, but nope. Gnaw.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on December 03, 2010, 11:41:06 PM
oh noooooo *death*

I kind of programmed myself into a corner. I have no idea how to effectively make sure that enemies hit Kyoob, and vice-versa.
Until I bang my head at that wall enough times to tunnel through, I can't really do much.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Geocide on December 11, 2010, 10:32:00 AM
You're using GameMaker in this game am I right? If that's the case then I see alot of potential to go over to a powerful language such as C++ and build a game entirely from scratch. Ofcourse if you have worked for so long with it, you might wanna stick to it but I'd like to see you port this into C++ in where you have more control of what to program.

If you now are using GM I don't have a clue what built-in features that has.

But in C++ I would do something like:

Create my enemies (you already have enemies I assume)
Create a list in where I put all the enemies.
Loop through the list and check which enemy the player collides with (or bullets or w/e).
Execute whatever action you'd like.

Enemy enemy1;

Enemy enemy2;
Enemy enemy3;
EnemyList.push_back(enemy1)
EnemyList.Push_back(enemy2);
EnemyList.push_back(enemy3);

Now you'd have 3 enemies in the list.

for(int i = 0; i < EnemyList.size(); i++)
{
if(player.collideswith(EnemyList (i)) player = dead;
}

The reason I'm writing this is so that something similar might be written in GM or so and might give you a hint or so. I've never used GM myself since I wanna do my games from scratch.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: Prpl_Mage on December 11, 2010, 03:59:33 PM
I think his problem is the Gauntlet-problem. Both the player and the enemies get hurt at the same time when they collide.
Title: Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
Post by: fruckert on December 11, 2010, 07:26:29 PM
That is a fascinating solution to the problem.
I'll try modifying it to work with GM, and my more complex enemies, although I absolutely suck with for() loops, so I'm not sure how well that will turn out.

Purp: Only certain enemies you can jump on, some have spikes. And some only hurt you when they attack, etc.
Title: Re: Kyoob 3.1 - Hey look, an update!
Post by: fruckert on January 04, 2011, 10:58:17 AM
New enemy in the list.

I haven't worked on enemy collisions yet, though, so... =[

I have, however, made this fairly kickass tooltip system that I'm very proud of.
Title: Re: Kyoob 3.1 - Hey look, an update!
Post by: fruckert on March 07, 2011, 04:36:48 AM
May I get a delete on this?
I'm planning on revitalizing the whole thing, with an actual physics engine and whatnot.
This thread is kind of redundant at this point.
Title: Re: Kyoob 3.1 - Hey look, an update!
Post by: SaiKar on March 07, 2011, 05:09:25 AM
What? I am have the sadness!