Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Ben on May 11, 2010, 09:39:42 PM

Title: NANO *Platform Movement and Physics Engine now online*
Post by: Ben on May 11, 2010, 09:39:42 PM
NANO


Want to Try the Latest Version?

V0.05
http://beta.stencyl.net/games/play.php?gameID=1021

 None of the links here will be anywhere near close to finished product. These arent meant for review or critique,
so much as just a sneak peak at the basic engine as it Progresses

Mainly a run and gun platformer with rpg tones, but will have side-games of a side-shooter,Racing, top-down shooter and puzzle varieties.

In the not-so-distant future, the earth is attacked by visitors from outer space. The First attack leaves most of civilization
in ruins, and the survivors live in secret in the ruins of the city's cores. The advanced alien technologies have
begun to cause the computers and machines of the earth to become self aware, and ally with the extraterrestrials, with the
exception of a rebel faction of Artificial Intelligence that is allied with the surviving members of the human race.

You are Agent Brown, a highly skilled, and high ranking military spy. In a last-effort attempt of the surviving humans and machines
 you have been infused with nanomachines and bio-prosthetic s, using the pinnacle of human and machine technologies.

You are humanities last hope. It's up to you to infiltrate the Machine Stronghold on earth, and find a way to sway the
machines to join forces with mankind in an affort to gain access to the alien mothership, and detour the invasion.

Target audience is Indy game enthusiasts, 14-40, with an emphasis on retro gamers aged 25-45.
Easy gameplay should make this accesible to anyone who has played a plaformer game before.

This game is to be developed using Stencyl, will be playable to anyone with windows, or mac Operating systems.


Controlls  (platformer mode)

Left, Right and Down Keys                   Move Left, Move Right, Crouch
z Key                                       Attack with current Weapon, Hold Down to Dash
X Key                                       Jump, Climb ledges, Wall Jump              
A,S Key                                     Scroll through available weapons
Esc Key                                     Will bring up master menu for character stats, levels, upgrades etc for
                                            All game modes (Side-shooter, Top-Shooter, Side-view Racing, Top Down Racing, Puzzles)


Visual Style.

Old Coleco/Atrai Style Graphics, similar to 2 and 4 bit games, or Low-pallet NES or origional Game-boy games.
All tiles and sprites are made and then pixel-resized to 400% (32x32 tiles) to emulate a low-bit pixelated effect.

The purpose of this is to bring a Retro-arcade/console feel to the game, appealing to the target audience.
This also makes graphic creation rather easy and quick giving more room for emphasis on gameplay and size of the
end product

It should be noted that allthough the backgrounds in-game are coloured, (with very low saturations) tiles and sprites will share the same 4 colour pallete through the whole game, with the exception of 2 colours on any given tileset, one for transperancy, and one as a wildcare colour for dramatic effect (think blood).
None of the tiles are set in stone, and one can expect to see revised versions of these in the near future




Game Play Mechanics and Stats Systems.

         TBA

Screenshots

So far, just this one mockup of the Platformer system, along with some sprite frames.More is on the way
Still making the sprites and tiles for the other systems, but expect them soon
(http://i113.photobucket.com/albums/n219/knivesarequiet/SAMPLE-1.png)


I would love to find people that might be interested in joining my team for this project. Send me a message with what you would be into doing for the project, if you are interested. It should be noted that much of this project, as far as gameplay, features, concept and the finalized design documents is open to play with. If Somebody wants to join me on this, its not going to be My Nazi Lovechild. Id like to find somebody who is gung ho on things and wants to make this their own as well, given that we are on the same level. Im looking for people on various forums and online communities, and would love to see this thing through to a playable finished product.
This is all very open

Title: Re: NANO
Post by: RockJohnAxe on May 12, 2010, 01:05:11 AM
Hey Gemini, i would actually be very interested in Helping with some of the Spriting (characters, not Chipsets)

From what i understand, you are using 32x32 tiles then blowing them up 400%? I would be very interested in designing some enemies and some misc. objects. As far as the enemies go, are you sticking with the squid type look as the aliens "Race" and modify from there or are you pretty open with the looks of the aliens? Also if i wanted to make Larger creatures that consist of more than 1 32x32 tile, is that possible?

using your screen shot as an example, with the low amount of colors, are enemies fairly visible? Because the Alien uses the same Colors as the Cave Textures you have there and i cant really tell whats happening. Is he spewing white pixels downwards?

PM me or post here, some of the specifics you would like me focus on.
Title: Re: NANO
Post by: A Forgotten Legend on May 12, 2010, 01:21:24 AM
All I can really do is maybe some easy graphics and audio.  So if you need anything, just send me a message.  I'll see if I can work something up.
Title: Re: NANO
Post by: Emerates on May 12, 2010, 02:08:59 AM
Totally boss.  I could possibly help making various random sprites if you need additional help, and perhaps other objects such as power-ups or what not.  Just let me know if I can help and what you're looking for.
Title: Re: NANO
Post by: fruckert on May 12, 2010, 02:30:15 AM
Whelp, I'm interested.
I would help with design work, but I'm kind of up to my neck in other projects.
Title: Re: NANO
Post by: SaiKar on May 12, 2010, 02:48:36 AM
When people like retro, I think they like the retro gaming style rather than the limited graphics. That screenshot is masterfully sprited but it's also kind of a mess of pixels and that makes it hard to distinguish specific things. Plus even the first mario bros game had actual color so I'm not sure what you're going for with the 2-bit thing... unless you're trying to appeal the the retro gameboy crowd?
Title: Re: NANO
Post by: fruckert on May 12, 2010, 03:12:53 AM
That's what I'm guessing, because that makes me nostalgia hard for Metroid II, although the graphics on that did have a larger pallete.
Title: Re: NANO
Post by: Ben on May 12, 2010, 04:10:25 AM
Its basically an attempt to make the game I WISH they would have made when I was 8 years old (1999), with a graphic style reminiscient of a mishmash of retro gaming aspects.

The tiles are still being reworked. What you see there is a quick mess of tiles ive been using to test the game mechanics.
Ill post some more finished stuff in the next day or two, as I make them

EDIT: 


The tiles are made 8X8, then enlarged to 32X32
4 color pallette. Any 4 colours, but they should be in a non-eyebleed scale
Title: Re: NANO
Post by: RockJohnAxe on May 12, 2010, 04:56:02 AM
What kinda Pixel Sizes are allowable for enemies and objects?

Also what kind of Engine Limitations/abilities do i have to work with? As i come up with enemy and stage/boss ideas, i would like to know the amount of freedom in enemy behaviors.

Edit: I assume i can use the Sprites you posted as a Size Comparison.
Title: Re: NANO
Post by: Ben on May 12, 2010, 05:34:44 AM
there are no size restrictions for sprites....they must be animated though. No hovering static enemies
Title: Re: NANO
Post by: HackersTotalMassLaser on May 12, 2010, 05:52:22 AM
Its basically an attempt to make the game I WISH they would have made when I was 8 years old (1999)

Here I thought you were actually as old as your profile says.

Anyway, besides what Sai has said already, which I agree with, I think I might contribute with a small rolling robot, thats spring into a spider looking things with four legs, and shoots a small beam. I Know I've seen them somewhere, but I don't remember.

Also 8-bit music please, or something along those lines. While i read this I listened to this http://www.4shared.com/audio/jQ9YwtBX/c9db1df348276cd4c42576dbbde47b.html. It felt awesome. btw I have no idea where that's from, I had it laying around for years.
Title: Re: NANO
Post by: Ben on May 12, 2010, 08:32:25 AM
i meant to say 1989


and for music Ive been using fruity loops with the Peach, Toad and Triforce VST plug-in synths. So far, Ive made about 4 or five tracks, all of them quite useable.

Im taking your guys adive on the graphics now and trying to make the tiles look better within the pallette im using
Title: Re: NANO
Post by: Emerates on May 13, 2010, 02:23:21 PM
Is this all supposed to be gray-scale, or are other colors allowed?
Title: Re: NANO
Post by: Ben on May 13, 2010, 06:31:14 PM
Im in the process of revamping the image specs.

Basically, Every resource may have  black, white, and a ramp of colour between them. Ill post some examples in a bit


Basically, when Im makinf maps, they all start out as a 4 colour greyscale tileset. When the tiles are finished, Ive been colourizing them for the game, replacing the 4 colours with 4 shades of any given colour. SPrites are coloured now. Ill post it all. sounds too complicated when i explain it lol.
Title: Re: NANO
Post by: HackersTotalMassLaser on May 14, 2010, 09:17:58 PM
It really does.
Title: Re: NANO
Post by: Emerates on May 14, 2010, 09:27:45 PM
Haven't had a chance to start on any enemies or anything yet, so I figured now would be a good time to ask what you're looking for.  Also, I have some weapon ideas if you'd like to here them.
Title: Re: NANO
Post by: Ben on May 14, 2010, 09:52:46 PM
Robots, Aliens, and Ninja Varieties of each.
As for weapons, its all open ended. I have an animation for a pipe-bashing, and a pistol...thats it

I also Need animations for the top down space shooter, the side scrolling robot suit/gundam/spaceman minigame and other stuff. You can pretty much design any kind of retro sprite you want that it not fantasty or top down rpg and its golden. Ill have an update with enemies and stuff so far sometime this weekend. Just working on making some maps to screencap for the platformer system now


Expect a far more comrehensive update to this thread soon
Title: Re: NANO
Post by: Dragonium on May 14, 2010, 10:43:13 PM
and for music Ive been using fruity loops with the Peach, Toad and Triforce VST plug-in synths. So far, Ive made about 4 or five tracks, all of them quite useable.

Niiice.

Are you all set for music, or are you open to having folk chipping (lolpuns) in? I could donate a few tracks.
Title: Re: NANO
Post by: Ben on May 14, 2010, 11:22:28 PM
If anyone wants to contribute anything, its probably gonna get used and credit will be given. I have lots on my plate with this project, and the more help the better.
Title: Re: NANO
Post by: Emerates on May 15, 2010, 02:16:44 AM
Well, I was thinking a water bottle for robots...  Will that work?  Eph it, I'll make one anyway.
Title: Re: NANO
Post by: Dragonium on May 15, 2010, 05:03:49 PM
If anyone wants to contribute anything, its probably gonna get used and credit will be given. I have lots on my plate with this project, and the more help the better.

In that case, I'll almost certainly help out. After the next fortnight I'm free for about 4 months, so I'll more than likely do something for you.

EDIT: Just out of interest, what kind of levels/environments are you planning on having?
Title: Re: NANO
Post by: Ben on May 15, 2010, 05:12:19 PM
Urban Decay/ruins   Urban shanty     (Think district 9, but somewhere that isnt already in squalor)
Some computery megamanny sort of deals
Anything really.
Title: Re: NANO
Post by: Ben on June 02, 2010, 09:08:53 AM
UPDATE

Click the link on the front page.

Z is Jump X is run   Arrows move you. Its buggy and basic....Just the basic movement minus some features are there, but play that noise!!!!!

http://beta.stencyl.net/games/play.php?gameID=1021


All music, Sound Effects, And graphics are my own original Creation
Title: Re: NANO
Post by: zuhane on June 02, 2010, 10:54:36 AM
One word:

POTENTIAL!!!!!!!!!! :D
Title: Re: NANO
Post by: HackersTotalMassLaser on June 02, 2010, 11:50:33 AM
Yeah it's pretty slick indeed.

the only thing i might have a problem with is the accceleration when you walk; i dunno it just bothers me, feels like i am controlling sonic.
Title: Re: NANO
Post by: Ben on June 02, 2010, 11:01:46 PM
the sonic effect wears off when you Walk uphill. There is more gravity resistance and friction, but I get what youre saying. Perhaps I could find a way to tweak his velocity. Thanks for checking it out guys
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: ellie-is on June 03, 2010, 05:05:48 AM
I actually liked on older versions how hard it was to move while jumping. Its not like real people (or any flightless creature) can do that. :P

Its looking great so far and I love the music. Graphics are really cool too.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Bluhman on June 03, 2010, 05:25:23 AM
Weird glitches:

-When you crouch and jump, you jump REALLY HIGH.
-Random running into things causes me to stop moving.
-The jump physics are wonky. You start going up slow, then fast, and then slow down again? I feel like I'm SSB Ness.
-Randomly gained the ability to do an infinite number of really short midair jumps and fly like kirby.

Other notes
-Music is excellent so far. It's a very nice piece, but given the dingy setting of the room, it doesn't fit too well for that particular area. Still, it's a nice piece on its own.
-Very nice graphical style, except I do have one thing that irks me; there's not much in the way to differentiate background objects from foreground. I didn't figure out that part of the machine in the middle of the screen was a platform until I was randomly landing on part of it in midair. Maybe upgrade the 4-shade palette to 8 colors, and have 4 be background and 4 foreground?
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: ellie-is on June 03, 2010, 05:28:06 AM
There's a chance of the first glitch being on purpose. A bunch of games do that.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: fruckert on June 03, 2010, 07:48:26 AM
I believe that he mentioned that that's not supposed to happen.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Ben on June 03, 2010, 08:33:40 AM
I Probably should have mentioned that this is more of a debug room then anything. I have been making lots of tiles for this. I probably should have posted the other map with the parralax Backgrounds.

Some of the bugs youve mentioned are irresolvable at present until beta releases for stencyl get updates and bug fixes. The crouching Jump it one of these. Much of the movement will be tweaked...the engine itself is still being reworked and bugs removes at a steady pace.

The music piece is not meant for this particular environment. Its the only thing finished I had to upload, but hopefull inspiration will find me making some dingy underground science lab tracks. Ive gotta be in the right mood for that sort of thing though.lol

Much of the midair jumping glitches (the mid air stall is a result of my own shoddy design, and is being looked at) and the multijump will be sorted out hopefully soon, when more polished movement kits are released. This is mostly just early alpha stage stuff.
I really appreciate all the input from you guys though. Im excited to get more done and show it off.

Ill try and see if I can post a new demo by tomorrow, with a better map, and a bit of the HUD done. I have the Health Bar finished...just trying to make some  power-up items and what not
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Dragonium on July 03, 2010, 08:57:18 PM
I refuse to let this thread sit sadly at the bottom of page 2.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: zuhane on July 03, 2010, 09:05:15 PM
I refuse to let this thread sit sadly at the bottom of page 2.

Agreement ensues.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Bluhman on July 10, 2010, 09:06:47 AM
Gee, something here really stands out! (http://www.stencyl.com/stories.php)
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Ben on July 10, 2010, 02:51:18 PM
Sorry bros. This is totally not dead...life is hectic in the best way possible.
NANO (apparently some flixel SOB already took my project name...so expect that to change) is still on the go. Its just on the backburner.
Im in the process of finishing up applications for my art grant. The government of Alberta wants to give me a crapload of money to paint a bunch of canvases and build statues of androids...provided that I finish all my papers and project outlines and budgets and crap on time. At which point, Ill be buying a new desktop, of the pimped variety. In addition to this, Im also trying to get into college at the present.Time is tight like your mother. But this is totally not dead... just on hold until september...with perhaps a couple of graphics and music updates over the summer, as quick little jobs like that are about all I can stay focused for.

Also, to any of you who knew about my health 'stuff' that was going down....Im totally cancer free now.



Seriously. Best summer ever.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: ellie-is on July 10, 2010, 03:27:40 PM
Awesome stuff. Good luck with all that. Take your time, getting craploads of money and new desktops is more important than finishing games. We can wait.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Dragonium on July 10, 2010, 03:54:32 PM
The government of Alberta wants to give me a crapload of money to paint a bunch of canvases and build statues of androids...provided that I finish all my papers and project outlines and budgets and crap on time.

I thought they gave out medals for trying to turn Edmonton into less of a grey urban crudhole, not grants.

Anyway now I feel like a dick for not chipping in any music because I assumed you had plenty of free time to do it all, so I'll probably drop in a few offerings whenever I can. Keep it up buddy.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Ben on July 11, 2010, 12:15:50 AM
Thanks dudes!

My city (Edmonton) does close to nothing when it comes to the arts. We fine homeowners and buisness owners for having graffitti on their premises. They passed this law a couple  years ago...except that the city has given itself more fines then the little old ladies that have spraybombed garages. Weve sucessfully outlawed public graffiti walls of the legal variety. And then we host an "Urban Arts Festival" annually so that all the graffiti artists that just moved to toronto, montreal and vancouver can resentfully not attend.
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: fruckert on July 11, 2010, 07:10:32 AM
...wait, cancer?
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Ben on July 12, 2010, 10:50:55 AM
not anymore. ;)
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: drenrin2120 on July 14, 2010, 12:47:12 AM
Looks awesome gem! Congratulations on a great turn around with everything as well. :D
Title: Re: NANO *Platform Movement and Physics Engine now online*
Post by: Emerates on July 25, 2010, 02:43:20 AM
If you hold down and jump, you jump really high.

Also, are you supposed to be able to go through the doors?  And if so, how?