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Author Topic: NANO *Platform Movement and Physics Engine now online*  (Read 18275 times)

Offline Ben

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NANO *Platform Movement and Physics Engine now online*
« 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



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

« Last Edit: June 02, 2010, 11:02:36 PM by gemini »
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Offline RockJohnAxe

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Re: NANO
« Reply #1 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.
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Offline A Forgotten Legend

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Re: NANO
« Reply #2 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.
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Offline Emerates

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Re: NANO
« Reply #3 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.
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Offline fruckert

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Re: NANO
« Reply #4 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.
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Offline SaiKar

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Re: NANO
« Reply #5 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?
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Offline fruckert

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Re: NANO
« Reply #6 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.
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Offline Ben

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Re: NANO
« Reply #7 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
« Last Edit: May 12, 2010, 04:12:38 AM by gemini »
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Offline RockJohnAxe

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Re: NANO
« Reply #8 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.
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Offline Ben

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Re: NANO
« Reply #9 on: May 12, 2010, 05:34:44 AM »
there are no size restrictions for sprites....they must be animated though. No hovering static enemies
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Offline HackersTotalMassLaser

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Re: NANO
« Reply #10 on: May 12, 2010, 05:52:22 AM »
Quote from: gemini 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)

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.
« Last Edit: May 12, 2010, 06:07:43 AM by HackersTotalMassLaser »
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Offline Ben

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Re: NANO
« Reply #11 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
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Offline Emerates

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Re: NANO
« Reply #12 on: May 13, 2010, 02:23:21 PM »
Is this all supposed to be gray-scale, or are other colors allowed?
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Offline Ben

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Re: NANO
« Reply #13 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.
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Offline HackersTotalMassLaser

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Re: NANO
« Reply #14 on: May 14, 2010, 09:17:58 PM »
It really does.
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