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Author Topic: Kyoob 3.1 - Hey look, an update!  (Read 24979 times)

Offline fruckert

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Kyoob 3.1 - Hey look, an update!
« on: May 15, 2010, 02:22:10 AM »


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]

This is showing the Jacker...because he's my favorite enemy so far.


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.


See?
(that trail makes taking screenshots so much easier)


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 ;_;


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.


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.)


The Blocker. It creates blocks.


The enemies can stand on them too!


The locks are back, but have drastically better programming...they can now be toggled.


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)


You can stand on the box.


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.


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.


The one off switch controlled the locks, just so you know.


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.

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.


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.


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.


Splyer
Flys around and shoots little mini-circles at you.
A right pain in the *** until you can attack in the air.



Mr. Krabs/Krabby/Krab/Klaw
I can't figure out a name for him.
WYSIWYG...it's a crab.


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]
« Last Edit: January 04, 2011, 11:20:33 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline A Forgotten Legend

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Re: Kyoob
« Reply #1 on: May 15, 2010, 05:03:13 AM »
Lucky for you I have all that music saved. ;D
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Offline fruckert

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Re: Kyoob
« Reply #2 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.
Made in GM7 Pro, so you'll need that, or GM8.

Have fun crashing!

EDIT2: *headdesk*
Forgot that the music was in the GMK >_>
« Last Edit: May 15, 2010, 07:41:22 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline A Forgotten Legend

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Re: Kyoob
« Reply #3 on: May 15, 2010, 12:11:33 PM »
haha
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Offline drenrin2120

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Re: Kyoob
« Reply #4 on: May 15, 2010, 11:36:42 PM »
Idk why I love this so fruckin much. Glad to see you starting this up again.
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Offline MissingName

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Re: Kyoob
« Reply #5 on: May 16, 2010, 07:49:59 PM »
Yay!
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Offline fruckert

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Re: Kyoob - Small Zero Demo Released - 5/16/10
« Reply #6 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.
« Last Edit: May 17, 2010, 04:39:21 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline drenrin2120

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Re: Kyoob - Small Zero Demo Released - 5/16/10
« Reply #7 on: May 17, 2010, 02:18:32 PM »
Loved it. Good show.
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Offline Bluhman

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Re: Kyoob - Small Zero Demo Released - 5/16/10
« Reply #8 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. :(
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Offline fruckert

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Re: Kyoob - Small Zero Demo Released - 5/17/10
« Reply #9 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
« Last Edit: May 18, 2010, 04:47:26 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline Bluhman

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Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
« Reply #10 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.
« Last Edit: May 18, 2010, 06:20:04 AM by Bluhman »
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Offline fruckert

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Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
« Reply #11 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.
« Last Edit: May 18, 2010, 09:25:52 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline fruckert

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Re: Kyoob - Small Zero Demo Rereleased - 5/17/10
« Reply #12 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.
« Last Edit: May 18, 2010, 10:09:44 AM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline Bluhman

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Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
« Reply #13 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.
« Last Edit: May 18, 2010, 10:14:05 AM by Bluhman »
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Offline fruckert

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Re: Kyoob - Small Zero Demo Rerereleased - 5/18/10
« Reply #14 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.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

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