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Go!Go!Maddi! Dev Log and Beta Test Thread :D

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  • All current vids here will be under this link!

    Go!Go!Maddi! ALL NEW VIDEO LINKS!!!

    Week 13 or 14??? It's new. Just watch ;)

    The new Vid :D

    Week 10

    http://youtu.be/CjgOg7e3yI4

    <img src="http://img.youtube.com/vi/7lq_5gWQ8Mk/0.jpg" border="0">

    Week 9

    http://youtu.be/robbYBMNEm8

    Week 8

    http://youtu.be/shka9TR4Dws

    Week 7

    http://youtu.be/prJHzLlHp8A

    DMM

  • K - I'm stuck on an enemy for that bunch of slopes at the end and i'm thinking of maybe making it longer.

    I had a skull shaped slime and hated it, I have pulsating spikey monster that chases you slowly, but I hate it. I want something stationary that spits. And all my head wants to do is the man eating plants from ghosts n goblins and the hand on the slopes in level 4 of ghouls n ghosts. I don't want to use either - thats just all I'm seeing for some reason.

    Maybe some kind of rock with a face that spits (done a million times before but what hasn't). I was thinking a giant head - but then I automatically pictured the end boss fight in splatterhouse. Evidently I'm having a coding only/non creative day :(

    That being said I'm going to hand draw out all of the boss frames in full color and scan them - bring them down to the right size and touch them up... should only take a couple days :)

    Any ideas would be welcome as long as they suit the look of the level :)

    Thanks!!

    DMM

  • You could try something a little different like a bonfire with an angry face that shoots embers, perhaps? Either, it's cool as heck what you're doing with this game.

  • Thanks - you've given me an idea - fire is good... magic colored fire... a snake... or something... I'll get it drawn out LOL!

    Anyhow here is a little sneak peek at what I've done since last nights video.

    A very very beta version of the boss ;) He's all sketchy still and needs animation...more color, etc etc. He's running on the skeletons AI for now.

    I accidently kill him at the end.

    http://youtu.be/UGVKr7HMzvs

    DMM

  • Well done, I must say that your game looks really imperssive despite being simple and inspired by ancient games.

    It's typically the type of projects that is only made possible by a tool like construct, and a lot of dedication. You also have some good pixelling skills.

    Hats off. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Hey! Thanks, declan_gage!! It's comments like that, that make working on something like this all the more fun :) Thank you!

    I'm digging Construct for sure - It's a lot like the tools I use to do my real job - ADOBE CS5, etc.

    I think a simple game is easier to get into. For me I have very little time to play anything anymore (despite the fact that I still pre order crap). And then it turns out to be just that - 7-10 hours of crap.

    With an arcade side scroller, you know what you're going to get, you already know if you're going to like it 5 seconds in etc. And it's the attract mode that pulls you to the machine.

    For me I'd rather play any Capcom arcade game excluding the one on one fighters, Konami's old arcade machines, Data East, etc over anything nowadays. They're a quick fix, there is 1000x more quality and dedication put into them. And how often do you walk away from one of those games disappointed with anything?

    Again Thanks! I'm hoping to have a little beta demo out in about a months time. I'm just about done the cave level, the boss jumps, blows fire and dies now. It still feels sloppy so I'm tweaking it until I get it where I want it. Still need the fire blowing animation and a "death" frame.

    Then it's on to the "Daddy's Happy Dream World" where Maddi has to rescue Daddy from his eternal dancing in a magic mirror "Take On Me" level.

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  • Here is the final video for week 8. Info is in the video description. But basically the boss is around half finshed. Just missing animations for him but you can fight him and beat him, etc. Lots of little things to be tweaked and added in this level and with the boss fight. A couple new enemies, ghosts are fixed... stuff like that. A few tiles missing from the slime slide section and then the background is complete.

    http://youtu.be/shka9TR4Dws

    Enjoy!!

    DMM

  • Weapons system in the works. Wont bother posting the original bubble as that's been seen to death. Fire bubbles, Water bubbles and 3-way bubbles are completed. Just need to do Lightning bubbles and all main weapons are finished. Fixed a giant ass load of bugs tonight and seperated the shooting and controls into 2 seperate event sheets to make it 100x easier to find bugs and skip repeating events.

    Here's the screens :)

    Water:

    <img src="http://designchris.com/wp-content/uploads/2012/07/water.jpg" border="0" />

    Fire:

    <img src="http://designchris.com/wp-content/uploads/2012/07/fire1.jpg" border="0" />

    3-Way:

    <img src="http://designchris.com/wp-content/uploads/2012/07/3way.jpg" border="0" />

    You'll see this crap in action plus the final weapon by the weekend update video. Changed the boss colors already too - over the next couple days I'll be attempting to add the loot drops and designing the loot. Then it's the missing boss frames (blowing and dying).

    DMM

  • I think a simple game is easier to get into. For me I have very little time to play anything anymore (despite the fact that I still pre order crap). And then it turns out to be just that - 7-10 hours of crap.

    With an arcade side scroller, you know what you're going to get, you already know if you're going to like it 5 seconds in etc. And it's the attract mode that pulls you to the machine.

    For me I'd rather play any Capcom arcade game excluding the one on one fighters, Konami's old arcade machines, Data East, etc over anything nowadays. They're a quick fix, there is 1000x more quality and dedication put into them. And how often do you walk away from one of those games disappointed with anything?

    I can agree 100% with all that <img src="smileys/smiley20.gif" border="0" align="middle" />

    And the new powers look awesome

  • Thanks!

    Should be a new video coming later tonight. Had no time to work on this at all yesterday. Very little time today. I've got 4 or 5 weapons completely finished and the 5th does nothing yet. Random loot drops are there but just dont feel very random to me. It's almost like the random code goes through sets of numbers for so many cycles and then goes to another set. Like it will take random numbers from 1-10 for about 10 seconds and then 10-20 for 10 seconds etc etc.

    Sometimes I can go a whole level with only maybe two or three loot drops. I have it set now so for every random number between 0-9 if it's equal to 3 then run the code for random pick ups which is 10 numbers between 1-50. If I don't do that, 9 out of 10 times enemies drop loot.

    I've tried several different ways to use random numbers but it just doesn't seem to be very random at all.

    Also need to figure out why enemies are occasionally dropping two to three pieces of loot at a time. I have a private variable set per enemy at 1 and when the random loot code is excecuted, 1 is subbtracted from this variable... which seemingly does nothing, but it should force the code to only work once.

    Anyhow that being said, the ground in the second scene has been redrawn. A few missing pieces from the third scene are there. Seems to be pretty bug free aside of when player is hit and random loot.

    Anyhow, back to the grind.

    DMM

  • Ok - here is the video for week 9. Only real updates are the random (buggy) drops and the weapons (4 of 5). This is the full 2 stages from start to finish. Still a few bugs to squish but only minor ones. I managed to get around 10 annoying ones before I did this video. You can see just how not random the random drops are. Nothing at all for ages and then the stupid first weapon keeps showing up. There should be tons of gold drops but their arent. This also changes every time you play the game...wtf.

    Anyhow here it is, I'm going to bed :)

    http://youtu.be/robbYBMNEm8

    DMM

  • Awesome art and ambiance, I'd love to play it !

  • Thanks! I'm hoping to get a demo up after a little bit. It's still too buggy and missing too much even from these two stages.

    I keep thinking up little background bits to add (more trees and a busted up wagon in the forest stage for example). Once I'm around 99% happy with these two stages I'll release a demo for everyone to try.

    I also noticed upon messing with the scroll rate in the forest level I've dropped the clouds off the bottom of the screen where the ghost flies out of the grave - and covered the hole up as well when messing with the layers...

    I'll probably release the demo without the first stage, there is at least a month and a half if not two months of work to do with that as it wont run on the same platform engine for the most part.

    DMM

  • Here are some screen grabs of the latest build. New bats, new ghosts (now banshees), new trees, hidden chests full of treasure, and a bunch of new BG art in the cemetary section. I will post my usual video but other than this stuff, it's been mostly bug fixes this week.

    DMM

    <img src="http://designchris.com/wp-content/uploads/2012/07/newbgcrap.jpg" border="0" />

    <img src="http://designchris.com/wp-content/uploads/2012/07/newgiantattackbat.jpg" border="0" />

    <img src="http://designchris.com/wp-content/uploads/2012/07/newtreesnchest.jpg" border="0" />

    <img src="http://designchris.com/wp-content/uploads/2012/07/banshee.jpg" border="0" />

  • New bats and ghosts and all the other junk in action. Only a few minor bugs left to fix - you'll see them in this video (when I get hit in mid air).

    ***Link is broken - reuploading video***

    <img src="http://img.youtube.com/vi/7lq_5gWQ8Mk/0.jpg" border="0" />

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