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Work in Progress / Doyle on the run - Small Sidescrolling 2D Jump'n'run-Game

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Mr Kohlenstoff
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Posted: 12th Jul 2007 00:56 Edited at: 5th Aug 2007 23:26

Download the actual version here: http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV4.rar
Latest Video: http://youtube.com/watch?v=DoNXy78F7ZM



- - - - - - - - - - - - -

Hi all,

today I started a small 'experiment', and wanted to check if I can finish a fully working game at just one day. (This would be my first finished project, lol )
I have started at 12:30 AM I think (this midday) and programmed till now, just some breaks of 30 minutes for eating or going out with my dog, so all in all I have programmed for more than 8 hours.
I didn't plan anything, just started working. I think the result isn't so bad, but I also plan to continue this small side-project the next days, because it may have some potential (some "beta-testers" said that they like the game, and that it's funny...).

- - - - - - - - - - - - -

"Doyle on the run" is a 2D-Sidescrolling Jump-and-run-Game, in which you control the ugly, not yet animated Doyle, and move him through levels, full of dangers (mostly auto-shooting "enemys", like guns, or some more creative things.. ).
I also created three Editors:
-Level-Editor (hard to use, will include a GUI the next days I think)
-Enemy-Editor (You specify the values like damage etc., but have to create the two images yourself: 'image.bmp' is the image of the enemy himself (e.g. a weapon), and 'bullet.bmp' is the bullet, which follows the player)
-Campaign-Editor (You can add different maps and text-files to a list, save this list as campaign into the campaign-directory and execute the series of maps and texts ingame then.)

They are all not very usable yet, because they all don't have a GUI or something, and in the map-editor most features are "hidden" atm.

- - - - - - - - - - - - -

Work-Log:

I have started a worklog on 12:30 and wrote all news, ideas etc. into it.
The worklog can be found here: http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/Info.txt

- - - - - - - - - - - - -

Screenshots:


1. Airport-Level




2. Jump-Level




3. Very motivated machineguns




4. Tutorial-Level 2




5. Autoscroll-Gamemode




6. Blockfall-Mode




7. Highscore-List




8. Options-Menu





Videos:

First Video - Shows Doyle in a fight against some airplanes http://youtube.com/watch?v=mlM0dGE4UDo&mode=related&search=

Second Video - Now Doyle fights against missiles.. indeed its the same http://youtube.com/watch?v=yPSX9we92R4

This Video - Shows some levels and all actual existing Game-Modes: http://youtube.com/watch?v=DoNXy78F7ZM
- - - - - - - - - - - - -


Download

If someone wants to download the game.
Doyle on the run:
1. Version 1 http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/Doyle.rar
2. Version 2 http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV2.rar
3. Version 3 http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV3.rar

Doyle - Editor Collection http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/Doyle%20Editors.rar

- - - - - - - - - - - - -


The rest:


I will, hopefully, finish this game within the next days (on Monday I am going to fly away with my family, no time for programming then... ) and post any updates here... (Edit: Had some time on my holidays and am still working on it now)

If you have any ideas, what I could include, tell me.

Oh.. and when it's finished, i will probably upload the sourcecode, for anyone who's interested.

So, thanks for any comments, ideas, whatever...
And have fun with the game.

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tha_rami
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Posted: 12th Jul 2007 05:17
Well, I'd start by adding a background or something.

It's funny, given the style and the level-design I couldn't assume there's much work in this one, but if I look at how well menu and the like have been implemented, the game seems much more complete.

Also, the guns seem to be either completely impossible to avoid, or extremely easy to avoid. For the presentation, I think doing the levels a bit more thoughtful (level 2 of campaign 1 is a good example of a bad example) and laid out would help a lot.

I like how Doyle looks, but is there any particular reason he's jumping floating boxes against a grey background being shot by machineguns? If so, you might want to add some sort of story.

Finally, it plays rather smooth. I do feel the game needs some balancing, some levels are extremely simple, others purely frustrating due to bad level designing. The lack of lifes is a good one, this is one of those games you just want to play - not seeing a Game Over screen helps.

Overall opinion: Thumbs up, but work a bit more on presentation.

Mr Kohlenstoff
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Posted: 12th Jul 2007 12:31 Edited at: 12th Jul 2007 14:05
Thanks, very usefull feedback.

Some weeks ago I started another jump'n'run but didn't finish it (.. ^^), I had some ideas, like 2D-Portals (also made a topic about this), I could add a "portal"-Gun which you can use in some levels(or parts of levels) to make it more interesting, also I wanted to include moving enemies and small powerups like "10 seconds Godmode" or just "+50 lifepoints".

The background probably will be changed, and also the boxes (which are currently just drawn with 3 box-commands, will use sprites instead). The gravity etc. should be depending on the settings in the map-editor, so that it's possible to create some fully different maps, with different layout and gameplay.

About the guns: As you may have noticed, some projectiles (like the airplains) follow you, and some (like birds etc.) are just shot in the direction, where the player stands. You can easily avoid contact with the birds (except in Tut7 where ~5 birds are coming from the top, just a question of luck and timing ), and you can also make the airplanes fly against the walls etc.

The collision is still a bit buggy at some parts (like at the beginning of tut6), so I'll have to improve this also...

However, thanks for the feedback, I am going to continue programming now, and maybe create some new maps (but that wouldn't be too clever because I wanted to change the format...).

Thanks for the feedback.

Edit: Great.. I included the editor into the main-project because I needed some functions, and now a big part of my editor-code was deleted somehow.

Update: Lost code is rewritten, and I included a background, which scrolls in x-direction when the player moves.



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tha_rami
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Posted: 12th Jul 2007 13:41
No problem, that's where these boards are for, eh?

Mr Kohlenstoff
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Posted: 12th Jul 2007 17:45 Edited at: 13th Jul 2007 01:21
I am working on a new tutorial-campaign now, again 7 levels, the texts stay the same, I just have to build new maps. Now with background and a different block-style (just green atm). You can see level 5 (I think) at youtube: http://youtube.com/watch?v=mlM0dGE4UDo


** Update **
Download of the actual version available, with backgrounds, new campaign (almost the same, but different levels now), some other new features (bullet-collision) etc. can be downloaded here: http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV2.rar

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Sixty Squares
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Posted: 13th Jul 2007 04:39 Edited at: 13th Jul 2007 04:40
I like the missile AI. The game looks very cartoonish and the pictures look like the game is a drawing in paint. However, when you watch the video everything actually moves That just adds to the game's uniqueness. A lot of games now strive for amazing top-notch photoshop graphics, and this should be an intresting twist

Mr Kohlenstoff
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Posted: 13th Jul 2007 23:39 Edited at: 14th Jul 2007 00:58
Thanks.

I think I will animate Doyle in some weeks, when I have time, if I am still motivated then (hope so), because I'm going to fly away for two weeks on monday and can't program then (as I have already written somewhere, I think..).
But will make his bones with paint though. Paint rulez. If someone was interested in creating the graphics for me I wouldn't stop him. *cough*

btw, I replaced the V2-Version (Downloadlink somewhere at the top) with a "new" version without this minimize-reopen-crash-bug... it was just the "set window off" at the beginning of my code.

So.. thanks for your interest so far, I will maybe post an update tomorrow, and then 2 weeks nothing, we'll see how the game develops.. (will have enough time to think about new features )

Edit: Updated Doyle V.2 again, now the map-selection-menu just includes maps which are playable (old versions should be filtered from the list), and I changed a bit of the menu-code, because there were some problems, when you left a game to the menu and started a new map (menu was opened then, but mouse hided, etc... now the menu is closed, how it should be).

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Game King
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Posted: 14th Jul 2007 07:10 Edited at: 14th Jul 2007 08:23
Hey I can help make some 2D graphics just tell me what u need!

EDIT- Here's new gray blocks

EDIT 2- Here's ur new main character

EDIT3- For ur backgrounds how big are they? x and y? or did u just tile them.

Mr Kohlenstoff
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Posted: 14th Jul 2007 13:04 Edited at: 14th Jul 2007 13:05
OK, thanks, a friend of mine wanted to create some sounds and an animated character, but you can, of course, also help, would be very nice.
The backgrounds are 800*600 pxls big, but can be bigger in X -Direction, and should be scrollable.
The transaprent color is 255,0,255 (pink), but this is not really the problem, if you choose another color, like in your doyle-image.
Thanks for your support, I will include it in 2 weeks if possible, when I am back.

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Game King
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Posted: 14th Jul 2007 19:18
Ok . I'll work on a background to replace the gray

Roxas
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Posted: 14th Jul 2007 19:37
Why not use png? So u dont need to specify transparent color


[B] - LINKIN PARK - [/B]
Mr Kohlenstoff
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Posted: 14th Jul 2007 20:02
Yes, that would also be possible, but I'm always to lazy to make transparent PNGs because I always use paint, and afaik it does not have any features for saving PNGs with alpha channel. So PNGs wouldn't be a problem.

One question.. do you think, that it would be good to include the possibility, that bullets destroy the weapons? I already coded this feature and it works more or less well, I'm just not sure if that would be so good (Because the player could make very hard levels easy just by aiming missiles into the weapons).

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Roxas
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Posted: 14th Jul 2007 20:14
Hehe... That idea is something new to me Go ahead!


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Mr Kohlenstoff
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Posted: 15th Jul 2007 01:12
Included the new Doyle (even though I think it looks too much like manga.. I think Paint-graphics fits better here, will see how the animated doyle of my friend will look..) and showed the new "bullet-collision"-Features in a new video. ^^
http://youtube.com/watch?v=yPSX9we92R4

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Game King
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Posted: 15th Jul 2007 03:30
I can make a new Doyle if ya want that was just a test sprite. I can make a better one, oh and that was made with paint.

Mr X
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Posted: 15th Jul 2007 12:51
Very nice. I like that kill-things feature. It would be even more nice if the missiles explodes on impact. But thats just an suggestion.
Mr Kohlenstoff
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Posted: 15th Jul 2007 13:48 Edited at: 15th Jul 2007 16:35
@ Game King: For pain that looks great. But nevertheless, I think he should look silly, and not as if he had a plan or something. If you want you can create a new one, and I'll see if the new image fits better then, or just wait for my friend to create the animated character. But I can always need backgrounds, and images for weapons etc. if you want you can create much of them.

@Mr X: Explosions are already planned, I'm just not sure if they should be in Paint-Graphics too, or more realistic.

Yesterday I added a new feature, that the camera isn't locked on the player but follows him (using curvevalue), so the camera movement is smoother. It's possible to change the cameras following-speed in the options. I prefer playing without this smooth camera, but maybe its better for presentation.
My last day today, so probably I won't answer any following questions.
Thanks for all the comments, and I will post the progress in two weeks then.

Edit: If somebody is interested, I have uploaded all the sourcecodes of the project here: http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/code/
The "General 2D Functions" are not included there but I will expand them in the next days (I think) and maybe use them then for better collision etc.

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Mr X
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Posted: 15th Jul 2007 14:25
Since the rest of the project is in Paint-Graphics, I think the explotions should to. But that's me.
Game King
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Posted: 15th Jul 2007 20:40 Edited at: 15th Jul 2007 20:41
I can make good paint explosions.

@Mr. Koh~ Ok I'll wait for ur friend to finish. I can animate too, pretty good. I'll work on some backgrounds.

*oh and how about enemies? is there gonna be enemies that are on ground? are they all just gonna be from above?

*Will he get weapons? or like a shield do block.

Just some questions. Oh and you should use FRAPS for recording ur game, the one ur using now is blurring the screen.

Mr Kohlenstoff
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Posted: 15th Jul 2007 20:59
Quote: " I can make good paint explosions. "


Would be great, some different explosions would be good and don't look so monotone..

Quote: "@Mr. Koh~ Ok I'll wait for ur friend to finish. I can animate too, pretty good. I'll work on some backgrounds."


You can, of course, also make an animated character, if you want, but as I already mentioned, I'm always not sure how long I am motivated, so it's possible that I don't want to work on it anymore after my holidays, so I would just include the new media and close the project then, but I hope that I will finish it.. Although I've been working on it for only 3 days, I can't remember any project I develloped so "far".

Quote: "oh and how about enemies? is there gonna be enemies that are on ground? are they all just gonna be from above?"


I hope, that I can include enemies, which are running about the blocks, but I'm not sure how to do that.. like giving them predefined Waypoints in the editor, or just letting them run in an "intelligent" way over the blocks, or just stand and run to the player when he comes..

Quote: "*Will he get weapons? or like a shield do block."


I am not sure if the player will have weapons.. at first I just wanted to make a jump and run where the "jumping and running" is most important, weapons would bring more action to the game, and I think the possibility to let the enemy-bullets destroy the weapons is "offensive" enough. Nevertheless weapons would make the whole game funnier to play, and maybe faster.

Quote: "Oh and you should use FRAPS for recording ur game, the one ur using now is blurring the screen."


I used Game Cam Lite, like in nearly all of my videos. I also thought about adding a Replay-Feature, so that all position, angle, animation, life etc.-data are saved in a file or array and can be played later, and then maybe an "export to avi"-Feature, or just the possibility of recording the replay then (because the replay should run faster than the game itself).
And btw, I downloaded the demo of fraps some months ago, but I don't think that it's possible to capture videos with it, is it?

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Game King
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Posted: 16th Jul 2007 03:44
Quote: "You can, of course, also make an animated character, if you want, but as I already mentioned, I'm always not sure how long I am motivated, so it's possible that I don't want to work on it anymore after my holidays, so I would just include the new media and close the project then, but I hope that I will finish it.. Although I've been working on it for only 3 days, I can't remember any project I develloped so "far". "


K. Don't give up on this game, think about how much fun this game is going to be when it's finished. Oh and I got another question, do you have any design information? like did you write down all the enemies, gameplay system, story, features, ect ? if not I recommbend you do so. You'll have a higher chance of finishing this game

Quote: "Would be great, some different explosions would be good and don't look so monotone.."


Ok.

Quote: "I hope, that I can include enemies, which are running about the blocks, but I'm not sure how to do that.. like giving them predefined Waypoints in the editor, or just letting them run in an "intelligent" way over the blocks, or just stand and run to the player when he comes.."


Yeah me either, I'm pretty much a noob BUT if you could get some help on the A.I. I would suggest having them run in an "intelligent" way, because there's too many platform games that just stand and run when the player is near.

Quote: "I am not sure if the player will have weapons.. at first I just wanted to make a jump and run where the "jumping and running" is most important, weapons would bring more action to the game, and I think the possibility to let the enemy-bullets destroy the weapons is "offensive" enough. Nevertheless weapons would make the whole game funnier to play, and maybe faster."


yeah. How about instead of him carrying weapons, to make it funny we could give him the ability to make pranks aka "Traps" for his enemies. Like he could place banana peels on the ground for the enemies could slip, or blow giant bubbles so the enemies can get sucked in em. And as the game goes u can earn new traps. Just ideas.

Quote: "I used Game Cam Lite, like in nearly all of my videos. I also thought about adding a Replay-Feature, so that all position, angle, animation, life etc.-data are saved in a file or array and can be played later, and then maybe an "export to avi"-Feature, or just the possibility of recording the replay then (because the replay should run faster than the game itself).
And btw, I downloaded the demo of fraps some months ago, but I don't think that it's possible to capture videos with it, is it?"


Never used FRAPS before but i've seem vids from it and it looks good. And I dont know if u can capture videos with it.

Game King
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Posted: 19th Jul 2007 19:52
@Mr Kohlenstoff~ Hey is your friend done making the animated Doyle?

And do you have IM? or an email? I need to ask you about something.

Mr Kohlenstoff
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Posted: 31st Jul 2007 16:09 Edited at: 31st Jul 2007 21:48
Back from holiday now, I worked a bit on it over the last two weeks, but had not that much time because I had to go swimming in the caribic, drinking lots of pina coladas.

At first something about the game-updates...

-Some new maps (But will change the format in future again)
-Two new game-modes:
1. Autoscroll: The screen automatically scrolls in irection, increasing it's speed permanently. The blocks are placed random, and so are the enemies. The player has to jump as fast as possible and avoid contact with the bullets, but there's no real target, he just has to survive as long as possible.
2. Blockfall: The player stands on a basic ground at the bottom of the screen, and randomly blocks are falling from the top (looks like a mix of space invaders and tetris..). The player looses, when he is hit by a falling block while standing on the ground. Enemies are not existing in this mode yet
Both Gamemodes have an own highscorelist.
- Changed the "You won"/"lost"-Screen, looks a bit better now.
- And the (I think..) last thing to say is, that I started programming a script-engine (again), but this time it's fast (my last script-engine-attempts were.. kind of.. slooooow because I used all the string-operations, to read information from the scriptcode in realtime, and now I solved everything about Pointers (I think not real pointers, just an array, storing the array-positions needed in other arrays, or "pointing" to the next command etc.)). I made a small program with ~20 programs on the laptop I used, run it in DBP as normal sourcecode, got always around 444 FPS, then I wrote the same thing in the scripting language, and also got 444 FPS. The script-engine supports conditional codeblocks, so loops, if-selections etc. can be integrated without problems. And I will, if possible, use the script-engine to allow triggering etc. on the maps.

And, the most important thing is: I am still motivated.

You can email me by pressing the emailbutton at the bottom of my post. I think there should be one. ^^

I'm going to upload the whole game as soon as I can copy it from the laptop.

Edit: Oh I forgot, it's also possible to Save the player's position by pressing S and spawning there by pressing G, so it's easily possible to finish all levels like this. Later I will limit this possibility, because it seems a bit "overpowered".

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Game King
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Posted: 31st Jul 2007 18:23 Edited at: 31st Jul 2007 18:30
Quote: "Back from holiday now, I worked a bit on it over the last two weeks, but had not that much time because I had to go swimming in the caribic, drinking lots of pina coladas.

At first something about the game-updates...

-Some new maps (But will change the format in future again)
-Two new game-modes:
1. Autoscroll: The screen automatically scrolls in irection, increasing it's speed permanently. The blocks are placed random, and so are the enemies. The player has to jump as fast as possible and avoid contact with the bullets, but there's no real target, he just has to survive as long as possible.
2. Blockfall: The player stands on a basic ground at the bottom of the screen, and randomly blocks are falling from the top (looks like a mix of space invaders and tetris..). The player looses, when he is hit by a falling block while standing on the ground. Enemies are not existing in this mode yet
Both Gamemodes have an own highscorelist.
- Changed the "You won"/"lost"-Screen, looks a bit better now.
- And the (I think..) last thing to say is, that I started programming a script-engine (again), but this time it's fast (my last script-engine-attempts were.. kind of.. slooooow because I used all the string-operations, to read information from the scriptcode in realtime, and now I solved everything about Pointers (I think not real pointers, just an array, storing the array-positions needed in other arrays, or "pointing" to the next command etc.)). I made a small program with ~20 programs on the laptop I used, run it in DBP as normal sourcecode, got always around 444 FPS, then I wrote the same thing in the scripting language, and also got 444 FPS. The script-engine supports conditional codeblocks, so loops, if-selections etc. can be integrated without problems. And I will, if possible, use the script-engine to allow triggering etc. on the maps.

And, the most important thing is: I am still motivated.

You can email me by pressing the emailbutton at the bottom of my post. I think there should be one. ^^

I'm going to upload the whole game as soon as I can copy it from the laptop."


What a relief I thought you had disappeared. Can't wait until the new version, did your friend finish up the character?

EDIT~ I played the new version and what an improvement. The tutorials were way funner because of the little text thing uve added at the end of each level. The level desgin is also great, loving it.

Mr Kohlenstoff
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Posted: 31st Jul 2007 18:31
Quote: "did your friend finish up the character?"


No.. he said that he didn't have time. I think he was just to lazy. I don't think, I know he was to lazy.

I guess it would be a good idea to write a small animated-sprite-system now, to make the whole thing of including animations easier. Maybe I could use Finite State Machines for the animations, I've just read a book about it, sounds very handy... we'll see.

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Game King
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Posted: 31st Jul 2007 18:52 Edited at: 31st Jul 2007 18:54
Quote: "No.. he said that he didn't have time. I think he was just to lazy. I don't think, I know he was to lazy.

I guess it would be a good idea to write a small animated-sprite-system now, to make the whole thing of including animations easier. Maybe I could use Finite State Machines for the animations, I've just read a book about it, sounds very handy... we'll see. "


Sounds good. So should I start working on a new and animated doyle? and if yes, should I post the new sprites here or thru email.

PS~ U got IM? cause ur email is not working.

Mr Kohlenstoff
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Posted: 31st Jul 2007 19:56
Quote: "So should I start working on a new and animated doyle? and if yes, should I post the new sprites here or thru email."


I don't want to steal your time, but if you want to do that for me it would be great. You can post it here then, looking forward to it.

And no, I didn't get an email or something. If it doesn't work, you can try to send it to "gabbamarkus@yahoo.de", normally my spam-account, but however... ^^

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Game King
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Posted: 31st Jul 2007 21:14


I put them beside each other to compare the differences. Do you likey? I want to make sure so I can go ahead an animate him. Oh and what animations you want? walk, idle, jumping. ect.

Mr Kohlenstoff
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Posted: 31st Jul 2007 21:31 Edited at: 31st Jul 2007 21:49
The clothes etc. are OK, I just changed the head a bit.. I think he looks crazier and sillier now. imo that fits better, but apart from that its great.



Will upload the new version in some minutes.

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Edit:

New Version uploaded: http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV3.rar

Have fun.

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Game King
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Posted: 31st Jul 2007 22:03
@Mr.Koh~ Ha! he does look crazier now, cool

I'll begin the animations then.

Game King
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Posted: 1st Aug 2007 01:51
Double Post...

I finished the idle animation but I don't know how to post it (with the animation loop) and each frame.

Mr Kohlenstoff
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Posted: 1st Aug 2007 13:32
The easiest way for me to use it would be to save the animation with all frames next to each other (of course all frames with the same size then) as BMP or PNG-Image.

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Mr Kohlenstoff
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Posted: 2nd Aug 2007 22:11
I have made a new video, showing three normal levels and both alternative game-modes. You can wath it here: http://youtube.com/watch?v=DoNXy78F7ZM

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Game King
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Posted: 2nd Aug 2007 22:47 Edited at: 3rd Aug 2007 05:40
Quote: "The easiest way for me to use it would be to save the animation with all frames next to each other (of course all frames with the same size then) as BMP or PNG-Image."


Yeah I tried that but there's alot of frames so it shrinks the sprites. I'm just going to post it as a GIF so you can use the command "Play Sprite", right?

EDIT~Removed

Mr Kohlenstoff
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Posted: 2nd Aug 2007 23:21
I'm not sure if thats possible with gifs.. never tried that before. I'd rather take the method i posted, with all frames in one normal image, because then I can define animation-speed etc. and I think that's not possible with gifs (if dbp can handle animated gifs, I've never seen this in DBP-Games I think..).

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Game King
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Posted: 2nd Aug 2007 23:49 Edited at: 3rd Aug 2007 05:25
EDIT~ Reposted sprites.

Mr Kohlenstoff
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Posted: 3rd Aug 2007 00:31 Edited at: 3rd Aug 2007 00:32
OK, thanks, I'll include it the next days, but don't know when, because I won't have much time until monday, and see how it looks. But it would be good, if he wouldn't look to the player all the time when he's walking.. Apart from that it looks good so far.

Oh and by the way.. could you maybe just link on the images, I hate this heavy scrolling.

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Mr Tank
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Posted: 3rd Aug 2007 03:46
Played version 3.
Overall solid and runs very fast. I don't think i've ever seen 100fps before on my machine! I'm impressed and irritated that you got this done in a day.
The levels where you are standing on a single block, with another single block right above your head seen to need a lot of luck or a skill i don't have.

SUPER BADASS SPACESHIP X: WEBSITE
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Game King
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Posted: 3rd Aug 2007 05:24
Quote: "OK, thanks, I'll include it the next days, but don't know when, because I won't have much time until monday, and see how it looks. But it would be good, if he wouldn't look to the player all the time when he's walking.. Apart from that it looks good so far.

Oh and by the way.. could you maybe just link on the images, I hate this heavy scrolling. "


Lol yeah sorry about the head thing

Here's the new walking animation:
http://img352.imageshack.us/img352/3497/doylewalkac5.png

And here's the reposted Idle (just a link version):
http://img464.imageshack.us/my.php?image=doyleidlestripcq0.png

Mr Kohlenstoff
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Posted: 3rd Aug 2007 13:53
@Mr Tank: Thanks. Version 3 is not made in a day, that was just Version 1 I think, I have worked on it over the last weeks so I have invested more time in the latest version.
Quote: "The levels where you are standing on a single block, with another single block right above your head seen to need a lot of luck or a skill i don't have."

Yes, this situations are a bit tricky, but with a bit training it's getting rather easy. But you can also use the Save-Position-Feature (Keys S to save and G to teleport) to make it easier, but I am probably going to work on the level-design though.

@Game King: OK, good work. Will see if I can get it running the next days, shouldn't be too hard to implement, but first I want my scripting-language to work, because I want to manage the animation-system in scripts.

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Game King
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Posted: 3rd Aug 2007 20:44 Edited at: 3rd Aug 2007 20:46
Tecnuro Entertainment LTD
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Posted: 4th Aug 2007 23:02
looks cool dude, I like it, something about this game's gameplay shouts old-skool and if u brush it up the visuals, this could be a really neat little game.

Zero to Hero
Mr Kohlenstoff
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Posted: 5th Aug 2007 02:31
@TE LTD: Thanks.

@Game King (and everyone else): I wrote an animationsystem, what can be used in scripts easily, and made some tests with two of the animations (walk, idle).

http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/Doyle%20Animation.rar

As you can see the idle-animation is not very optimal because doyle is scrolling, It seems as if not all frames have the same x-size.
The walk-animation looks a bit like he's dancing, so it would be good if you could try to improve the leg-movement a bit, apart from that it should be OK.

For now the animations should be enough, if I need something else I will tell you.

By the way, did you recieve the mail I sent you some days ago?

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Game King
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Posted: 5th Aug 2007 05:10
@Mr Kohlenstoff~ Hey I got ur e-mail, and I just responded. Ok I'll fix the walking, and I'll repost the idle so that it won't look like he's scrolling.

Mr Kohlenstoff
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Posted: 5th Aug 2007 14:34 Edited at: 5th Aug 2007 16:17
I nearly finished the animation-system and added the other animations to the small demo-program.
http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/Doyle%20Animation2.rar

The falling doyle looks really funny.

Edit: Can somebody tell me why none of the links i post works? I'm using the normal href-tags of this forum...

Edit2: @Game King, I have an idea what you could animate for me, if you want. It would be nice if you made an animation of the airplane-picture
1. in "idle"mode, so just a moving rotor
2. a roll, so that the airplane doesn't fly with it's top at the bottom, but can just roll to the other side, when it would be top-down... I hope you understand what I mean.
Thanks.

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Game King
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Posted: 5th Aug 2007 16:49
@Mr Kohlenstoff~ Nice engine u got there. I'll make that airplane for u.

Mr X
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Posted: 5th Aug 2007 18:52
It's an very cool game you got there, Mr Kohlenstoff. But I've noticed that the collision is a bit oversencetive, but that's all. The animations are (so far) very nice and fits the style of the rest of the game very good.
Mr Kohlenstoff
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Posted: 5th Aug 2007 23:22
Pew.. I didn't think that I would come so far today, but I included the animations now, and they work how I wanted.. Tell me if you find any bugs.

http://mrkohlenstoff.mr.funpic.de/Sonstiges/doyle/DoyleV4.rar

@Mr X: Thanks. do you mean "oversensitive"? (Sorry for that question ^^) And how do you think could I improve it?

@Game King: Looking forward to the airplane-animation.

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Game King
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Posted: 6th Aug 2007 19:50 Edited at: 6th Aug 2007 21:05
@Mr Kohlenstoff~ Wow, the game looks much better with the animations.

Here's the new walk animation: (I like it wayy better)

EDIT~ Fixing..

I'll post airplane soon..

Mr X
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Posted: 7th Aug 2007 12:47 Edited at: 7th Aug 2007 12:48
Looks very nice with those animations.

Quote: "@Mr X: Thanks. do you mean "oversensitive"?"


This:


When you try to jump to another box that's above you, it can be really annoying because you collide with the air a bit from the other box.

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