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Work in Progress / [AGK] Stack 'o Blocks

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Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 14th Sep 2011 11:02 Edited at: 20th Sep 2011 09:18
Stack 'o Blocks is a very simple physics based game, the basic idea of the game is that you're a storage worker in life, and have died concealing your secret banana crate stacks so nobody would ever find them! Ofcourse, this sort of behaviour does not go unpunished in the afterlife, so you've been doomed to spend eternity stacking boxes! On a rather unstable beam hanging above the fire.. Ouch!

Should your beam tilt over you yourself will burn in the fire below, will you be able to handle the stress?

Video of Early Release 4 Testing:
Please note, this was recorded before I tweaked the balls and added a game over screen!

Video of Release 3
Video of Release 2
Video of Release 1

Screenshots:


^Both taken by Conjured Entertainment in Release 4^

^Release 5^

Future Ideas
Add an imp that'll fly over, and drop a so called 'void box', this box will consume the first five boxes it collides with, and then dissapear.
Add a random fire cloud flying across the screen, drop a box on it and your entire screen will be consumed by fire, resetting the game field at the cost of 10% of the score.
Add imps that sometimes drop random boxes as they walk across the beam your dropper hangs from.

Downloads
Release 4
Download

Current Known Issues:


Changelog:


Note, the original topic can be found Here.

*= Please, do not feel obligated to contribute in any way or shape. I'm merely stating I'm open for the possibility. ;]
Deathead
18
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Joined: 14th Oct 2006
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Posted: 14th Sep 2011 20:28
Concept sounds cool and the gameplay looks nice but what was this "style" you had in mind?

Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 14th Sep 2011 20:41 Edited at: 14th Sep 2011 21:11
Do you know the Deathspank/The Baconing -ish graphics style? I was thinking along those lines, in a bit of a Nether/Hell like situation. I tried making some black and white sketches myself, but sadly I didn't get very far without making it look horrendous.

Here's an image of what I mean.
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 15th Sep 2011 22:15 Edited at: 15th Sep 2011 22:15
I've just finished adding the basics of the HighScore list! It still requires some cleaning up, and it looks horrible for the time being.. But I'm sure I'll get to changing that some day.


Note, these scores are stored locally, and will be generated on your first run of the game.. They are not stored globaly.

Working on some minor tweaks and some other background work for future updates right now, when those are done I'll likely release a new version.
JLMoondog
Moderator
15
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Joined: 18th Jan 2009
Location: Paradox
Posted: 19th Sep 2011 17:16
I like your ideas for the final game. I think if the gameplay kept at a relatively fast pace, it would be a lot of fun.

I messed around with your graphics for the fun of it. If you want some work done for this in the style you described, just send me an email of the details.



Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 20th Sep 2011 09:25 Edited at: 20th Sep 2011 20:15
That's very nice. I was almost getting ready to get Pincho Paxton to make the the graphics as soon as I gathered up some more money(Which is a major pain in the behind, my laptop died. Using a crappy old netbook for the time being.) I'll shoot you an e-mail later today regardless however.. First I have to chase after a new laptop thought! Rawr 20 bucks a month for a 17" monster.

And the gameplay is supposed to be relatively fast paced, which is why I'll be adding some more random events as I go along, and a few other odds and ends. ;] Probably going to add a very small chance of getting your own void boxes as well, or rather.. Letting the regular box have a 1/1000 chance of becoming a void box as it's dropped. ;]

EDIT: I'm currently rewriting the game from scratch, the old system was heavily based around an afternoon doodle with little to no optimization built into it, and it is likely much easier to rewrite this core now that I'm more proficient with the language than to try and optimize the old junk, so this should mean it runs faster, has less lines and should be a lot easier to add components into.. The current system is far from modular. ;]

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