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Nieb
10
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Joined: 13th May 2014
Location: Lurking
Posted: 25th Jul 2016 11:17 Edited at: 10th Sep 2016 06:01




I'd like to share a little project I started this month.
StarFire a Mega Man X inspired action/platformer. Inspired by Mega Man X2, to be specific, my personal favorite of the series.

Development is currently focused on code/gameplay mechanics.
All graphics and sounds are place holder and not representative of the final game.

Download here, gamepad recommended!
http://www.indiedb.com/games/star-fire
https://nieb.itch.io/starfire
http://gamejolt.com/games/starfire/178907

Twitter: @_Nieb_

Stuff tackled while working with AGK:
This is used for the moving platforms: https://forum.thegamecreators.com/thread/217586
This is how I got animated X files to work: https://forum.thegamecreators.com/thread/217562
This is used to clean up FloatingPoint error with no math: https://forum.thegamecreators.com/thread/217388
Basic idea of how collision detection/handling is accomplished: https://forum.thegamecreators.com/thread/217629#msg2586952
SetSunDirection() using Pitch & Yaw: https://forum.thegamecreators.com/thread/217874
Move Vector3 commands: https://forum.thegamecreators.com/thread/217905

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Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 26th Jul 2016 08:04
Awesome, love X and it looks like you have the mechanics down really well. Didn't see a blaster charge up though!


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
JLMoondog
Moderator
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Location: Paradox
Posted: 26th Jul 2016 08:40
This looks amazing! Very well done, good luck with this game! If you need any media built for it, drop me a line, I'd be willing to contribute.
Nieb
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Joined: 13th May 2014
Location: Lurking
Posted: 26th Jul 2016 10:37 Edited at: 26th Jul 2016 10:40
Charged shot on the ToDo list.
Thanks for the support!

Just uploaded another demo.
Now with better input support. There is a setup menu for assigning keys, Keyboard and Gamepads supported!
PSY
Developer
8
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Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 26th Jul 2016 12:46
Wow,

nicely done !!!

I'll give it a shot this evening.

Thanks for sharing
Phaelax
DBPro Master
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Location: Metropia
Posted: 28th Jul 2016 16:22
The mechanics look superb, smooth. Level design.... :p

Mega man was a sweet game, even I sucked at it.

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 28th Jul 2016 22:09
Very cool.

Nice to see the use of an X file.

Looks like I need to get up to date on the AppGameKit commands for 3D.

Quote: "it looks like you have the mechanics down really well"

Agreed.
Well done.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
SpecTre
Developer
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Joined: 24th Feb 2003
Location: UK
Posted: 29th Jul 2016 00:44
Great work, love the 2D platform design and the game mechanics work really well.

Ladders
Wall jumps
Slope platforms
Run and slide

Cool, well done!

Did you use the physics commands or your own system?

Making me want to get back to my 2D platform game to update it, but a little busy at the minute
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
DavidAGK
AGK Developer
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Posted: 29th Jul 2016 08:20
Awesome start. I know just how hard it is to get to that stage!!! It looks very polished already which bodes well. You need a really solid foundation for a platformer before adding all the whizz bang features and it looks like you have done exactly that.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Nieb
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Location: Lurking
Posted: 30th Jul 2016 02:35 Edited at: 30th Jul 2016 03:41
Thanks again for the support everyone.
Currently laying some groundwork. Menus, map-loading and unloading.

Quote: "Did you use the physics commands or your own system?"

No physics commands.

Updated OP with some helpful stuff.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Jul 2016 14:11
One thing I noticed about your animations was that he magically slides if you are running and firing multiple shots.

I like how he takes aim when shooting, but maybe a running-shoot animation could get rid of that slide.

Quote: "Updated OP with some helpful stuff."


Thanks!

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Nieb
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Location: Lurking
Posted: 30th Jul 2016 20:35 Edited at: 6th Sep 2016 06:46
Nice catch.
These animations are still on the ToDo list:


Not sure how I want to do it just yet. I'm thinking I'll have to manually go through the frames with a var, so I can go back and forth between shoot and non-shoot animations.
I did something similar with the ladder, manually setting the frame based on the players height.
Nieb
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Location: Lurking
Posted: 31st Jul 2016 00:08 Edited at: 31st Jul 2016 12:48
This is the basic idea on how collision detection/handling is accomplished: ( All using ObjectRayCast() )


I used a few ideas from this article, but did things a bit differently:
http://www.gamasutra.com/blogs/YoannPignole/20131010/202080/The_hobbyist_coder_1_2D_platformer_controller.php?print=1
Nieb
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Posted: 31st Jul 2016 12:54
Just uploaded another demo, check OP.

What's New:
- Menu framework
- Map loading/un-loading
- GameSaves
Nieb
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Posted: 9th Aug 2016 08:50
Boss-Doors!

Nieb
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Posted: 11th Aug 2016 07:19 Edited at: 11th Aug 2016 07:21
Uploaded Demo #4, check OP.
Now for the most daunting task, boss functionality/behavior/AI.

What's New:
- Player animations finished!
- Smarter camera with movement restrictions
- Door functionality
- Player death handling and level restart
- SaveGames fully functional
- Death pits
- Enemy Projectiles
- Sound (currently using MMX sounds as placeholders)

- Code polish & tweaks..
- Lots of behind the scenes stuff..
Digital Awakening
AGK Developer
22
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Joined: 27th Aug 2002
Location: Sweden
Posted: 12th Aug 2016 10:47
Gameplay looks really nice and smooth. Well done on the collision stuff. You might be able to build up a nice fanbase from this, considering how Mighty nr 9 flopped.
Nieb
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Posted: 12th Aug 2016 11:39 Edited at: 12th Aug 2016 11:43
Thanks for the feedback.
I've been pondering Patreon or KickStarter, but I want to be sure this is something I can make happen first. So far I've worked through every challenge presented.
Let's see if I can get an interesting Boss battle going, if so I think it's time to start considering things. Though social media and advertising one's self isn't really a strong suite for me...
Digital Awakening
AGK Developer
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Posted: 12th Aug 2016 14:01
Nieb:
You should be careful with crowd funding. They can be really good but they can also be damaging if things don't go well. I think it's better to build a fanbase before doing something like that. Successful Kickstarters usually have previous experience and connections.
Nieb
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Posted: 12th Aug 2016 14:59
Good advice.
With Kickstarter, I'm not sure I like the idea of getting a lump sum all at once. It's difficult to know how much a project will cost, even if you do have experience working in the industry.
Currently looking for other forums and such to share the game on..
Digital Awakening
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Posted: 12th Aug 2016 17:35
Quote: "It's difficult to know how much a project will cost, even if you do have experience working in the industry."

True that!
Ortu
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Posted: 13th Aug 2016 22:30
Is it me or does the gravity feel a little bit heavy?

Also noticed that if you simply hold the dash button every wall jump will be a dashed wall jump, you don't have to re-press it each time. That may be intentional, but I remember having to press it every time in X.

All in all though, really smooth, nice work.


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Behdadsoft
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Posted: 14th Aug 2016 06:16
it's seem cool game.
Nieb
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Posted: 14th Aug 2016 15:50 Edited at: 14th Aug 2016 16:08
Just uploaded Demo #5, check OP!
Boss battle code finished!

What's New:
- Boss Battle Functionality
- Start level intro, Teleport In
- FadeIn/FadeOut transitions



Quote: "Also noticed that if you simply hold the dash button every wall jump will be a dashed wall jump, you don't have to re-press it each time."

Interesting hadn't thought of that.
Just checked MegaManX2 and it has the same behavior. Regardless, I am ok with this behavior.
Thanks for the feedback!
Nieb
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Posted: 25th Aug 2016 22:23
Stage design and mini-boss test. Demo#6 coming soon!
Please excuse the rubbish video quality, currently working on a weak laptop.

Digital Awakening
AGK Developer
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Posted: 27th Aug 2016 11:56
That's a pretty cool boss

Your videos would be more exciting with some music. Try https://creativecommons.org/ for some temporary songs.

Those white platforms blends in a lot with the sky background. It would be easier on the eyes to add some color to them
Ortu
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Posted: 27th Aug 2016 15:10
Great start on the boss. I would like to see him cycle in some more aggressive behaviors at times though.


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Nieb
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Posted: 29th Aug 2016 04:48 Edited at: 29th Aug 2016 04:53
Demo #6 released!

What's New:
- Stage design test! (Test5)
- Enemy/Boss as Platform (climb and stand on)
- Large scale boss battle
- A bunch more behind the scenes stuff



Quote: "Your videos would be more exciting with some music."

Good call, I'll look into finding some fitting music.
Also made the "white platforms" more of a grey color.

Quote: "I would like to see him cycle in some more aggressive behaviors at times though. "

Hmm.. I'll ponder that one, used most every idea I had.
I did consider making him spin his "hands" to throw the player off. Just might add that one.

Thanks for the comments and feedback!
SpecTre
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Posted: 29th Aug 2016 23:15
Liking you work Nieb, this is going to be an awesome game, love the progress you have made so far, well done.

Will be keeping an eye on this thread as this is a really interesting project!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Nieb
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Location: Lurking
Posted: 31st Aug 2016 02:31 Edited at: 31st Aug 2016 22:51
Just a small update!
Downloads in OP.

What's New:
- Removed canon at the beginning of Test5 stage
- Enemies now drop health pickups

Thanks again for the encouragement & support!
Nieb
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Posted: 24th Sep 2016 17:57 Edited at: 24th Sep 2016 18:03
Development is still coming along, currently filling notebook pages with ideas for level design and enemy/boss design.

Started blocking out a few ideas this week:

AreCustomize
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Location: Cyberspace
Posted: 11th Nov 2016 10:23
Hi!

It seems that level maps are each in one .obj file. Is the whole map loaded instantly or in smaller pieces?
If in smaller pieces, how do you manage that?

Sincerely,
AreCustomize
"Anyone who has never made a mistake has never tried anything new."
-Albert Einstein
Ched80
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Location: Peterborough, UK
Posted: 11th Nov 2016 19:34
This is looking superb. Good to see a focus on mechanics as this can kill a game if the feel is just wrong. But I think you'll need to improve the visuals to take this project to the next level and draw in more players.
Nieb
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Posted: 22nd Nov 2016 02:13 Edited at: 9th Jun 2017 20:32
AreCustomize wrote: "Is the whole map loaded instantly or in smaller pieces?"

The entire map is loaded instantly. Then AGKs built in occlusion culling handles the hiding of unseen stuff.
AreCustomize wrote: "If in smaller pieces, how do you manage that?"

I am building the stages in one single "scene" file, then exporting pieces of the stages to obj files. Each with it's own texture.
Check out media/map/test5 for a better example.

Ched80 wrote: "But I think you'll need to improve the visuals to take this project to the next level and draw in more players."

Thanks for the feedback. I completely agree, the visuals are just place holder at the moment.

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