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Plom510

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Posts posted by Plom510

  1. MERRY CHRISTMAS EVERYONE!!!

     

    As promised, I brought you all my gift that I've been hinting at. A new demo for Bingo The Multiva!

     

    http://www.mediafire.com/download/oebm6dmm78qz2c7/btm_demo_1_5_0.zip

     

    There are major changes in this build. An obvious change is the lack of a level select menu. I plan on reworking that since I'll be going with the 2 act 2 bosses structure which is demonstrated here. You'll be going through 2 new Verdant Valley levels, face a new boss, and fight Darth at the end. There may be some small oddities here and there, but I will mention that some tracks are still unfinished. Even though the music for the first boss may sound like a complete track, I will need some suitable mini-boss music to go along with it.

     

    As always, critiques will be appreciated and I want to know if this structure is good for anyone. I don't want to be THAT guy, but I wouldn't mind if anyone would to like to record the demo. Videos also help with figuring out what works and what doesn't.

     

    I hope you guys enjoy the demo!

    • Like 1
  2. With the original plan, there would only be 3 worlds, so it would be at least 72 levels to go through. However, since I did say I had enough level tropes to be their own worlds and by going with the 2 act structure with a mini boss and major boss, the 72 levels would be GREATLY reduced to roughly about 30 levels. If I haven't mentioned this yet, restructuring the game in this way wouldn't mean I lost any time with making levels. Only that a few will be cut in favor of the new structure.

     

    Right now I'm almost convinced about doing 2 "acts" and 2 bosses per world as I feel that this would be better for the game. Any thoughts?

  3. I'd like to give an update that I haven't quite made any progress on Bingo The Multiva since I have school. I would like to give a simple question as to how I should continue the game.

     

    Would anyone mind if I still kept the 24 Levels per World mindset or should I restructure the game to where every level trope is its own world as a 2 or 3 act structure?

     

    I personally feel like while the 24 levels is nice considering the different tropes, it may be a bit too much since there will be a point when there will be too many repeated ideas and themes going on. The good thing about doing the 2 or 3 act structure is that I have enough themes to be considered their own world. (Plus, no more Desert level is the 2nd world) As well as varied tropes, that can also mean more bosses as well as a story that's more to the point rather than having a slow start. If I do go with the structured route, the only changes that will be made is just either removing or merging existing levels together and scraping the ones that won't necessarily fit. (ex. gimmick based levels)

     

    I don't want to rush my projects nor do I want to be remembered as someone who rushes their games. What do you guys think I should do? Continue with my current plan or restructure? Feedback is going to be needed on this so I can come to a clear decision.

  4. LancenAdventureLogoColor.png

    =INFO=

     

    Lancen Adventure is a 2D Jump and Shoot Platformer that takes a robot on an adventure to rescue his little sister from an evil Junkbot! He may not have any experience fighting in the field, but that won't stop him from completing his goal. The game's visual style and control interface is greatly inspired by the original Game Boy games from long ago.

     

    =SCREENSHOTS=

     

    screenshot_lanadv_title.pngscreenshot_lanadv_woodlands_01.pngscreenshot_lanadv_woodlands_02.pngscreenshot_lanadv_woodlands_03.png

     

    =DOWNLOAD=

     

    Windows:

    http://www.mediafire.com/download/myewxduarwdc5z5/Lancen_Adventure_Alpha.zip

     

    =AUTHOR NOTES=

     

    The game is still an early prototype, so there will be a few bugs that can be encountered. Most of the bugs involve losing all your health. There is no live system implemented at the moment so you essentially have unlimited lives. The level does not have a proper end as it will transition to a mini-boss at the end. Other planned features that are not available in this build are collectible items (coins or rings) and power-ups.

     

    So what do you guys think of this project of mine?

    • Like 2
  5.  

    Here's a short preview for another boss. Well, the arena so to speak. Unlike the Darth Boss fight, there is some level before the arena to collect some coins. I'll post another video when I have the actual boss implemented.

     

    On a side note, I'm noticing that I'm the only one posting on this thread. At this point, I'm kind of treating this thread like a "dev blog" of sorts. I still appreciate comments on anything I post though.

  6. Out of complete boredom, I decided to make a sprite of Bingo in the Freedom Planet style.

     

    bingo_and_lilac.png 1x Size

    bingo_and_lilac_x4.png4x Size

     

    Not quite an update for the actual game itself, but something I wanted to share with you all. In other news, NCFC is officially over. I do hope that you guys enjoyed the newest beta so far. There may even be more content to play once SAGE 2015 is here. While I'm on the topic of additional content, I'm still looking for a CHARACTER SPRITE ARTIST as I don't feel confident enough to make sprites for the rival characters. I might bump my help thread to see if anyone would be willing to help.

    • Like 1
  7. With NCFC 2014 right around the corner, I might as well share the download links to the v1.4.0 beta of Bingo The Multiva!

     

    Windows:

    http://www.mediafire.com/download/3n0xa8kkbaaz09x/btm_public_beta_1_4_0.zip

     

    Android:

    http://www.mediafire.com/download/8kko8u2lmnqzflb/btm_android_beta_1_4_0.apk

     

    I'll also supply some screenshots that relate to the new build.

     

    screen_1.png

    screen_2.pngscreen_3.pngscreen_4.pngscreen_5.pngscreen_6.png

     

    I hope you guys have fun with the new beta!

    • Like 2
  8. 10298703_741293902585623_657587237064683

     

    What lies at the bottom of this dark cave? Is it certain doom? Just be sure that you don't make a mistake or you might have to traverse this place more than you need to.

     

    While on the topic of how this game may be like Freedom Planet, it clearly isn't the same thing. Of course, I am taking notes from that game but not everything is a carbon copy. I will admit that Salamon's abilities are inspired by FP as I didn't want to make him "Tails" and give him a blaster. Another example of inspiration can be the Forbidden Ruins. I see it as the game has more inspiration from Sonic Lost World than anything else, if anyone remembers that there was a sprint button very early on.

     

    Also, just because I said that there may be "certain doom" if you fall, doesn't necessarily mean that there will be bottomless pits. I won't spoil what happens if you do fall off, but you won't find out in the NCFC build since this level is still being worked on.

  9.  

    Here's some gameplay of what to expect for NCFC 2014! Not much is different from the public beta I released a while ago except for the inclusion of Salamon. You can also see his gameplay in the video. He still doesn't have any voice clips yet for his gameplay, but hopefully there will be by the time NCFC rolls around.

     

    The above video was recorded by KiddoCabbusses

    • Like 5
  10. Unfortunately, while Salamon is complete at this point, I won't be able to share his gameplay yet as I will not have any internet for a week.

    Aside from that, I am able to give a technical update. I am currently reworking the programming for sounds as I will be utilizing GameMaker Studio's New Audio Engine. I've been using the legacy audio engine for quite some time, but only now I understand how the new audio engine works. Prepare to see a LARGE decrease in file size for future versions as the new audio engine uses the .ogg format. That is something I wanted to use for the music as I was kind of forced to use the .wav format so I can have the seamless loops as .mp3s always leave a slight pause when the music is looping.

    • Like 1
  11. bingo_and_salamon_sprites.png

     

    I made a sprite for Salamon. Since I know I'm not that good with making characters, I used Bingo's idle sprite as a base for the head, torso, and arms. The ears, hair, and feet are new. Salamon legs are 3 pixels shorter than Bingo's as he isn't supposed to be as tall as him. I know if I'm going to be making the rest of his sprites, it'll be a real challenge. I'm also thinking about making him a playable character as well but his playstyle will be a bit of a challenge.

     

    So far, I know Salamon's jumping will be the same as Bingo, but he will be able to fly for a short time with his ears. He won't be able to roll at will so the tricky part will be thinking of a method of attacking as well as giving him a special move. As for attributes, Salamon will have a slower speed cap and a greater jump height. Even though Salamon's max speed will be lower when walking normally, it will still be possible for him to go as fast as Bingo via boosters, springs, etc.

  12. Not sure how I can explain this without trying to be rude but...

     

    Everything about my game is going to look amateurish since I'm really only 1 guy. You're asking for a lot from me, and yes you can argue I can make the game look/play better if I put a lot of effort into it. Also, I don't believe in wanting to be popular. As I said in the Spark thread, I'm fine if my game will never be popular as long as the few people who know about my game like it and enjoy it and help me improve. A lot of initial projects for up and coming devs are always going to be way below professional quality when it's a one-man team.

     

    I'll be real here. A couple of OLDER versions of my game were much, MUCH more horrible than what I'm making right now. I won't go into specifics, but I will briefly summarize what older versions of Bingo The (Multiva/Chao) were going to be like. I apologize if this post becomes a history lesson.

     

    *There will be links to older versions that I still have on my hard drive.

     

    ("Bingo The Chao" 2007)

    This is when I first came up with Bingo, Salamon, and Darth. Salamon was originally a Kirby recolor, while the other two were Chao. Everything about the game looked like it was made by a 12-year old, and I was literally that age at the time. The soundtrack utilized copyrighted material and overall, the game is very boring and didn't even have a proper engine.

     

    ("Bingo HyperBlast" 2008 - 2009)

    I attempted a different take, while still being a platformer. Bingo and Salamon were redesigned. Bingo still retained his yellow arms from since his creation, but wore shoes and gloves that were STRIKINGLY similar to Sonic, as all of his sprites were edited from Sonic Advance's Sonic sprites. Salamon appearance is similar to what he is now minus the hair and he had gloves as well. There was another character that I came up with named Octane, who would be the "Shadow" of the game. The game is very generic and it had problems as well, but at least it had somewhat of an engine.

     

    ("Bingo The Chao" 2010 - 2011)

    The game I posted a while ago in this very thread as an April Fools joke. Bingo lost the gloves and shoes this time around. Graphics are not very pleasing to the eye and sprites were inconsistent. Gameplay was generic as well, and touching enemies meant instant death. Not very fun if you ask me, but the download is above if you feel like torturing yourself.

     

    ("Bingo The Multiva" 2012 - 2013)

    The most playable out of the bunch. It's okay at the very least. This version is actually running on the same engine as the current version of Bingo The Multiva. Problem is that the screen size is VERY small and you can't tell if certain jumps will be safe. Especially with the unfinished hard mode. This one was close to completion, but I ultimately scrapped it. Normal mode does have a start to finish, but with no bosses at all. Play it for yourself and you can get an idea why I ditched it.

     

    ("Bingo The Multiva" 2014 - )

    The version of the game that you all are seeing and that is in development. With this version, I became more serious on finishing it as you can tell. A lot more effort is going into this project and I really want this to be as good as it can be. I chose to go with a simplistic art style since, why not? It is visually pleasing if done right, and with the size of everything, I could put as much detail as I want if I choose to do so. The soundtrack is going to be very original now that I have someone else helping with the music. At least this game has 6 characters (only 1 playable obviously) and I'm going to get voice acting in this.

     

    You may notice that there's a download link to a public beta of the game that I just compiled. I was meaning to make this post just on the beta build alone, but I got carried away with explaining my game's history. Decided to just make this build since I want to see if any opinions have changed on the gameplay, but changes and bug fixes aren't the only thing the public beta has to offer.

     

    -You can play through the first set of Verdant Valley levels! (12)

    -There are unlockable Bonus and Emblem Stages! (4 for each)

         -1 Red Coin/Emblem for the 1st Stage, 3 for the 2nd, 6 for 3rd, and 10 for 4th

    -You can uncurl out of rolling by pressing the X key again.

    -Bounce physics have been slightly changed so that Bingo will slowly gain some height if bounces are timed correctly.

    -Bingo's Dash can now pull Coins towards him. I recommend trying this in Emblem Stage 01 to really see how powerful this addition is!

    -Includes a boss fight with the Manager with voice dialogue from Darth during that level.

    -Each level needs to be unlocked by completing the last one.

    -The save file now writes in a new file, and this will be the file that'll be used in the final game.

     

    I also plan on featuring the public beta at NCFC 2014 rather than SAGE 2015, as that'll come sooner and maybe there can be more content for SAGE. Another reason why I decided to release a public beta is that I can't seem to find people who would want to test my game, so why not release a build to the public? The game is going to be free at the end either way.

     

    Apologies for the giant wall of text, but I hope you guys at least enjoy the beta as well as checking out some of the older versions of Bingo The Multiva/Chao!

    • Like 2
  13. screenshots_menu_01.png

     

    Finally got the level select menus done. As you can see, if you have collected a level's Red Coin or Bingo Emblem, there will be an icon overlapping each level's button. As soon as Verdant Valley's 2nd set of levels are done, there will be a button above that will allow you to switch between each world's sets of levels. I also plan to have the background change depending on which set you are viewing as Verdant Valley's 2nd set of levels will use the Sunset Valley background.

  14. To put some things into perspective, spark did not even reach 1/4 of the popularity chrono adventure got. That's just goes to show how bad spark is doing, nobody seems to want it and why should i spend months and mothns working on something people don't want? 

     

    I don't believe numbers should really matter. Take my game for example. I've only had about 200 downloads on the Windows demo. So what if not so many people tried my game? At least the few that have played it would still like it. I don't even have a following either but that still doesn't stop me from canceling my game at any moment. A long time ago, I've made the mistake of thinking that my project should be popular before I finish it. That isn't really the case here. Now, I just want to make games for the love of creating them. I care about how fun my game will be rather than if I'll get like 100 downloads per day. If there are still very few people that play my game, that's fine by me.

     

    What I'm trying to say is, that you shouldn't care about what the people want. You should focus on what YOU want to do and how you think you'll please you're audience. Making some refinements here and there do help in the long run as well as small additions that you think will make the game better. Of course, feedback is still necessary to figure out what you need to fix in the game as I do this practice.

     

    I recommend taking some notes from Freedom Planet as it is a very fun experience and I believe that the game has that level of love and care put into it. It's also one of my inspirations for my own project. If you do end up canning this, that would be a real shame. I believe that Spark can be a thing and maybe, just maybe in the long run, it can be a really fun game.

     

    I hope my advice helps you and anybody who reads this.

    • Like 1
  15. That's weird. The mockup loaded just fine when I made the post, but it's still viewable if you click on it. I usually post game screenshots on the Facebook page, but since this is actually a planned stage for late game, I don't want to post it there. Is there anywhere else where I can host any future screenshots/mockups or would the attachments be just fine?

     

    EDIT: It seems like editing the post brought the picture back, but I'm not quite sure for how long it'll stay fixed. I'd still appreciate suggestions for anywhere I can host the pics though.

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