helpcomputer0's Forum Posts

  • Mainly working on new enemies this week and how visibility works, also added other stuff to test as I go like collectables.

  • That art style man... so nice, sooo special.

    I have to guess you are using effects on the lights , right ? (i mean about the way you blend the characters pixels with the pixels of the yellow light.

    Thanks! Yea I use a separate layer for the colour blocks. The lightening flash is just making the colour layer invisible.

  • Working on a "sticky" jumping mechanic, similar to the old Batman games.

  • Here is a work-in-progress clip of a game I'm developing called Dragon Zero. The devlog on these forums is here.

  • The final update has been released, version 1.2 with the below changes:

    v1.2:

    • fixed an instance of elevator being in wrong position when respawning.
    • energy recharges slightly faster when on ground.
    • added 5 new rooms to reduce backtracking.
    • added checkpoint at mines key.
    • added button prompt on intro screens.
    • delay skipping ending screens.
    • other minor tweaks.

    Available at the same links below.

    http://gamejolt.com/games/prime-mover/222577

    http://www.newgrounds.com/portal/view/686744

    https://helpcomputer.itch.io/prime-mover

    https://www.scirra.com/arcade/action-ga ... over-13268

    http://www.kongregate.com/games/helpcom ... rime-mover

    Hope you enjoy it!

  • Story

    Uncover your past in a chaotic city controlled by men and enforced by machines. Battle your way through armies of government enforcers, religious zealots, and corporate mercenaries to find the origin of your power.

    Gameplay

    Influenced by Shinobi, Rolling Thunder, Ninja Gaiden, Castlevania, and others. Gameplay is focused on close combat with an emphasis on stealth, timing, and decision making.

    Visuals

    It will make particular use of ZX Spectrum-style attribute clash to simulate atmospheric lighting and other effects. It will also stick closely to ZX Spectrum colour/attribute limitations (although not necessarily memory and CPU limits!).

    Platform

    PC

    Completion: 10%

    • Story [Complete]
    • Design doc [Complete]
    • Working prototype [In-progress]
    • ...

    Updates

    I mostly post updates to Twitter (@helpcomputer0) but I'll keep this thread updated when I can.

    In-progress shots:

  • After lots of good feedback I've uploaded version 1.1 of Prime Mover, with the below changes:

    v1.1 changes:

    • added keys Z and B as alternative to Spacebar.
    • added checkpoints at unlocked doors and key points, continue can be used 3 times.
    • small changes to some enemies.

    https://www.scirra.com/arcade/action-ga ... over-13268

    Also here's a video of me playing it badly:

    https://www.youtube.com/embed/ArVMdJJPYtM

    Hope you enjoy it! Cheers.

  • Hey there! I'm a huge sucker for retro platforming games, and I'm enjoying this. Definitely deserves more recognition.

    Had a few runs on the Arcade, and I like most of everything -- perfect ZX spectrum graphics and UI, robust platforming/jetpack controls, and interesting level design.

    One thing though, I realize the game is intended to be difficult to resemble the older classics, but I think taking the player back to the home screen is just a bit too far back, even before the cutscenes. I'm not sure if the ZX spectrum games did this, but I find that it takes away from my (otherwise solid) experience.

    I wanna ask -- how did you achieve that text typing effect (as opposed to all the text showing itself at one go)? It's working beautifully in Prime Mover, and I've always wanted to have it in my game.

    I've also been wondering about the separate screen system you have -- is each screen on a different layout? Or do you just have every screen tiled out on one layout, then scroll to each screen according to player position?

    Hi! Glad you like it A few people have mentioned checkpoints so it might be something to add at some point.

    For the typing effect I have all the text on a layout and each line is covered by a strip of black. Then each letter is revealed by moving the black strip right one letter. There are a few ways you can do this though, this was just the first thing that came to mind at the time.

    I made each screen on it's own layout, I found this easier to manage because it avoids mixing all the events and objects together.

  • Thanks a lot

  • Sweet, thanks! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I also just uploaded all the images if anyone wants to use them:

    http://opengameart.org/content/zx-spect ... rime-mover

  • UPDATE[2017.08.06]: The final update has been released, version 1.2 with the below changes:

    v1.2:

    • fixed an instance of elevator being in wrong position when respawning.
    • energy recharges slightly faster when on ground.
    • added 5 new rooms to reduce backtracking.
    • added checkpoint at mines key.
    • added button prompt on intro screens.
    • delay skipping ending screens.
    • other minor tweaks.

    Available at the same links below.

    http://gamejolt.com/games/prime-mover/222577

    http://www.newgrounds.com/portal/view/686744

    https://helpcomputer.itch.io/prime-mover

    https://www.scirra.com/arcade/action-ga ... over-13268

    http://www.kongregate.com/games/helpcom ... rime-mover

    ========================

    UPDATE [2017.01.06]

    After lots of good feedback I've uploaded version 1.1 of Prime Mover, with the below changes:

    v1.1 changes:

    • added keys Z and B as alternative to Spacebar.
    • added checkpoints at unlocked doors and key points, continue can be used 3 times.
    • small changes to some enemies.

    https://www.scirra.com/arcade/action-ga ... over-13268

    Also here's a video of me playing it badly:

    https://www.youtube.com/embed/ArVMdJJPYtM

    Hope you enjoy it! Cheers.

    ==========================================================================

    I've finally finished the game and released version 1.0! From the previous playable demo I uploaded, I've added all ending screens, music, tweaked the gameplay, and added a cheesy loading screen.

    https://www.scirra.com/arcade/action-ga ... over-13268

    Hope you enjoy it! Cheers.

  • That makes sense. I tried to design each room to be safe for at least a few seconds after you enter it, but it's hard to tell how difficult it is til someone else plays it.

  • Cool game!

    A bit fustrating though haha. Maybe you should put some checkpoints, I gave up after dying a few times because I didn't want to do again everything I had done. But I guess it's different for everyone, so maybe most people would prefer it as it is now

    Thanks Where did you keep dying? I can look at it if it's too difficult.

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  • https://www.scirra.com/arcade/action-ga ... over-13268

    Prime Mover is a ZX Spectrum-style platformer. It's not overly difficult and lasts 15-30mins for a good play through.

    At this point it's fully playable from start to finish, the only thing missing is some art for the ending screen, but it doesn't change the gameplay.

    Keyboard and gamepad supported.

    Any feedback is appreciated, and thanks for playing!

    http://www.indiedb.com/games/prime-mover