Lovelocke64's Recent Forum Activity

  • The answer is "Yes". This was addressed in the beginner's "top down shooter" tutorial, page 3 (Found here - scirra.com/tutorials/37/beginners-guide-to-construct-2/page-3)

    Excerpt: "Destroy outside layout." Instead of stopping an object leaving the layout area, this destroys it if it does. It's useful for our bullets. Without it, bullets would fly off the screen forever, always taking a little bit of memory and processing power. Instead, we should destroy the bullets once they've left the layout.

  • For those who didn't know/doubt my technical proweress... Google Nexus 7 -does not- have Android Browser. It's the first device to ship with Chrome as stock.

    slashgear.com/google-nexus-7-runs-chrome-as-default-browser-shuns-flash-27235939

  • I want to make an action RPG but am embarrassed that I don't really have a storyline. The game will be all about puzzles and finding secrets with some action. The protagonist will be an 18 year old, light blue haired male. Every once in awhile, a pretty goddess will come around the town for some reason. I would also like to implement God in the game somehow and have the character have to make a tough moral choice because of that. But implementing God and the tough moral choice is entirely optional. I haven't decided yet whether the protagonist is a warrior or a magician.

    It appears you're asking for a story here. Very well.

    First of all, between the roles of Warrior and Magician, a Warrior has classically exhibited reverence for God/The Gods, whereas Magicians tend to favor straight knowledge... the -known- world, and the mastery of it. I'm going to write out two synopses for ya. Don't like the names? Change them... better yet, have an "Input Name" screen.

    1) BIRK THE WARRIOR - Once a year at the annual Moonika Festival (Fictional Christmas? Halloween?), The War Goddess Killsea descends from the night sky to give her blessing (A kiss from the stars) to a warrior who exhibits the most important quality a warrior can have: Kindness. A warrior should be strong, heroic, and savage in combat... but in times of piece, he must be as the river flows, never swimming against the current. Such struggles go against the natural order of the world, and lead to war. It is said that Killsea's Kiss opens up a combat potential in her most peaceful devotees that can make one warrior single-handedly able to defeat and entire troop with nothing but the blade and shield in his hands.

    The Moonika Festival looms on the horizon, a month away, and while peacefully meditating in the wilds, BIRK THE WARRIOR is beset by tragedy. He comes home to learn that his entire town/tribe has been wiped out by a warring nation to the south. They do not believe in Moonika, or The War Goddess Killsea, but are compelled to squash the "occult" by divine right of their own God, "The One God". Standing among the ash of his home, his family, BIRK THE WARRIOR feels a hand brush through his hair. He jumps up to draw his blade, and there before him is KILLSEA. He sheathes his weapon and falls to her feet, crying in apology. BIRK asks her why this has happened, asks why he was left alone... sensing his rage, KILLSEA refuses to give BIRK her kiss, but instead offers her tear. In this tear, all of his doubts, confusions, pains and agonies are contained. He is clear-headed and knows what he must do - Deliver this tear to "The One God" and, in effect, break his heart. By causing doubt in "The One God", BIRK will kill "The One God".

    Yadda yadda (the actual game goes here).

    After single-handedly proving his might as the last surviving member of his people, on the night of MOONIKA, with the help of KILLSEA, BIRK is delivered before "The One God" in his throne room of heaven. BIRK cannot stand to hear the voice of The One God, nor can look at his brilliance. He clutches KILLSEA's tear too tightly and some of his doubt and pain come returns to him. He fears that The One God is indeed mightier than KILLSEA, and that destroying such a thing may be a great evil... something he has not considered himself to be.

    Does he proceed? Or does he turn his back on she, whom he and his fathers and grandfathers before him, fought and believed in?

    Stay tuned for "BIRK THE WIZARD". Almost time for me to leave work.

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  • I'd like to refer you to a few games that jump out in my memory:

    Haunted House for the Atari 2600

    mobygames.com/game/haunted-house

    Notes - A game that you should inspect/watch gameplay videos of.

    Sweet Home for the NES (Japan Only, though I think english ROM translations exist)

    mobygames.com/game/nes/sweet-home

    Notes - The forerunner to the Resident Evil series. Considering it was put together on the NES/Famicom, it's a classic study in game atmosphere.

    Mega Man 2 for the NES

    mobygames.com/game/nes/mega-man-2

    Notes - Specifically, playthrough or watch a video for the "Quick Man" stage. There is a section there that is "lit" by fireflies basically... it being a Mega Man game and all, your first inclination is to shoot the sh*t out of the fireflies, but it plunges the stage into darkness around you. As Megaman walks, you see him drop down to lower platforms (that you can't see), and in one notable instance, you are led to believe that you are "walking forever" when really, you are walking against a WALL in the dark. The only way you would know it was by jumping and you "Catch" onto the higher platform.

    In my mind, a light/dark platformer would be a better way to go. There are several other games that have similar areas, but by simply examining platform/wall placement, you are making the player mentally map out a level in the dark. It doesn't need to be overly complex... I wouldn't program hundreds of pits and instant death traps, but I would use the darkness as the game's primary obstacle.

  • Nothing on my nexus called "browser". A Google play search for browser yields Firefox, opera... Etc.

  • Lovelocke64, here is another one to test out(the buttons are a little sensitive)

    http://studioryu.net/dev/paintrendertest/

    This was inspired by CocoonJS Sprite2 demo. However I want to know what FPS impact occurs when there are 50/100/150 objects on the screen; and the different between the 3 backgrounds.

    Tiled: blue with light blue lines. These are 256x256

    Sprite: this is the sky image at a size of 720p to the pixel

    Plain: this is just the basic colour of the layer

    Note - The + Symbol adds 5. The - Symbol subtracts 4. Lots of refreshing to check these out... lol.

    IN CHROME BROWSER: (FPS/OBJECTS)

    Tiled Background Test:

    34-39/50

    30-31/100

    30/150

    29-30/200

    28-30/250

    28-30/300

    19-20/500

    12-13/1000

    Sprite Background Test:

    33-39/50

    30-31/100

    30/150

    28-30/200

    24-30/250

    24-30/300

    11-13/1000

    Plain Background Test:

    35-40/50

    30-31/100

    30/150

    29-30/200

    28-30/250

    29-30/300

    12-13/1000

    ...it's late. I'll hit you with the dolphin browser results tomorrow pal :)

  • ok. let's start with something easy

    http://studioryu.net/dev/bounceball/

    I looked up and it says your device is 1280x800. So just use your browser as I set this to run at your Android Browser(built in) available resolution.

    The demo just creates ball's while it has more than 30fps. The second number is the ball count. Just let me know where it starts to stop.

    IN CHROME BROWSER:

    Things to consider - It fills up up the center, eh, 40% of my screen. 30fps, 119 balls and holding steady it seems.

    IN DOLPHIN BROWSER:

    The same about filling the center 40% of the screen. 27-28fps steady, 195 balls.

    Have I mentioned how much I -hate- Chrome? Such s---. I have taken a photograph on my phone of the tablet. You can check it out right... here - s18.postimage.org/efip9fobt/IMG_20130214_220604.jpg

  • Tell us about them, dude. I don't mind helping a guy sort his thoughts.

  • TDS or whatever, surprise me lol

    Die Hard 5 opens this weekend... I've been thinking on it all day. Guess I'll combine that thought train with the Top Down Shooter. Ever get a chance to play 1996's "Apocalypse" starring Bruce Willis? It was for all purposes a "top down shooter", but with a slightly more angled camera (to exploit the environment models/likeness of the star Bruce Willis a bit more than a straight up and down view)

    Here's some screenshots:

    mobygames.com/game/playstation/apocalypse/screenshots

    Here's a gameplay video:

    youtube.com/watch

    In order to keep in pacing with the demands of the Playstation One, the game was basically a series of "action hallways". You always moved forward killing stuff, and along the way, you perpetually picked up powerups that enhanced the way you killed stuff. Very fast-paced, very arcade-y. As you can imagine, the "Twin Stick" style gameplay (one stick to move in directions, the other to shoot in directions) left you fairly limited with regard to camera control, but the game was designed in such a way that finding an appropriate angle wasn't a concern during gameplay.

    Let's assume you want a strict top-down perspective, as is illustrated in Construct's most commonly viewed tutorial. This is... well, good for learning but as far as end-game result, you'll end up with many more top down shooters looking/feeling like carbon copies of themselves just for lack of innovation outside of the guide.

    • Kids love science fiction. Let's follow a cyberpunk/dystopian future example as shown in the screenshots/videos above.
    • We need to have some type of light platforming elements for "walking" variety. I suggest an "Ocarina of Time" jumping mechanism where simply walking towards an edge on the floor causes you to hop a set distance in that direction. Whatever looks right in relation to your player's movement speed. This will give you an opportunity to have environmental hazards in place of simply setting up waves and waves of enemies to attack you. Things that jump to mind are acid pits, broken highway segments that fall many miles below to the floor, exposed electrical wiring, deadly laser grids, etc.
    • Most players will be using hard UP, DOWN, LEFT, RIGHT controls while playing the game... diagonals only really when attempting to strafe around the inevitable hordes of enemies. I would suggest that all platformer elements be aligned to the hard U/D/L/R directions so that they are passable.
    • For the sake of system requirements, I'd recommend a slightly different approach to enemy waves. Rather than try to push the engine with hundreds of generic baddies, think about the movies "Alien", "Predator", "Terminator". When you encounter an enemy, they should be nearly overpowering of the player, forcing that player to rely on preserving weapon/ammo pick ups rather than spitting out rounds constantly for the sake of "ooh look at the special effects!".

    Ever play Ikari Warriors II: Victory Road on the NES? They had a weapons system I was in love with. As you destroy enemies/world objects, you pick up currency. You could also win currency by "prize fighting" tougher key enemies also hidden throughout the world. The weapons you can buy are all "extras" over a simple basic weapon... the special weapons are best suited for boss fights.

    Here's screenshots:

    mobygames.com/game/nes/ikari-warriors-ii-victory-road/screenshots

    Here's Video:

    youtube.com/watch

    Note the little red pulsing things the enemy drops? Currency.

    You can note similarities between Apocalypse and Ikari Warriors in that they're both effectively "Action Hallways" with obstacles in the way. Ikari Warriors required no jumping, but you can see ample opportunity for there to be such a thing.

    I propose that we borrow from Ikari Warriors II:

    • Hidden shops that require some form of explosive to open up. Perhaps there could be a (left click) shoot function and (right click) grenade function... as both are considered "primary" weapons, the resupply ammo can be dropped from common enemies at random or discovered in ammo crates littering the landscape. Think "The store owners barricaded themselves in their shops" and to get to their wares, you have to blow the door open. These stores exclusively contain the higher-end weapons that you can't find among ordinary enemies.
    • Your mind can run wild coming up with many weapons, but in general, you want the 1) "average damage click-dependent rate of fire weapon" as default. 2) "low damage high rate of fire click + hold fire weapon" 3) "high damage, slow rate of fire, slow traveling rocket-type projectile" 4) "Wildcard weapon. High damage, up-to-you rate of fire, but strange trajectory weapon". In Ikari Warriors II it's the boomerang, in Contra it's the spread fire/spirally doo-dad weapon.

    More later... eh... a fight seems to be breaking out in the living room :0

    EDIT/RESUMING/SUMMARIZING: (Jeez. Why am -I- the one that has to settle things?)

    Ideally, what you are doing is confining the play area to a vertically or horizontally scrolling play field. Backtracking would be okay if there are, say, objectives to be met, but you run the risk of allowing players to "exploit" the stores by going back to them whenever they like as opposed to making players think wisely as they pass by one.

    While your player never alters his overall elevation, he CAN hop over minor obstacles that he doesn't wish to come into contact with. This allows you to plan stages around:

    1. Wide areas to be filled in with dense hordes.

    2. Areas that require strategic "Star Tropics" style hopping/puzzle solving (Player has to hop across stones to reach a control lever that extends a drawbridge across an unhoppable gap)

    3. Confined areas that forces players to rely on weapons purchased from stores to attack fewer, immensely powerful enemies. (placing them after stores is a good idea.) Think about a guard tower with one guy firing an ungodly stream of bullets at the player, from which they must seek shelter until he's done firing (reloading). If they stood out in the open and tried to just outgun him, the player would die each and every time. By placing ONE enemy you are then free to place dozens of projectiles.

    4. Some kind of end boss battle or (the cheap way out) extended survival wave finale. A way to ensure that all of your player's acquired resources are used up in a more dramatic fashion that gunning down common enemies. Think combat against a slow moving tank, helicopter, or mecha (if we're keeping with the sci-fi theme).

    With a few frills along the way for immersion's sake:

    1. Exploding barrels.

    2. Weapons crates.

    3. Destructible objects (Storefronts, abandoned vehicles, you name it... stuff that takes 10 precious shots to destroy that may ultimately yield nothing but visual pleasure).

    4. Voice acting. This is a great storytelling attribute you can afford to implement because of the "vertical or horizontal" scrolling stage design. "Oh great, more lasers." etc. Be a writer! Think of Bruce Willis over here... they can be one-liners or actual story-driven narrative (Player comes across half-eaten human bodies strewn about) "What the hell... these are teeth marks. What could have- OH S***!" (Flash spawn boss character) and so on.

    5. Since you know the "direction" of the stage flow, you can design trackside detail with a fixed perspective to fake a 3D overhead view. Think like Ikari Warriors... you can see the wall facing the player, the roof, but nothing behind it. Mind your collision boxes.

    6. Rather than keep a traditional high score, keep a "Body Count" instead. Every 100 enemies slain, an extra life... a blood-soaked nod to Super Mario Brothers and its coins.

  • Got it... will do this when I get to the house in a couple of hours.

  • Give me an idea, I'm interested how this will turn out.

    Give me a starting point! lol. Genre/Subject.

    You do seem to have a pretty good bit of creative experience, have you shipped a game before?

    Let's not get into a d--- measuring contest here. "Have you signed a feature length film into distribution before? How about three?" I urge you to participate or exit, but don't muddy this down. Supposed to be fun.

  • ideas themselves are just ideas, they're kinda worthless... plus no one wants to create another guy's game.

    I'd like to disagree on a simple basis: You get a dev team with more than "one person" working on a game, then guess what? There's "people wanting to work on another guy's game". It's the essence of collaboration. There are plenty of people out there who are stuck working on a game too ambitious for their reach, or unrealistic considering the development platform. A plan is just a plan, but a GOOD plan is worth having no matter what the source.

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Lovelocke64

Member since 9 Jan, 2013

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