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Everything posted by keibo

  1. Hey everyone, was meant to try and start this one earlier during the holidays but I got really ill just before and spent pretty much the rest of my time recuperating, oh well... on to the Game I'm making a game where you are the shitty wizard and are being chased by a void that is consuming everything in sight. Your goal is to be to outrun the void, avoiding/destroying things in your way and collecting the thumbs cast along the way to the end of the level. Game is 2D and you will be driving down one of multiple lanes, swapping lanes when necessary. I'm working in 2D because I have very little time overall and most of my experience is in 2D anyways. And even then I'm using some Kenney Assets to give me head start. I've been splicing some audio snippets from the podcast like when you pick up a thumbs cast member they say there name and I'll hopefully be able to have some more easter eggs and stuff like that in the game by the end of it so fingers crossed haha! WIP of where I'm currently at, should hopefully have backgrounds and variations etc. soon... Hopefully I'll be able to post some updates before the end date if not I'll at least post one once the deadline has passed
  2. [Dev Log] The Eyes In Search of Paradise

    That is awesome, love that you've added a radio station too!
  3. [Release] Decrepit (GOOD... BYE)

    wow that is looking fantastic already! awesome job!
  4. [Release] Heely Kids

    Hey thanks for your feedback, I completely agree with you, the idea was to have the ability to do air tricks, hence the floatiness but I never managed to implement it as I ran out of time mainly trying to implement the main mechanic, I think I'll be working some more on the game for a little longer and add some more things I ran out of time to do in the 2/3 weeks.
  5. Hey all, after a 2 year game making hiatus I am back My game is going to be based on Chris's endorsement on "Sliding down the stairs on your heels as a kid (or something)" where you have to slide down the stairs on your heels(duh!). The game mechanic is going to be something like the grinding sections in a tony hawk(tm) game where you need to keep your balance whilst sliding down the stairs without falling backwards/forwards etc. leaning too much in any direction will cause you to fall and lose your points/multiplier and you need to avoid slipping on toys or getting spotted by your parent. I will try my best to update this thread as I go along My first goals will be making the sliding and leaning mechanics so hopefully will have something to show soon.
  6. [Release] Heely Kids

    And it's out in the wild! I realize that my updates slowed down, unfortunately it was getting difficult to focus on either coding or posting updates so coding won Anyways, hope you all enjoy the mini-experience and I might go back to it at a later date to try and focus on getting some of the missing bits and bobs I wanted to add in as well as refining stuff like the control system haha.
  7. [Release] Heely Kids

    Quick update! Still working on this for better or for worse haha! currently been implementing the animations, transitions and the like and also been creating another level and been fixing off some issues with bugs. Still need to fix some minor bugs, but should hopefully have something playable before the weekend
  8. [Release] Heely Kids

    some more updates! Got a basic Menu screen going, most definitely not final (unless I run out of time, then it will be...) Imported character model provided by @Mythalore and got a very raw animation going (totally my fault as I haven't implemented all code updates required yet to get the animations working properly). Still have pending issues as like yesterday with momentum and I need to review the scoring... but I think it's something at least haha... Oh and a video of current progress as that gif in my last post was
  9. [Release] Heely Kids

    Thanks @theschap! Another update today... weekend was unfortunately low on jam time, but hey we're back on the grind for the rest of the week! Assets and code adjustments! @Mythalore kindly provided me with some assets of some stairs so spent some time just making a quick prototype of the track! here's a little gif(33MBs lol),there's some issues still, but that rotation being resolved has really motivated me It is possible to turn and carry the momentum with you promise! Also, it seems that the game is something like a snowboarding style game where you are going downhill and I am trying to resist the urge of adding tricks in mid-air for the jam coz I know I definitely won't have the rest of the bits ready if I do!
  10. [Release] Heely Kids

    Shh no one was supposed to notice that it's a special move of sorts... Seriously though I've renamed it
  11. Man that is sounding great! such a clever design idea! also the spinning gif whilst the video was playing was oddly mesmerizing and satisfying
  12. [Release] Heely Kids

    Thanks Zirrus! Today has been a bit of a slower day, I did manage to get the first iteration of my tilt randomization going so the further the player leans in either direction the greater the random tilt effect. Also I prepped some code to allow for right-angled turning for the time being, just needs testing, but this might change altogether after we get some actual level designs done and it stops looking like a slide
  13. This is looking great so far! love the story idea too
  14. [Release] Heely Kids

    Another update! Worked quite a bit on Saturday, but Sunday was very hectic IRL to allow me to get round to doing any Jamming. Today has been very productive though. The following is now in: some UI elements are now in place: Everybody loves getting points!! Jump mechanic now uses a release style system so jumps can be held for bigger jumps or pressed quickly for short hops (needs tweaking) Player tilt is now visualized (temp art style for now, might be removed at final release... possibly... (probably not... )) "Fail State", tilting too much causes the player to "fall" and effectively locks you in a slide until you get to the bottom of the stairs "Tricks" are now displayed whilst they happen (these will eventually get you the big points later on!) Obstacle prototype which will cause you to tumble, reducing speed, also, this will eventually affect your score (remove trick bonus or something like that) Also, @Mythalore is now also collaborating with me on the project wohoo! And a second short video... subject to change...
  15. [Release] Heely Kids

    First day update! Had a couple of hours to get some things going, some of the basics are in though which is great . The player launches themselves from the starting platform (this will be the top of the staircase when I actually design it somewhat) then they will slide down the stairs and can move side to side or jump in order to avoid misplaced objects on the stairs (TODO). The leaning forwards and backwards is in, but I need to make the angle relate to speed but I don't think that will be too difficult. I also need to add fluctuations to the tilt so that it becomes harder to maintain it and ultimately a falling over mechanic if the tilt goes over a certain amount leading to you having to restart the level, or possibly just lose the score multiplier or something along those lines... Overall I'm happy with the progress for today, and I'm looking forward to adding the rest of the basic mechanics and score system during this weekend so that I can then focus on making more interesting level layouts and possibly the Heely Kids super duper early prototype
  16. Hey everyone! I've decided that I am going to jam again this year and I have a pretty solid idea of what I want to do this time around too; it will hopefully also be more relevant to the title as well, my wizard jam 4 entry was an OK first attempt I guess considering I did everything minus the music. Live From the Past Anyways, I'm going to make a game based on the Important if True 2: Fight Garbage with Garbage. Pitch Fight Garbage with Garbage is going to be a competitive garbage cleanup game, where you and another player have your plot of land on a single 3rd of the screen (Player 1 on the left, Player 2 on the right) and it is your duty to get rid of your garbage. The garbage will be split into two types, recyclables and garbage, and it is your job to make sure you fill your recycling dumpster(tm) with as many recyclable items as possible before the timer runs out, while also keeping your plot of land as free from garbage in general as possible. To do that you need to use your garbage disposal cannon(GDC) to throw your unwanted garbage into the other players plot of land. The other player has to do the exact same thing. Rules There will be a time limit (say 60 seconds), and at regular intervals new items will spawn in the middle 3rd of the map and will slide to either plot at random. The player is able to pick up items from their plot and either deposit it in the recycling dumpster or add it to the cannon as ammunition. The GDC is on a rail that moves on the vertical axis only and it requires the player to mount it to move, aim and fire the garbage the player was holding. It will be possible to fire the garbage directly into the other players recycling, which causes a severe penalty to the player at the end of the round. Thrown garbage can be blocked by either the GDC or the player themselves, which will be handy to block shots being aimed at the dumpster. Garbage that has fallen into the dumpster cannot be removed (might change). At the end of the round, the dumpster items will be counted, giving points to each player for good items and deducting points for garbage found in the dumpster. Points will also be deducted for garbage and recyclables left on the plot. I fully expect players to end up with negative point scores at the end of rounds and I will l surely tweak this once I am actually in the thick of it... Mockup Bad Paint image is bad, but I think it more or less gets the point across of what I've been explaining above. P1 (blue square) is on the left and P2 (red square) is on the right, the center is a no-mans-land that spawns the items, players, have to pickup the items on the floor and make use of the appropriately. The Arrows represent the GDC of either player. The stars represent the recyclable item and the brown fart thing (it was a speech bubble I swear) represents the garbage. There will potentially be quite a bit of art assets to draw, which is going to be interesting to say the least as I am not terribly good at drawing but I definitely like to give it a go . I will aim to make the game 2 player at first, but I will ideally like to do something AI related to allow you to play single player against the CPU. although I realize that the AI, might just be a dumb, pickup first item you see type of thing, but something cleverer would be nice... Like last time, I will try and keep my progress going here as it keeps me motivated and makes me have to do something to show all of you, which I hope you'll enjoy! Thanks for reading all the way through!
  17. Well I finally released this properly last night... Unfortunately I was much more severely time constrained during this jam due to personal reasons than I would have hoped, however I did manage to get something up and running Game is currently only 2-player only. I wanted to add some sort of CPU opponent, but again I just completely ran out of time. There are still some bugs with certain collision instances, but other than that it works well. Here's the link if you wish to give it a spin.
  18. This sounds hilarious!
  19. WIZARD JAM 5 // Welcome Thread

    I'm hoping to be able to be involved again this jam. I really enjoyed the experience last time and it was really fun working towards the looming deadline
  20. [Dev Log] The Bear's Black Heart

    Massive congratulations! your game looked really clean during the development of it and am really glad to see that you have got this attention, especially considering your circumstances! This also reminds me that I still need to get round to playing everyone's jam games lol
  21. Wizard Jam 4 Feedback

    I agree with Zzot! It was my first time doing a game jam and although I've been interested in trying game jams before the tight restrictions (48 hour game jam for example) have always put me off due to my real life commitments. I liked that the rules and diversifiers felt more of a guidance to add quirks etc. to the game, rather than hard-fixed rules, although I can actually understand that more rules could make the whole thing more structured which can also help people out! My usual issue with game development in general is that my ideas are too vague and maybe not realistic, so I usually never end up completing anything on my own because I lose interest. Rules could help as they would focus and narrow peoples ideas down... Also as Zzot said the slack channels have been a pretty good help for motivation, and seeing snippets of everyone's progress is always fun. I also found it very hard to spend 20-30 mins writing up a post on the forum when I could be spending those minutes coding... (I did actually enjoy creating the posts though) I never signed up for the teambuilding because as this was my first jam, I honestly had 0 clue of how my schedule was going to go and I didn't want to commit to something with a team and having a project fail because I couldn't pull through. Although from what I saw on the thread it seemed to be organized pretty well (now I can't really speak much because I never formed a team) Overall I really enjoyed the whole experience so thanks for organizing! I'm currently adding some extra touches to the current project (hopefully in time before the stream); however I'm already having a look at some other little projects to make as I really want to practice and get better
  22. Ok, so here we go... This is my first attempt at making something that's not based off of a Tutorial on Gamemaker. The premise is that the main character is a time traveller whose magical book's pages have been stolen and strewn across history (and future, honestly getting a single level done will be a massive achievement lol), his job is to attempt to get them back. The main idea is that the book's pages make up special attacks which the player can use and collecting pages adds power to the attacks until it is a "complete" spell (totally ripping off Skyrim shouts here on this one...) The special attacks the character will shout are going to be made up of quotes from the thumbs crew (Could you repeat that? Diversifier) The game will be a 2D Action Platformer. Currently got the Following animations done: Idle Running Page Collectible (Can't make a decent looking GIF of this one...) Also the character can move and jump around, he can also shoot as I was originally intending to shoot where the mouse is pointed; however I'm not sure I want to bother with directional shooting as that might require more headaches with a rotating arm... I dunno, I might get inspired and do it though, although kind of like the idea of just having a "spell" book where each quote would have a cool-down etc.
  23. I put up my game on the for the jam here. Regular page here. It runs, although, don't expect anything great haha! I would like to make some final edits (note: cheat) in the next couple of days to try and wrap up the loose ends, well some of them really...
  24. Thanks @nkornek My friend from work whose getting into drawing volunteered to help (he hand drew the jars with a wacom tablet I believe)... he's also a wiz with photoshop so he relatively quickly managed to whip up the box art after he did the drawings