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 Post Posted: Tue Jan 06, 2015 7:54 am 
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Joined: Wed Jun 06, 2012 7:33 am
Posts: 57
Location: Columbus, Ohio, USA
Sorry for the two weeks of silence, but my VOGJam game is finally looking like a video game and it's ready for some public testing.

I'm working on a 2D platform game with buggy, exploitable mechanics. Those of you watching Awesome Games Done Quick know that the right kind of bugs can make a game a lot more fun to play fast. I'm going for an early Famicom/NES style, sticking to the technical limitations of those games as closely as I can. It's actually a prequel to Skeleton's Revenge, a Ludum Dare game I made in Game Maker 7 two years ago.

The game is being made in HTML5 and raw JavaScript with no libraries or extensions other than Google Chrome's gamepad API. I had to build the tile engine, platform mechanics, and collision detection from scratch so I could break them in all the right ways. Please try it out and tell me if the controls work for you.

Post-jam test versions:
v1.02: http://hitstun.bakamostudios.com/vogjam/skeletonhunter102.htm
v1.01: http://hitstun.bakamostudios.com/vogjam/skeletonhunter101.htm

VOGJam 1 release:
Play on VOG arcade now: http://www.vognetwork.com/skeleton-hunter/
Play online now: http://hitstun.bakamostudios.com/vogjam/skeletonhunter.htm
Download: http://hitstun.bakamostudios.com/vogjam/skeletonhunter.zip


Previous versions:
January 11 beta 2: http://hitstun.bakamostudios.com/vogjam/skeletonhunterb2.htm
January 10 beta 1: http://hitstun.bakamostudios.com/vogjam/skeletonhunterb1.htm
January 9 public alpha 4: http://hitstun.bakamostudios.com/vogjam/skeletonhuntera4.htm
January 8 public alpha 3: http://hitstun.bakamostudios.com/vogjam/skeletonhuntera3.htm
January 7 public alpha 2: http://hitstun.bakamostudios.com/vogjam/skeletonhuntera2.htm
January 6 public alpha: http://hitstun.bakamostudios.com/vogjam/skeletonhuntera1.htm
Input test for troubleshooting: http://hitstun.bakamostudios.com/vogjam/inputtest.htm

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Edited a lot: Added v1.01

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Last edited by hitstun on Wed Dec 09, 2015 1:56 am, edited 15 times in total.

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 Post Posted: Wed Jan 07, 2015 12:47 am 
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Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616
Very nice. I like how it looks so far.


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 Post Posted: Wed Jan 07, 2015 3:48 am 
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Joined: Wed Jun 06, 2012 7:33 am
Posts: 57
Location: Columbus, Ohio, USA
Cool, thanks. It's getting better but not fast enough. I uploaded a new version with complete player code, the beginnings of enemy code, and some optimizations. Saturday is the only day I have left that I can dedicate to this game before the deadline, and I'm worried I won't properly finish the game. It might play like an Action 52 game, but at least that fits the theme.

http://hitstun.bakamostudios.com/vogjam/skeletonhuntera2.htm

Update: I just posted another alpha version. Pausing is implemented, so try pausing after taking damage. I now have nothing on my schedule until Sunday night, so I should be able to finish the game by then.

http://hitstun.bakamostudios.com/vogjam/skeletonhuntera3.htm

Update 2: Changed the screenshots in the first post to the current version of the game. The current version doesn't actaully have glitching out the tileset (or sound) so one screenshot from the January 6 version remains.

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 Post Posted: Fri Jan 09, 2015 6:18 am 
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Joined: Wed Jun 06, 2012 7:33 am
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Location: Columbus, Ohio, USA
Public alpha 4 is up. Collision detection is complete! You can now ride the goat! Or kill it! And there's moving platforms that you can ride but not kill.

Also, I added the music and some of the sounds from my old game Skeleton's Revenge, mostly as placeholders. The final version's music will be much more lo-fi. Think old Famicom games like Spelunker or Challenger. Nothing but a lead and a rhythm bass.

I'd like to have this one posted on vognetwork.com so I can see what the hosted version looks like before the deadline comes.

http://hitstun.bakamostudios.com/vogjam/skeletonhuntera4.htm

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 Post Posted: Sat Jan 10, 2015 5:58 am 
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Location: Columbus, Ohio, USA
Skeleton Hunter is now in beta! All enemies, bosses, and game mechanics have now been implemented. All that remains is to make a bunch of levels, new music, and a couple new sounds. Maybe I'll bring back that tileset glitching, but I'm not sure there's a place for it in the game anymore.

http://hitstun.bakamostudios.com/vogjam/skeletonhunterb1.htm

Also, Bobby Blackwolf was awesome and posted the last alpha version on vognetwork.com. I need to write better description and help text and make a better banner. Flappy VOG's page on the site looks good and I'll be using that as a reference. I plan to submit those updates tomorrow morning when the game is done.

http://www.vognetwork.com/skeleton-hunter/

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 Post Posted: Sun Jan 11, 2015 7:25 am 
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Location: Columbus, Ohio, USA
I spent most of today writing music and making the rest of the sound effects. Music was hard. I didn't get all the levels done, so I'll have to wake up before the deadline and hammer out the last few. One last time, I'm posting a pre-release beta. This beta might end up being my entry to the jam.

Play online: http://hitstun.bakamostudios.com/vogjam ... nterb2.htm
Download: http://hitstun.bakamostudios.com/vogjam ... nterb2.zip

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 Post Posted: Sun Jan 11, 2015 6:09 pm 
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Location: Columbus, Ohio, USA
Skeleton Hunter is done! I emailed it to Bobby Blackwolf with about a minute before the deadline. Come and get it!

Play online now: http://hitstun.bakamostudios.com/vogjam/skeletonhunter.htm
Download: http://hitstun.bakamostudios.com/vogjam/skeletonhunter.zip


Tips:
You can safely stand on top of any enemy or object.
Try moving backwards through walls when doing a jump attack.
Try escaping the boss room.

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 Post Posted: Sun Jan 11, 2015 7:02 pm 
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This game is TOTALLY AWESOME. I love it. Gives me great memories of going back from the rental store with just some CRAPOLA and then beating it anyways. :D

Really love standing on things, hitting projectiles. And the first boss totally got me with his death explosion!

Backwards running goats and early screen wraps also were great! :D


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 Post Posted: Thu Jan 15, 2015 9:08 am 
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Joined: Wed Jun 20, 2012 11:07 am
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Awesome game but I can't beat the (last?) boss because I suck at it. Maybe if I used a controller. Still, great job!

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 Post Posted: Thu Jan 15, 2015 9:18 am 
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Location: Columbus, Ohio, USA
Thanks, you two! When you hear the necromancer start casting magic, you have 63 frames (1.05 seconds) to hit him out of it before he summons a skeleton. Also, try pausing and unpausing the game when you get hit.

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