Scrolling Game Development Kit Forum

SGDK Version 1 => Projects => Topic started by: durnurd on 2005-06-12, 01:03:10 PM

Title: Wudd
Post by: durnurd on 2005-06-12, 01:03:10 PM
Okay, so I've finally decided to finish, get this, an actual game with the Scrolling Game Development Kit.

I've got a demo up and running, so here it is for all to see.  I've only included three out of the 10 levels I've got designed right now (two easy levels and one mediocre level).  Tell me what you all think as far as difficulty goes.  I think it's easy enough, but then again, I made it.  A friend of mine (though he isn't one for scrolling games) had a hard time playing it.  So constructive feedback on difficulty is a good thing.  Also, you may recognize some of the graphics.  I'm no artist, so I take stuff from other people instead.

Also, be sure to view the instructions before selecting "New"

Here's the demo: Wudd Demo (http://www.beardedchild.com/files/wudd.zip)
Title: Wudd
Post by: billybob884 on 2005-06-12, 08:50:10 PM
Well, not too hard, took a little while to figure out the movement (you almost have to trick it into doing what you want  ;) ). This could definately become an interesting game.
Title: Wudd
Post by: Eastfist on 2005-06-12, 10:06:15 PM
The "Instructions" map doesn't load... subscript out of range error. I couldn't load it via the SGDK map editor either.

Otherwise, the rest plays well. I like the extra detail of him coming from a flame.
Title: Wudd
Post by: durnurd on 2005-06-13, 03:37:36 PM
Hmm...interesting.  It works on my version.  It may be that you downloaded a version that I uploaded before I tried it and that didn't work....

Oh, well, the server is temporarily down, so I can't tell you what's up with that.

But basically the instructions make it easier to understand what you're supposed to do.  Maybe try downloading it again if you have a fast connection?
Title: Wudd
Post by: bluemonkmn on 2005-06-13, 06:55:18 PM
The difficulty is about right to challenge me, but it's "weird" difficulty, like trying to land on the right pixel to make the game engine do what I want difficulty and not "normal" dodge the enemy and time your run difficulty.

On another topic, could the bridges that fall down be improved using the demo I posted not long ago?  As they stand right now, I think the player falls through them while walking accross instead of staying on top.
Title: Wudd
Post by: durnurd on 2005-06-14, 09:01:18 AM
In fact, it was your demo that inspired me to put those bridges in.  However, I made the player not ride them on purpose.  The idea is that you have to make the bridges fall from above, but then go around to use them while they float in the water.  If you could just ride them all the way down, it would defeat the purpose.
Title: Riding falling bridges
Post by: bluemonkmn on 2005-06-14, 02:02:09 PM
Oh right, I forgot that if you rode them you'd go right through the ground with them.  :-[
Title: Re: Wudd
Post by: durnurd on 2006-04-10, 02:26:19 PM
Since I was recently thinking about / talking about updating my graphics for Wudd:

This is the tileset I'm using right now for Wudd.  You'll probably recognize a lot of the graphics from Rolly if you've played it.  Some are my own, and some aren't being used in my game, but are just empty spaces left over from Rolly's tiles that I'm not using.  Actually, my original idea was to have several different tilesets for different worlds, but I'm not that involved in the game, and I don't think I'd make more than 16 levels, so unless each world has only 4 maps, it wouldn't really be worth it.  Having said that, anybody can have a whack at changing them up a bit if they want to.  I also have images for the main character and some sprites that I'm using (Also from Rolly).  The only thing I have to say is that if anybody actually do want to do some editing/redoing , the fires have to stay the same shape, since the gameplay depends on the shape of the actual outline of those sprites.  So have at it... if you want to.

Oh, also: There are some graphics like the Pink Block and the Red Arrow that don't show up in the actual game.  They're used only for editing the map.
Title: Re: Wudd
Post by: sam on 2006-04-10, 03:02:09 PM
I couldn't improve any of the Rolly graphics if I tried but here are some letters I did a while ago. And just so you know, I never really tested to see if the letters fit together...
EDIT: While actually I guess you can tell if they fit together just by looking at the tileset (duh ???) and they do look pretty spaced apart but oh well you don't gotta use them.
Title: Re: Wudd
Post by: kmarois on 2006-04-11, 08:31:21 AM
If its alright I'll go ahead and try to give youre graphics a boost. Ill try to give them a little bit different style. He is in hell isn't he?
Title: Re: Wudd
Post by: durnurd on 2006-04-11, 08:58:39 AM
Well, that's one possibility.  Not right now, actually.  I suppose I should also attach the "background" that I'm using.  It's also the same from Rolly.  So he's not really in Hell, but if you changed everything to look more... hellish, I suppose, including the background, he certainly could be in Hell.  Otherwise, he's just in some non-descript earth-like area.

Oh, And feel free to add more decorative blocks in the tiles that aren't being used.
Title: Re: Wudd
Post by: sam on 2006-04-11, 03:37:18 PM
I downloaded the Wudd Demo (I seem to have deleted the one I downloaded a while ago) and when I was extracting it, a message came up saying that there are no files to extract and something about corrupted files.
Title: Re: Wudd
Post by: durnurd on 2006-04-11, 06:41:34 PM
I just downloaded the file myself, and it worked just fine.  If you really want to, you can try downloading it again.  That demo isn't very recent though.  I've updated a bit since then.
Title: Re: Wudd
Post by: sam on 2006-04-11, 07:34:01 PM
meh, maybe later if I get enough ambition...(gheez my life sounds exciting doesn't it? ;D)

wow. I just about posted this message with three extra lines describing what I meant by "meh". ???
Title: Re: Wudd
Post by: sam on 2006-04-11, 07:38:40 PM
huh, weird.
I downloaded it again and got the same thing, oh well, I've played it before, don't got to play it again.
Title: Re: Wudd
Post by: durnurd on 2006-04-11, 08:31:42 PM
It might be a problem with the program you're using to unzip it.  I can't think of anything else.  What do you have?
Title: Re: Wudd
Post by: sam on 2006-04-11, 08:34:29 PM
No idea...
I just right click and click extract.
Then the extraction wizard comes up (Windows XP Home Edition).
I don't think there would be a problem with that anyways because I've never had a problem with anything else I've downloaded.
Edit: Plus I've downloaded this file before and had no problem with i.
Title: Re: Wudd
Post by: Bulbaboy on 2006-04-16, 01:09:21 AM
Difficulty/gameplay-wise, the first two levels are way too short IMO.  They seem more like a tech demo than an actual level (well, unless you've got MASSES and can afford a couple pathetic ones at the beginning).  The first level was really hard for me the first time, too (so hard to light that torch!), and it might be nice to have the controls a little less twitchy.  Although I think I had that last problem with the little bit I played of Rolly, too, so...  The third level seems like it would be a nice first level, though...  Also, I'm wondering if it might be nice to have a mode where you can stand still and direct your fireballs more easiliy - something like, maybe you hold down the space bar and then get 8-direction (or something) control of the fireball trajectory, but don't have to worry about running/jumping all over the place?  The game did show some promise once I got to the third level, though - it'd be fun to have another *real* demo level.

Also, in the instruction map?  The music is WAY too loud.  Don't get me wrong, I mean, I love FFT, and the save menu music is decent background music, but I don't want to blow out my eardrums on background music just so I can hear what the heck you're saying ;)!  You also need comments, at least in the part that figures out what the outline of the fire is.  That could be an interesting code sample, after all.
Title: Re: Wudd
Post by: durnurd on 2006-04-16, 08:33:03 PM
Like I said, that's a very old demo of the game.  This game is made ala the old puzzle games where you just have to go around figuring out stuff.  Like Proffesor Fizzwizzle, The Incredible Machine, Marble Drop, etc.  The first levels are very simple, introducing you to the game.  Then they get progressively harder, still adding more items and effects to the game, while keeping all the stuff from before, so it gets increasingly more difficult to figure out the later levels.  The volume problems won't be extant in the finished version, of course.  And the music will be my own rather than stolen from other games (well, I speak to soon.  It won't be my own, but I don't think most people on this board will recognize any of it).  I think the problem with the volume was that I was developing it on my laptop, which has a significant problem with MIDI playing much quieter than WAV files.

I'm not sure what you're saying about the comments about the outline of the fire.  Please expand on that.

Also... I'm way ahead of you.  There is a way to throw fireballs and not have to worry about running around all the time... if you can figure it out.  It's sort of a hidden feature, sort of a bug that I liked when I found it so I left it in.  And later in the game, as I said, more effects and items come into play, making the gameplay significantly different from what that demo holds.
Title: Re: Wudd
Post by: Bulbaboy on 2006-04-16, 10:28:40 PM
Quote
I'm not sure what you're saying about the comments about the outline of the fire.  Please expand on that.

What I meant was that this comment intrigued me:

Quote
The only thing I have to say is that if anybody actually do want to do some editing/redoing , the fires have to stay the same shape, since the gameplay depends on the shape of the actual outline of those sprites.

Now, that seems to be saying that you've got script in there that figures out what the outline of the fire is (i.e. non-square).  I'm thinking that might be cool, although I can't think of many uses offhand.  The only problem is, there aren't any comments in the script!  Although, after checking the script again to see if it were easy to find or anything, I suppose it *does* look like most of the script is just related to creating the next map, so maybe that's not what you meant.
Title: Re: Wudd
Post by: bluemonkmn on 2006-04-17, 05:48:32 AM
The reason the shape of the fire is important is because it affects GameDev's built-in collision detection, not because the script relies on it.  The game has been tested with the current shape of the fire graphics, and if the outline of the fire graphics changed, GameDev would behave slightly differently, and it might be different enough that certain things in the game would no longer be possible.  GameDev detects collisions between sprites based on the non-transparent pixels in the graphics.
Title: Re: Wudd
Post by: Bulbaboy on 2006-04-17, 03:12:21 PM
I did not know that.

Note to self: do not assume anything about Gamedev based on knowledge of Creatures 3/Docking Station.