Author Topic:  TM Charles Indie Game Development Thread. (Convey)  (Read 3368 times)

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TM Charles

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TM Charles Indie Game Development Thread. (Convey)
« on: January 22, 2016, 08:30:02 AM »
TM Charles's Game Indie Development Thread
Sup, I'm Charles you know me...(probably :p) Anyways this is my indie game development thread. Here I show what I'm working on and what I have made in the past. When this thread was first made I thought I could code anything now I see that i still have much to learn about coding, design, and making artwork for the games. Feel free to criticize me I love it also feel free to give ideas for what I'm currently working on cause chances are I need some :)



Convey
In Convey you are the square and you must guide it to the goal... The goal a place were everyone wants to get too, but must use the tools the player has in order to get there... The conveyor the tool the player relies on the most this tool allows it so you can move the player block around to get to the goal. The conveyors are the only way(currently) to get the player to the goal. You can set the direction of the conveyor to left, right, up, down by clicking them after they have been placed. There are things in your way such as static barriers and moving barriers so timing the block with the conveyors is key. There are many things still to add and I'm always open to suggestions you can put them here.

Videos/Pictures
Spoiler for Videos:
Spoiler for Pictures:




Whats in the Game Currently.
Player Uses
Player(The player is guided from what ever conveyors it hits its initial direction is right.)
Conveyor(This is you favorite tool, one placed you can keep clicking it to set the direction to guide you player.)
Obstacles
Barrier(If hit the level is failed.)
Moving Barrier(If hit the level is failed)
Laser(Rotates between the 4 directions if hit the level is failed.)
Spike Shooter(Rotates between the 4 directions and shoots a spike in the current direction if the spike is hit the level is failed.)
Other
Goal(This is where you are going to win the level.)
Whats Planned?
Create & Share your own levels.
Timer
Point System
Boost
Level Specific Task.


Icicle Dodge(Finished Game.)
Spoiler for Hidden Content:
Icicle Dodge is a game in development by me ETTP(Charles Medeiros). The goal of the game is to dodge the falling icicles to climb the leaderboards to be the best among other players. This game will feature a few game modes, stats, saving/loading data, global high scores. Feel free to watch my videos on the development of this or any other game.

Website(Downloads Here)
Studio Quadrant's Website

Videos









What's To Come
-More Character Unlocks.


Game Modes

Normal
Normal is the original game mode in the game the goal is to dodge the icicles that fall from the sky to gain points. It also features power ups from a player shield to freezing time it's all there(All power ups are documented in the game)

Straight Line
This is the second game mode i have added what happens is a row of icicles come down and 1 is missing thus making a hole to go though. At the moment there are no power ups for this mode if you have any ideas feel free to share.

Extra
I need power up ideas feel free to drop some ideas ;).
-Suggest anything you think would be good.

Previous Updates

What's in 0.5.0.0

-New Feature:Screen Warping(If you go out one side of the screen you will appear on the other side. Only for straight line game mode)
-New Feature:Anti Ups, what these are are bad power ups that give negative effects.
-New Feature:Currency:Cube Coins(Collecting a Cube Coin will yield 5)
-New Feature:Spawn Event for Cube Coins(In both Game Modes.)
-New Feature:Spawn Event for Death Skulls(In both Game Modes.)
-New Feature:Spawn Event for In The Mud(In Normal Game Mode.)
-New Feature:Spawn Event for Fast Fall(In Normal Game Mode.)

-New Indicator:Indicator if new highscore is set.
-New Indicator:Indicator for what character you're using on the main menu & Shop.
-New Indicator:Indicator for cube coins on main menu & shop.

-New Menu:Shop

-New Shop Item-Character:Zebra
-New Shop Item-Character:Camo
-New Shop Item-Character:Wizard
-New Shop Item-Character:Devil
-New Shop Item-Character:Skull
-New Shop Item-Character:Angel
-New Shop Item-Character:Agent
-New Shop Item-Character:Vampire
-New Shop Item-Character:Genie
-New Shop Item-Character:Robot
-New Shop Item-Character:Headless
-New Shop Item-Character:Ghost
-New Shop Item-Character:Fisherman

-New Stat:Most Rows Passed.
-New Stat:Current amount of cube coins.
-New Stat:Total amount of cube coins collected.
-New Stat:Total amount of death skulls contacted.
-New Stat:Total amount of anti ups contacted.
-New Stat:Total amount of in the muds contacted.
-New Stat:Total amount of fast falls contacted.
-New Stat:Total amount of anti ups dodged.
-New Stat:Total amount of in the muds dodged.
-New Stat:Total amount of fast falls dodged.

-New Font:New font for Main Menu.

-New Sound:New Sound for moving position on menu.

-Removed:Power Up Menu(You will now have to chance whats good and whats bad ;).)

-Fixed:Slow go(Power Up)
« Last Edit: November 22, 2016, 10:13:20 PM by TM Charles »



TM Charles

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Re: Zomboig (inDev RPG/Shooter)
« Reply #1 on: January 22, 2016, 12:09:10 PM »
Will use soon.
« Last Edit: November 22, 2016, 10:13:39 PM by TM Charles »



Jesse

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Re: Zomboig (inDev RPG/Shooter)
« Reply #2 on: January 22, 2016, 11:21:55 PM »
Needs a monkey easter egg. Maybe zombie monkey.


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Re: Zomboig (inDev RPG/Shooter)
« Reply #3 on: January 22, 2016, 11:24:53 PM »
Needs a monkey easter egg. Maybe zombie monkey.
i mean in a way maybe have some areas that are different type of "land" thus having different type of spawns.



TM Charles

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Re: Zomboig (inDev RPG/Shooter)
« Reply #4 on: January 24, 2016, 04:55:19 AM »
==Recap==
-Download links have been added.
-Virus scans provided
-0.0.06 is out.
-Something cool is in the making for the game i think you will all like it.



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Re: Zomboig (inDev RPG/Shooter)
« Reply #5 on: January 24, 2016, 06:25:25 AM »
Wow, this seems great! May download it later. Nice layout btw.

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Re: Zomboig (inDev RPG/Shooter)
« Reply #6 on: January 24, 2016, 05:14:43 PM »
Gun Suggestion.

-Name: Rail-Gun
-Rate Of Fire: See Advanced Details
-Damage of bullet: 35-49-77-112 See Advanced Details.
-The Ammo Amount They Start With: 21
-Store Price: I'm not sure, Expensive. Maybe 10000
-How Much Ammo You Get For Buying Ammo: 10
-Art(Optional): These are just inspiration images for the art. I'm not talented enough to make artwork for it. Lol


-Advanced Details: As stated above, The Rail-Gun has a unique firing method. Tofire it, You must charge it by holding down the fire button, After the it has been charged enough it may be fired by releasing the fire button. After which it must cool down for about 5 seconds.
It has 4 levels of charge, Each taking about 2.5 seconds to reach. Meaning it takes 10 seconds to reach full charge.

At full charge, A Rail-Gun shot will deal 112 damage, And penetrate through any enemy it hits. At which point the potential damage is reduced by 10% for each enemy it penetrates.


In a game like this you always need a seriously awesome superweapon to work your way up to.

Obviously this doesn't need to be the only superweapon, But depending on how crazy the late game gets, This could be a unique and useful weapon to have when the enemies start lining up.

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Zomboig (inDev RPG/Shooter)
« Reply #7 on: January 24, 2016, 05:20:42 PM »
Where did you get the art assets? Or did you make them on your own?


               

Link to my youtube channel:
https://www.youtube.com/channel/UCo4rmelSOUB9YMM0Is-zWyQ

TM Charles

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Re: Zomboig (inDev RPG/Shooter)
« Reply #8 on: January 24, 2016, 05:32:48 PM »
Where did you get the art assets? Or did you make them on your own?
The GM assets store these arent final i want to make my own but i dint want you all playing a game of just colors so i downloaded these but any other version if it has new assets they are my own.



Gun Suggestion.

-Name: Rail-Gun
-Rate Of Fire: See Advanced Details
-Damage of bullet: 35-49-77-112 See Advanced Details.
-The Ammo Amount They Start With: 21
-Store Price: I'm not sure, Expensive. Maybe 10000
-How Much Ammo You Get For Buying Ammo: 10
-Art(Optional): These are just inspiration images for the art. I'm not talented enough to make artwork for it. Lol


-Advanced Details: As stated above, The Rail-Gun has a unique firing method. Tofire it, You must charge it by holding down the fire button, After the it has been charged enough it may be fired by releasing the fire button. After which it must cool down for about 5 seconds.
It has 4 levels of charge, Each taking about 2.5 seconds to reach. Meaning it takes 10 seconds to reach full charge.

At full charge, A Rail-Gun shot will deal 112 damage, And penetrate through any enemy it hits. At which point the potential damage is reduced by 10% for each enemy it penetrates.


In a game like this you always need a seriously awesome superweapon to work your way up to.

Obviously this doesn't need to be the only superweapon, But depending on how crazy the late game gets, This could be a unique and useful weapon to have when the enemies start lining up.
I like this idea a lot of  a super weapon let me do some testing to see what will work good cause atm my set up is i have an array that loads up info on the gun and will have to change it to accept the new info.


Code: [Select]
global.weaponArray[0,0] = "AK-47"; //Name
global.weaponArray[0,1] = spr_machinegun; //Sprite Index
global.weaponArray[0,2] = 5; //Rate Of Fire
global.weaponArray[0,3] = obj_machinegunBullet //Ammo Index
global.weaponArray[0,4] = 43 //Muzzle Offset (For Bullet Creation)
global.weaponArray[0,5] = 0 //x Offset (For Gun Placement)
global.weaponArray[0,6] = -15 //y Offset (For Gun Placement)
global.weaponArray[0,7] = 50 //Ammo Amount
global.weaponArray[0,8] = spr_store_bullets //Store Image
global.weaponArray[0,9] = 20 //Store Price
global.weaponArray[0,10] = 50 //Store Quantity
global.weaponArray[0,11] = "Speed: Fast#Damage: Medium" //Store Description
global.weaponArray[0,12] = "AK-47 Rounds" //Store name
global.weaponArray[0,13] = spr_UIak47 //UI Image

This is the array for a gun you can see how it will need to be changed.



Dark Hydrak

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Re: Zomboig (inDev RPG/Shooter)
« Reply #9 on: January 24, 2016, 05:40:37 PM »
The game isn`t as janky as I thought it would`ve been. Nice work ETTP. I look forward to the games you make in the future.

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Re: Zomboig (inDev RPG/Shooter)
« Reply #10 on: January 24, 2016, 05:49:28 PM »
Just a note, Your virus scans seem to be generating a false positive. You may want to see if you can sort that out for the paranoid types.


Either way, I wouldn't be able to DL the game on my tablet. So it doesn't matter to me.
« Last Edit: January 24, 2016, 05:58:02 PM by Dryym »

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Zomboig (inDev RPG/Shooter)
« Reply #11 on: January 24, 2016, 05:54:15 PM »
i mean in a way maybe have some areas that are different type of "land" thus having different type of spawns.
I will play when i see monkeys.  ;)


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Re: Zomboig (inDev RPG/Shooter)
« Reply #12 on: January 24, 2016, 07:12:30 PM »

TM Charles

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Re: Zomboig (inDev RPG/Shooter)
« Reply #13 on: January 24, 2016, 07:30:05 PM »
The game isn`t as janky as I thought it would`ve been. Nice work ETTP. I look forward to the games you make in the future.
Why would you think it would be janky and how could i make it better.



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Re: Zomboig (inDev RPG/Shooter)
« Reply #14 on: January 24, 2016, 07:31:46 PM »
Why would you think it would be janky and how could i make it better.

Have you played the game?
Uh... look at the post above yours.