I added 3 levels (layout only), added a custom end of level summary (will add score soon), tweaked a lot of things, added gauge for special weapon. Now Z is to switch the special weapon type & X to use it.
Game can be paused by pressing P or backspace. And... I don't remember what else I did! ^^
I like the new levels, and homing missiles are perfect now. Makes a very interresting variety. One thing though.. I think I don't see the special weapon gauge, where is it supposed to be?
I've added 2 new levels and I think I will only make 12 instead of 15 total.
Your level and those of your brothers are challenge levels and can be added/accessed separately. If you have any new things you'd like other to play, feel free to send them!
The gauge is now at the middle top, but I need to work a bit on it as it's not obvious which weapon is selected.
Before the deadline, here's what I'd like to do:
- 4 last levels + polish all the levels (trees, houses, ...)
- A end game boss if I have the time (a magician invoking mushrooms)
- Story between levels
- Score system (will be saved for each challenge map + main campaign)
- Clouds in the sun set levels + snow flakes in the night one and maybe rain in the sun rise ones
But if you were to add the online leaderboard you would have to add a network layer wouldn't you? Since it will have to connect to the internet to post the score.
I've added 2 new levels and I think I will only make 12 instead of 15 total.
Your level and those of your brothers are challenge levels and can be added/accessed separately. If you have any new things you'd like other to play, feel free to send them!
The gauge is now at the middle top, but I need to work a bit on it as it's not obvious which weapon is selected.
Before the deadline, here's what I'd like to do:
- 4 last levels + polish all the levels (trees, houses, ...)
- A end game boss if I have the time (a magician invoking mushrooms)
- Story between levels
- Score system (will be saved for each challenge map + main campaign)
- Clouds in the sun set levels + snow flakes in the night one and maybe rain in the sun rise ones
That's a pretty winner to-do list. I didn't even think you were aiming for that much levels : ) I haven't made anything new, but I'm tempted to now that missiles are in hehe.
Mmh, I'm getting pretty dry for the level design. I'm missing levels 10 & 12 now. Maybe I should change level 12 into the boss one and work on the boss logic, it'd make more sense! ^^
If you ever make new levels, let me know, I'll add them. I really enjoyed playing through the 3 levels you sent. Yours and your brother's forest ones were pretty imaginative!
I'll add the clouds while polishing, as for the snow, I'm not sure yet as it might require more time than I currently have.
I'll update a new build tonight.
You'll just need to extract this in the Blarg&Luco folder. maps.ini contains info for an alternate version of the player mushroom. And you'll need to add "MushroomSoldierSpecialHuge" to SetList and PlayerList in data/MushroomStewData.ini
Excellent, I'm gonna try this right away and probably pack it with the game as I'm in the process of packing the alpha: everything's here except the story and clouds/snow flakes, but I won't have time for those weather effects.
I compiled all the version and I'll post a link very soon.
You'll just need to extract this in the Blarg&Luco folder. maps.ini contains info for an alternate version of the player mushroom. And you'll need to add "MushroomSoldierSpecialHuge" to SetList and PlayerList in data/MushroomStewData.ini
Excellent, I'm going to look at this! I'll also update the lists with your new mushroom!
I've gotten more used to use special powers though. They're both awesome.
Good luck for the last miles!
Edit: Now that I think about it, I never saw that cool water effect that's on your screenshots, either.
Argl, sounds to me like the shaders don't work on your computer then. What's your configuration? Do you see the real time shadow on the title screen? Or does the title look like a plain old white text (with 2 mushrooms for the Os)?
It includes win32, linux & mac os X binaries as well as Blarg's fireball fest!
Small reminder:
You can change the controls in MushroomStew.ini.
You can have a list of the controls + basic game hints by pausing the game with escape.
There are .bat/.sh files to run in editor mode and the edited map is specified in ScrollEd.ini. I'll add a readme with all the info soon.
I've gotten more used to use special powers though. They're both awesome.
Good luck for the last miles!
Edit: Now that I think about it, I never saw that cool water effect that's on your screenshots, either.
Argl, sounds to me like the shaders don't work on your computer then. What's your configuration? Do you see the real time shadow on the title screen? Or does the title look like a plain old white text (with 2 mushrooms for the Os)?
Yeah, I see it as a plain text with 2 mushrooms. My computer is a 7-or-so years old 2.4 ghz with an ATI Radeon 9000 series graphic card (haven't changed it since I got my computer). I'm not really surprised that it doesn't support that kind of effects =/. Do I miss the special weapon gauge because of this?
Yeah, I see it as a plain text with 2 mushrooms. My computer is a 7-or-so years old 2.4 ghz with an ATI Radeon 9000 series graphic card (haven't changed it since I got my computer). I'm not really surprised that it doesn't support that kind of effects =/. Do I miss the special weapon gauge because of this?
I'm afraid so! Next week I'll add a plain gauge so that it can be displayed without shaders.
Hehe, thanks! I was in a bit of a hurry so I couldn't polish as I wanted to (mainly the weather effects).
Also the texts look cheap because I'm using a free but cheap font. Orx doesn't support old school bitmap fonts yet. But I'll try to make sure it'll be taken care of!
Also, I just realized: you don't see the time/gravity weapon effect around you then?? The time effect is a black/white sphere whereas the gravity one is embossing the visuals around you.
Played around with the latest alpha, and it looks really good. It's really fun to see how fast a game can be developed with orx. I guess what takes time now is to create all the assets, i.e. the boring stuff .
Played around with the latest alpha, and it looks really good. It's really fun to see how fast a game can be developed with orx. I guess what takes time now is to create all the assets, i.e. the boring stuff .
Oh and Blarg, your level is ridiculously hard .
Thanks!
I have to admit I'm pleased to see how fast I could come with a small but modular game.
I spent more time updating Scroll/orx than actually coding for Mushroom Stew, but now it's done it doesn't have to be done again!
The most annoying and time consuming task is still integrating all the assets. But if at some point an editor is made for that, it will then be a blast to develop games with orx in a matter of hours! ^^
There aren't a lot of lines code either, here's the report cncc made for all the 14 files of Mushroom Stew:
All files --- Summary Report (numbers) ---
All files =====================================
All files | : Lines : Chars |
All files |-----------------------------------|
All files | Code Only : 2719 : 72354 |
All files | Code+Comment : 8 : - |
All files | Comment Only : 917 : 17645 |
All files | Empty : 800 : 25874 |
All files |...................................|
All files | * Total : 4444 : 115873 |
All files =====================================
~2700 lines of code isn't too bad for this kind of game.
Fixed the wizard's death, added some trees to its level + "proper" death for the wizard (there's no anim available, so I went for the best I could come up with! )
Hahahaha, great story. It sets the mood nicely. Just beat the game again, with a score of over 60000
I really enjoy playing this. It's fun in the same way that megaman games are fun: hard, and you have to learn the level and make precise timed movements to succeed. When you do, it's pretty satisfying. Difficulty seems correctly gauged to me, and your level design is well done to avoid potentially tedious moments of shoot-hide-shoot-hide rince repeat. Well there are still some with the stronger mushrooms, but it feels more like a mini-game of consistency and precision so it's all right. Orange mushrooms are annoying though. I find them harder to beat than bosses (without being hit, at least), because of their faster rate of fire. Maybe the crouch and uncrouch should be accelerated again to make it almost instantaneous. The thing is than when you have a firefight against an orange shroom or the weaker ones, when you crouch on time to avoid the bullet it looks like the bullet "should" have hit you because the timing is so tight. Then again, special weapons are there to help in these moments :laugh:
Speaking of gravity weapon, I encountered a bug with that, twice but in two different places. I had moved over an orange shroom and activated the gravity weapon. He flies up. Then normally he would crash on the ground, exactly where I stand, and fly up again. But when he was just about to land, The game quit because of an unexpected error.
Also I have a typo to report (ATTENTION HUGE SPOILER!)
In the very last story bit, it says "return to my people a hero" instead of "as a hero"
And another little bug, too. Sometimes when you're crouched and you release the down arrow button, the mushroom stays crouched.
And a suggestion for the scoring system: to take into account the number of lives spent trying to beat a level. Just a bonus when no life is lost would be great, like you did for no damage taken.
Anyway, once again, congrats on the great game = D
ekerik wrote:
Played around with the latest alpha, and it looks really good. It's really fun to see how fast a game can be developed with orx. I guess what takes time now is to create all the assets, i.e. the boring stuff .
Oh and Blarg, your level is ridiculously hard .
I thought it was really hard too, especially after iarwain had replaced my crashing green mushrooms with purple ones. When you use the special weapons it's not that hard anymore. I had a lot of fun sending these purple shrooms back from where they came xD. As for the other level with the huge player mushroom (which is maybe the one you were talking about), well while doing it, I kept decreasing the max hp of the huge shroom as I was getting better and better at beating the level. Now I find it pretty easy =P.
Hahahaha, great story. It sets the mood nicely. Just beat the game again, with a score of over 60000
Congrats and thanks for the story, but I wasn't the one who wrote it, it was my significant other who took 20 minutes of her time today to do it.
I really enjoy playing this. It's fun in the same way that megaman games are fun: hard, and you have to learn the level and make precise timed movements to succeed. When you do, it's pretty satisfying. Difficulty seems correctly gauged to me, and your level design is well done to avoid potentially tedious moments of shoot-hide-shoot-hide rince repeat. Well there are still some with the stronger mushrooms, but it feels more like a mini-game of consistency and precision so it's all right. Orange mushrooms are annoying though. I find them harder to beat than bosses (without being hit, at least), because of their faster rate of fire. Maybe the crouch and uncrouch should be accelerated again to make it almost instantaneous. The thing is than when you have a firefight against an orange shroom or the weaker ones, when you crouch on time to avoid the bullet it looks like the bullet "should" have hit you because the timing is so tight. Then again, special weapons are there to help in these moments :laugh:
Thanks a lot for the feedback! :woohoo:
As for the orange guys, they truely are annoying, hence I consider them more harmful than the missile guys and I had to change their color accordingly (they were the yellow guys before). However, they're pretty easy to kill with the special weapon, either time or gravity. There's even one orange guy in a ice level who was carefully placed under a ceiling-slope so the gravity attack would send him down the water.
As for the crouch, you're totally right. I almost never use it in game (I love to do jump + gravity attacks) so I didn't really notice the issues. There's only one shroom where I do some tight timing kill, it's the last red one in the last level.
Speaking of gravity weapon, I encountered a bug with that, twice but in two different places. I had moved over an orange shroom and activated the gravity weapon. He flies up. Then normally he would crash on the ground, exactly where I stand, and fly up again. But when he was just about to land, The game quit because of an unexpected error.
Oh nice bug! :ohmy: I didn't get this one, I'll look into it. If you have a repro I'm interested!
Also I have a typo to report (ATTENTION HUGE SPOILER!)
In the very last story bit, it says "return to my people a hero" instead of "as a hero"
I just checked and apparently it's valid English and makes it more epic sounding.
And another little bug, too. Sometimes when you're crouched and you release the down arrow button, the mushroom stays crouched.
Again, if you have a repro, I'm interested. I'll try to see if I can find it on my own till then.
And a suggestion for the scoring system: to take into account the number of lives spent trying to beat a level. Just a bonus when no life is lost would be great, like you did for no damage taken.
You're totally right. I'll add this pretty soon!
Anyway, once again, congrats on the great game = D
Thanks again, I'm very happy you enjoyed it! I posted the game on GameJolt, I'll see if people will play it or not and how they'll rate it.
ekerik wrote:
Played around with the latest alpha, and it looks really good. It's really fun to see how fast a game can be developed with orx. I guess what takes time now is to create all the assets, i.e. the boring stuff .
Oh and Blarg, your level is ridiculously hard .
I thought it was really hard too, especially after iarwain had replaced my crashing green mushrooms with purple ones. When you use the special weapons it's not that hard anymore. I had a lot of fun sending these purple shrooms back from where they came xD. As for the other level with the huge player mushroom (which is maybe the one you were talking about), well while doing it, I kept decreasing the max hp of the huge shroom as I was getting better and better at beating the level. Now I find it pretty easy =P.
[/quote]
Erm, yes, my bad! ^^ I had to add purple mushrooms so they wouldn't die falling, but in counterpart, I added the special weapon for this level as it wasn't there originally. Hope you don't mind! Of course, if you want to make any modification on the levels, I'll update the archive!
As for the missile/fireball fest, I must have been used to the game by then as I didn't have any trouble going through it! ^^
I made a change on how the gravity weapon is handled. It might fix an issue smchronos reported but I don't think it'll fix the crashes you've been experiencing, Blarg. Anyway, I updated the archive.
Sounds great will have to download and try it! You sure have put alot of time into this.
EDIT!:
Just tried it, in lvl 1 i try to shoot the guy(starts the same way) and unable to defend myself is something wrong with the game or is that how you designed it?
If you look at the readme.txt and at the pause menu, I explain a few things about the design:
The only way to not get hurt is either dodging by jumping (or later with the time & gravity weapon) or by crouching.
As for the first guy, if you don't get past the tree, he won't see you even if you shoot at him. It's a challenge platformer, you'll have to find the right strategies for the different enemies.
Graphics were made by people from the TIGSource community for the Assemblee compo, part 1.
There are most detailed info in Mushroom Stew's archive in the Credits.txt file.
It looks like Mushroom Stew got 5 votes, which wasn't bad. I think the average was anywhere from 5 to 15 votes with the top five having 50-70 votes. Still, at least Mushroom Stew got some interest and helped to promote Orx!
I know at least the source of 3 of the votes, so I'm not sure Mushroom Stew did a good work of advertising Orx! But anyway, it was fun doing it and it was a good proof of concept for Scroll.
Not mentioning the fact I could add some screenshots to the website.
Comments
I added 3 levels (layout only), added a custom end of level summary (will add score soon), tweaked a lot of things, added gauge for special weapon. Now Z is to switch the special weapon type & X to use it.
Game can be paused by pressing P or backspace. And... I don't remember what else I did! ^^
No mac version available in this build, sorry.
I like the new levels, and homing missiles are perfect now. Makes a very interresting variety. One thing though.. I think I don't see the special weapon gauge, where is it supposed to be?
Keep it up!
I've added 2 new levels and I think I will only make 12 instead of 15 total.
Your level and those of your brothers are challenge levels and can be added/accessed separately. If you have any new things you'd like other to play, feel free to send them!
The gauge is now at the middle top, but I need to work a bit on it as it's not obvious which weapon is selected.
Before the deadline, here's what I'd like to do:
- 4 last levels + polish all the levels (trees, houses, ...)
- A end game boss if I have the time (a magician invoking mushrooms)
- Story between levels
- Score system (will be saved for each challenge map + main campaign)
- Clouds in the sun set levels + snow flakes in the night one and maybe rain in the sun rise ones
Will probably be too much before the deadline:
- Online leaderboard.
Here's the last build, windows & mac!
That's a pretty winner to-do list. I didn't even think you were aiming for that much levels : ) I haven't made anything new, but I'm tempted to now that missiles are in hehe.
Anyway, good luck with the finition!
If you ever make new levels, let me know, I'll add them. I really enjoyed playing through the 3 levels you sent. Yours and your brother's forest ones were pretty imaginative!
I'll add the clouds while polishing, as for the snow, I'm not sure yet as it might require more time than I currently have.
I'll update a new build tonight.
I had fun modifying the player shroom with ini files. you'll see >=D
http://orx-project.org/users/blarg/Blarg_extraMap_10jan2010.zip
You'll just need to extract this in the Blarg&Luco folder. maps.ini contains info for an alternate version of the player mushroom. And you'll need to add "MushroomSoldierSpecialHuge" to SetList and PlayerList in data/MushroomStewData.ini
By the way err... I still don't see the special gauge anywhere =/. I took a screenshot, in case this isn't normal -> http://orx-project.org/users/blarg/noSpecialGauge.jpg
I've gotten more used to use special powers though. They're both awesome.
Good luck for the last miles!
Edit: Now that I think about it, I never saw that cool water effect that's on your screenshots, either.
Excellent, I'm gonna try this right away and probably pack it with the game as I'm in the process of packing the alpha: everything's here except the story and clouds/snow flakes, but I won't have time for those weather effects.
I compiled all the version and I'll post a link very soon.
Excellent, I'm going to look at this!
Argl, sounds to me like the shaders don't work on your computer then.
It includes win32, linux & mac os X binaries as well as Blarg's fireball fest!
Small reminder:
You can change the controls in MushroomStew.ini.
You can have a list of the controls + basic game hints by pausing the game with escape.
There are .bat/.sh files to run in editor mode and the edited map is specified in ScrollEd.ini. I'll add a readme with all the info soon.
Yeah, I see it as a plain text with 2 mushrooms. My computer is a 7-or-so years old 2.4 ghz with an ATI Radeon 9000 series graphic card (haven't changed it since I got my computer). I'm not really surprised that it doesn't support that kind of effects =/. Do I miss the special weapon gauge because of this?
I'm afraid so!
I'm trying the alpha right now, by the way. I really like how polished the levels are now. The horizontal parralax of trees and buildings is just great. I just found the SpecialWeapon© hehe. Kudos!
Also the texts look cheap because I'm using a free but cheap font. Orx doesn't support old school bitmap fonts yet. But I'll try to make sure it'll be taken care of!
Also, I just realized: you don't see the time/gravity weapon effect around you then?? The time effect is a black/white sphere whereas the gravity one is embossing the visuals around you.
Just beat the game! That boss really made me smile : ) Loved it. I guess it's normal that when the magician is dead, nothing happens?
I went for the simpliest idea I got for the boss as really I didn't know what to do! ^^
[EDIT] Ok, end of game is broken. I'll fix this right away! ^^
Oh and Blarg, your level is ridiculously hard
Thanks!
I have to admit I'm pleased to see how fast I could come with a small but modular game.
I spent more time updating Scroll/orx than actually coding for Mushroom Stew, but now it's done it doesn't have to be done again!
The most annoying and time consuming task is still integrating all the assets. But if at some point an editor is made for that, it will then be a blast to develop games with orx in a matter of hours! ^^
There aren't a lot of lines code either, here's the report cncc made for all the 14 files of Mushroom Stew:
~2700 lines of code isn't too bad for this kind of game.
From now on, I'll keep updating this archive.
Any comment is welcomed!
I really enjoy playing this. It's fun in the same way that megaman games are fun: hard, and you have to learn the level and make precise timed movements to succeed. When you do, it's pretty satisfying. Difficulty seems correctly gauged to me, and your level design is well done to avoid potentially tedious moments of shoot-hide-shoot-hide rince repeat. Well there are still some with the stronger mushrooms, but it feels more like a mini-game of consistency and precision so it's all right. Orange mushrooms are annoying though. I find them harder to beat than bosses (without being hit, at least), because of their faster rate of fire. Maybe the crouch and uncrouch should be accelerated again to make it almost instantaneous. The thing is than when you have a firefight against an orange shroom or the weaker ones, when you crouch on time to avoid the bullet it looks like the bullet "should" have hit you because the timing is so tight. Then again, special weapons are there to help in these moments :laugh:
Speaking of gravity weapon, I encountered a bug with that, twice but in two different places. I had moved over an orange shroom and activated the gravity weapon. He flies up. Then normally he would crash on the ground, exactly where I stand, and fly up again. But when he was just about to land, The game quit because of an unexpected error.
Also I have a typo to report (ATTENTION HUGE SPOILER!)
And another little bug, too. Sometimes when you're crouched and you release the down arrow button, the mushroom stays crouched.
And a suggestion for the scoring system: to take into account the number of lives spent trying to beat a level. Just a bonus when no life is lost would be great, like you did for no damage taken.
Anyway, once again, congrats on the great game = D
ekerik wrote: I thought it was really hard too, especially after iarwain had replaced my crashing green mushrooms with purple ones. When you use the special weapons it's not that hard anymore. I had a lot of fun sending these purple shrooms back from where they came xD. As for the other level with the huge player mushroom (which is maybe the one you were talking about), well while doing it, I kept decreasing the max hp of the huge shroom as I was getting better and better at beating the level. Now I find it pretty easy =P.
Congrats and thanks for the story, but I wasn't the one who wrote it, it was my significant other who took 20 minutes of her time today to do it.
Thanks a lot for the feedback! :woohoo:
As for the orange guys, they truely are annoying, hence I consider them more harmful than the missile guys and I had to change their color accordingly (they were the yellow guys before). However, they're pretty easy to kill with the special weapon, either time or gravity. There's even one orange guy in a ice level who was carefully placed under a ceiling-slope so the gravity attack would send him down the water.
As for the crouch, you're totally right. I almost never use it in game (I love to do jump + gravity attacks) so I didn't really notice the issues. There's only one shroom where I do some tight timing kill, it's the last red one in the last level.
Oh nice bug! :ohmy: I didn't get this one, I'll look into it. If you have a repro I'm interested!
I just checked and apparently it's valid English and makes it more epic sounding.
Again, if you have a repro, I'm interested. I'll try to see if I can find it on my own till then.
You're totally right. I'll add this pretty soon!
Thanks again, I'm very happy you enjoyed it! I posted the game on GameJolt, I'll see if people will play it or not and how they'll rate it.
[/quote]
Erm, yes, my bad! ^^ I had to add purple mushrooms so they wouldn't die falling, but in counterpart, I added the special weapon for this level as it wasn't there originally. Hope you don't mind! Of course, if you want to make any modification on the levels, I'll update the archive!
As for the missile/fireball fest, I must have been used to the game by then as I didn't have any trouble going through it! ^^
EDIT!:
Just tried it, in lvl 1 i try to shoot the guy(starts the same way) and unable to defend myself is something wrong with the game or is that how you designed it?
If you look at the readme.txt and at the pause menu, I explain a few things about the design:
The only way to not get hurt is either dodging by jumping (or later with the time & gravity weapon) or by crouching.
As for the first guy, if you don't get past the tree, he won't see you even if you shoot at him. It's a challenge platformer, you'll have to find the right strategies for the different enemies.
There are most detailed info in Mushroom Stew's archive in the Credits.txt file.
Not mentioning the fact I could add some screenshots to the website.