***THIRTEENTH UPDATE***
Only about 4 enemies to go! Then it's back to the bosses, of which there are only two to go. Then, it's beta time.
***TWELFTH UPDATE***
I decided to focus my attention from the bosses to the enemies for a little while, so I can even out the process a little more, and fully finish the levels where the boss is already done.
On the subject of enemies, Draves has been doing some great work for me in that department, and is continuing to be a huge help. Draves, you're the man.
With that said, the finished enemy count is as of this post is 6/14, with #7 coming shortly.
Okay now on to bigger things. Here is my actual plan for things to come:
When all the bosses and enemies are completed, tweaked, and fully functional (meaning that the game can be fully completed from start to finish) I will classify the game as being in actual Beta form, and this thread will be abandoned to make way for a "Greyworld 1.0," where it will be available for either public or private Beta testing, I haven't decided which yet.
Now at that point, I am expecting there to probably still be missing stage art (there is almost none still) as well as absent cutscenes. So The movement from Beta to Gold is the completion of those two things (in addition to fixing problems that arise from the Beta testing).
So, that's where everything is at. I look forward to being able to share the Beta with all of you!
***ELEVENTH AND A HALF UPDATE
Here are some screenies of the aforementioned bosses. First time pics!
http://www.fileize.com/view/d48b8171-05c/
http://www.fileize.com/view/b345e355-2f8/
http://www.fileize.com/view/e2eb0421-8ae/
***ELEVENTH UPDATE***
I have almost finished the fourth boss, so, the bosses are more than half way done. Yay!
Bosses: 3.8/6
Enemies: 4/14
(Two enemies were added)
Also, speaking of enemies, the reason that I have not personally worked on any yet was so that you guys would still have a chance to submit enemy designs. I decided to make it alot easier and I just straight up describe the enemies that I need. It's all here in this thread on the Community Projects board.
***TENTH UPDATE***
Finished two bosses in three days, bringing the total to 3/6. I'm feeling that I'll probably be only working on this during the weekends, but I'll still be able to make good progress.
***NINTH UPDATE***
Hey all I know it's been a while since the last update, but it's mostly due to me getting read for classes to start and moving into college. Progress was halted a bit as a result, but rest assured, the completion of the game is still a priority. I'll be doing my best to keep up work on it.
On another note thanks to everyone who attempted helping on the enemy design.
***EIGHTH UPDATE***
Alright here's the demo. It is the first level including the boss. I'm intending for the game to be challenging but I feel this may be too hard. However, I don't know yet without some feedback, so let me know if it's too hard. Any comments about anything are appreciated.
http://www.fileize.com/view/d29e9bc3-80f/
You can also submit an enemy design to be in the game. Read this thread for more info.
***SEVENTH UPDATE***
I've suffered a bit of a shoulder/back injury which has halted my previously common 10 hour work days on this game, so I'm going a little slow right now. However, I may be able to get a demo out very soon, which will be one of the levels in its entirety, and when I do that I'll be opening up the game to some more community produced content to make it the best as possible.
That's it for now.
(Note: I'll still be listing the progress of enemies and bosses on the counter in the 6th 1/2 update.)
***SIXTH AND A HALF UPDATE
I've decided that I'm just going to list right here exactly how many enemies and bosses I have done, so as soon as I finish one I'll mark it down here.
ENEMIES: 2/12
BOSSES: 1/6
***SIXTH UPDATE***
It's safe to say that, functionality wise, the game is 100% done. All coding-intensive labor has been completed, so now it's just a matter of finishing the animations of all the enemies, including the boss fights. I don't animate terribly fast, and, unfortunately, i am VERY meticulous about my animations, and i never leave one alone until it's as best as i can get it. So simple walk cycles have taken me upwards of an entire hour to complete, but they look damn good in the end, so, cut me some slack. There are twelve enemies to animate here (decided to go with the two types per stage, it will work well), and they are of a quite nice variety (zombies, knights, and ninjas to name a few). So up next is a bit of a long haul, but it's basically the final stretch. I'm trying to complete this quickly because school starts soon and I'd hate to have this get stuck in development hell so close to the end because my work time is going to get cut wayyy down. So at this point I'm my own worst enemy when it comes to time, but, believe me, this game will get finished no matter what. So wish me luck.
I did finish one (actual) enemy today though. Here's a taste of things to come:
http://www.fileize.com/view/eebe2277-2fa/
***FIFTH UPDATE***
Behold: the game's first completed enemy.
http://www.fileize.com/files/e183d96b/2ee/screenshot.png
***FOURTH UPDATE***
On a great suggestion I decided to make a support tag for everybody to help spread the word on Greyworld. The feedback I've been getting has been very positive so far and a handful of people are already helping out with things like stage art that will all help toward getting the game completed sooner. All you guys you know who you are thanks once again. Here's the direct link to the image:
http://www.fileize.com/files/0b7be31a/a3c/greyworldsupport.png
***THIRD UPDATE***
I finished ALOT of stuff today. The pace that this is moving along at is actually surprising the hell out of me to say the least, especially since this is my first flash project in over a year.
Anyway, I would say that, functionally, the game is about 80% done. All the menus are done, all stages currently have placeholders for the stage art so they can quickly be added when they are finished, all music has been added, and many main elements such as barriers, the health bar, and dying+game over screen are ALL DONE.
The last big hurdle is animating all the enemies, and then adding their coding, though the animation is what's going to take the longest. I've been debating with myself on how many different enemies I want per stage. Ive been hoping i could get away with two per stage (12 in all) but I don't know if thats a good or bad amount. Let me know how you guys feel about 2 per stage. (2 enemy types per stage).
Oh, and the bosses too. Gotta do those...crap.
***SECOND UPDATE***
I started and finished the tutorial this morning/afternoon and it is also integrated into the main menu I posted yesterday. I won't post the new update yet since I'm still waiting for feedback on the main menu. So in the next upadate I can make those changes if any and basically finalize it. Next up is:
-A little more text lore (after START GAME is selected)
-Fully functioning stage select.
That's it for now.
***FIRST UPDATE***
I completed the preloader, intro text, and main menu today. It is not connected to the main game yet but everything works. Let me know what you guys think about how it looks as well as the music selection.
http://www.fileize.com/view/5468d648-644/
****ORIGINAL POST BELOW****
http://www.fileize.com/view/6dc58811-bda/
(move with arrow keys, roll with space, Z and X to attack)
This is a game that I just started working on this past week though I am making very good progress and I wouldn't be surprised if I was able to finish it before the end of the month, but, probably not. Anywho, the plan is very simple:
-Side scrolling beat-em-up
-Good challenge
-Non-linear stage select (a la MegaMan)
-Different enemies on each stage
-Boss at the end of each stage
-5 stages
-6th stage once the 5 are beaten
Those are all the basic elements. So far all I have finished is the player character and all its actions. Now that seems like not very much, but really all that's left is making the enemies (no complicated AI necessary for a beat-em-up), the bosses (basically an animation. No AI at all. I know, it's a cop out, but you wont even know the difference), stage art (actually I would gladly welcome assistance on this), and menus.
Now the special fun part of the game: the combos.
Move with Right/Left arrow keys and press Space while moving to roll.
Press Z for light attack and X for heavy attack. ANY (literally any) three hit combo involving Z and X, in any order, will work, and is unique. So the combos are:
ZZZ
ZZX
ZXX
ZXZ
XXX
XXZ
XZZ
XZX
Generally, light attacks are faster but heavy attacks pack more of a punch.
Try out all of them and tell me what you think, ie. which is your favorite, least, favorite, etc.
So yeah, about the stage art, if anybody thinks they might want to contribute just let me know.
Any comments at all are appreciated, especially things like things that annoy you, if a combo is too hard, stuff like that.
Greyworld 0.5
Started by: OxideAlpha | Replies: 61 | Views: 9,995
Aug 12, 2012 1:52 AM #716315
Aug 12, 2012 2:33 AM #716336
Good Job, I may provide help if you need to, but not with the codes...
Aug 12, 2012 3:08 AM #716357
Are you leaning more towards art or animation? Any amount of either I'll accept and obviously you'll be credited. And no need ti worry about any coding I have all that covered.
Aug 12, 2012 3:12 AM #716361
stage art hmm? I can do that no problem. just tell me what you'd like
and are their finishers in this game? I could make an angled finisher.
and are their finishers in this game? I could make an angled finisher.
Aug 12, 2012 3:15 AM #716364
I can take up sexy Backgrounds, just let me know.
Aug 12, 2012 3:26 AM #716371
I may make some stage art (might be difficult depending on it's size), or Cinmatic Scenes (You know those games with movies in it? It gives me the feel of everything, that is, if this game has a story).
Aug 12, 2012 3:29 AM #716373
Lots of artists here it seems okay then I'll just list what the stages are and whichever ones interest you guys just let me know.
Also, as an important note, all of this art has to be greyscale, as the name of the game would imply. Just a heads up.
Zed's Forest: a zombie infested forest.
Castle Whitewatch: Medieval castle
Leone City: a crap city. Detroit, basically.
Oak Village: Imperial Japanese town
No Man's Land: War-torn battlefield.
The Void: Don't really know. But that name is cool and it's going to be the final stage. Void... I like that.
Also, as an important note, all of this art has to be greyscale, as the name of the game would imply. Just a heads up.
Zed's Forest: a zombie infested forest.
Castle Whitewatch: Medieval castle
Leone City: a crap city. Detroit, basically.
Oak Village: Imperial Japanese town
No Man's Land: War-torn battlefield.
The Void: Don't really know. But that name is cool and it's going to be the final stage. Void... I like that.
Aug 12, 2012 3:30 AM #716375
I'll take zed's forest
sounds boss.
sounds boss.
Aug 12, 2012 3:33 AM #716379
Quote from GroundXeroI'll take zed's forest
sounds boss.
of course you take the forest of the lord and master
the void sounds badass, I'll get that. I can be most creative with this too
Aug 12, 2012 3:36 AM #716383
now how big a canvas we talking here?
Aug 12, 2012 3:40 AM #716387
@GroundXero hopeully this won't be too large but I was aiming for 3200w x 400h for one stage, or four full screens worth.
I'll start up PM threads with you guys so we can talk on an individual basis from now on then. Great to see you're interested!
Also @Fordz I do have a short ending cinematic planned if that interests you, as there is a story in the game.
I'll start up PM threads with you guys so we can talk on an individual basis from now on then. Great to see you're interested!
Also @Fordz I do have a short ending cinematic planned if that interests you, as there is a story in the game.
Aug 12, 2012 5:10 AM #716420
Quote from OxideAlpha@GroundXero hopeully this won't be too large but I was aiming for 3200w x 400h for one stage, or four full screens worth.
I'll start up PM threads with you guys so we can talk on an individual basis from now on then. Great to see you're interested!
Also @Fordz I do have a short ending cinematic planned if that interests you, as there is a story in the game.
Looking Forward to helping you Oxide :3
Also, "trying" to make "The Void" with dimensions: 3200w x 400h
I already saw one version of the void in the game I played so I'll try to imitate it...
PROBLEM: Flash offers dimensions from 1 to 2880, I can't reach 3200. What should you suggest?
Aug 12, 2012 12:25 PM #716572
Sorry but Drone is already working on the Void, and GroundXero is working on Zed's forest, so you'll have to choose something else.
On the dimensions thing, here's what I suggest if you're making it in Flash:
-draw a box of any size
-get rid of the fill
-highlight the whole thing
-goto its properties tab on the bottom
-set the X: and Y: to 0
-set the H: to 400 and W: to 3200
-make the box a movieclip
-now go into the movieclip and do all your work in the box
It'll keep it all really neat and organized. The thing about the 2880 limit is only if you wanted to publish it that size, as in have a flash window that was that ridiculously long on your screen. But in reality all I need is the art as an image or a moveclip or something like that in order to use it. When the art is all finished, you could just give me the art in the FLA file and that would be fine.
On the dimensions thing, here's what I suggest if you're making it in Flash:
-draw a box of any size
-get rid of the fill
-highlight the whole thing
-goto its properties tab on the bottom
-set the X: and Y: to 0
-set the H: to 400 and W: to 3200
-make the box a movieclip
-now go into the movieclip and do all your work in the box
It'll keep it all really neat and organized. The thing about the 2880 limit is only if you wanted to publish it that size, as in have a flash window that was that ridiculously long on your screen. But in reality all I need is the art as an image or a moveclip or something like that in order to use it. When the art is all finished, you could just give me the art in the FLA file and that would be fine.
Aug 12, 2012 3:40 PM #716658
This game is cool. You should add jumping, so the character is able to jump. The combos are awesome and I am really looking forward to the finished product of this. You should add an enemy boss that is like a steroid freak or something, and have him super strong. And the boss for Zed's forest or whatever the zombie level is, should be a horde of zombies coming from left and right instead of just one character. I hope I helped.
Aug 12, 2012 6:29 PM #716791
Thanks for the suggestions, I'll keep note of them.
As for jumping I don't have any plans to add it. It was in there initially but all it did was needlessly complicate things.
As for jumping I don't have any plans to add it. It was in there initially but all it did was needlessly complicate things.