Sonda

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rrTea
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Sonda

Post by rrTea »

Time for a new project! More details later, for now here is a sketch + super early video!
Delivery scene
Delivery scene
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https://archive.org/download/20200111_2 ... -25-08.mkv
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VilleK
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Re: Sonda

Post by VilleK »

Fun to see the placeholder graphics and cutscene :). Looks cool as usual with your work.
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rrTea
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Re: Sonda

Post by rrTea »

Hi Ville,

Thanks for taking a look :) I made a new video, now with more placeholder sounds/graphics and stuff.
Quick test

Sadly the big ship at the end of the level doesn't do anything yet. But the base model and everything is set up! Maybe in the next build :)

I also made a quick test of some graphics I started working on for the
Witch (with music by Jose), which is a preparation for
Night Sky

The enemy sprites are mostly from a folder I dug out from my archive, it's some stuff I did when I was a kid (it was still in IFF!). I think I was trying to make fun of a certain style. What can't be seen in the video are various enemies that are already implemented (only three actually appear in game), I'll activate them in the next build!
Last edited by rrTea on Sun Mar 08, 2020 11:29 am, edited 1 time in total.
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rrTea
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Re: Sonda

Post by rrTea »

I managed to add more enemies and other things. I still didn't fix the sound breaking problem caused by the same sound playing multiple times in a single frame (I even know where exactly is the mistake, I really have to fix that for the next build).

Anyway one of the levels is fully playable! You can see it in action here:
https://archive.org/download/20200111_2 ... -52-07.mp4
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VilleK
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Re: Sonda

Post by VilleK »

Very nice! Especially the protagonist with the animated scarf and the background look great.
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rrTea
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Re: Sonda

Post by rrTea »

Thanks, I'll make the enemies look great too! As I mentioned these are just some sprites I did when I was a kid (and was trying to act funny and cool or something).

Update: Implemented Candy Time!
https://streamable.com/r2kam
In the video you can also see a few tricks, for example I managed to make the Area Guardian shoot candy at me instead of bullets! (Only nothing comes out because I turned his bullets off for various WiP reasons, but generally speaking.) The goal is to make enemies shoot as much candy (instead of bullets) as possible, this is achieved by selective shooting and picking up items when the time is right. Of course you can just blast your way through the whole game if you want too.

Here is a quick preview (the gif is from an older build):
Image

Update: New video: level 2 fully playable first version (except for the final confrontation): some new enemies and some new tricks. I assume I make it look easy :D
https://streamable.com/wmyed

Update: Finally wrote the first sketch for the Area Guardian (actually I only set up the easy parts, the difficult parts of the code are copied from Kjell…). Here is some preparatory material:
https://streamable.com/g7sh9
Top: ingredients; explanation below
Top: ingredients; explanation below
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VilleK
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Re: Sonda

Post by VilleK »

That guardian sketch looks great :lol: . I really like the "candy time" feature as well.
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Ats
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Re: Sonda

Post by Ats »

Very nice sketches. This magician reminds me of "Just One Boss" by bridgs. You should definitely take a look: https://www.lexaloffle.com/bbs/?pid=49234
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rrTea
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Re: Sonda

Post by rrTea »

Ville: thanks :)
Ats: I actually have an account on that forum but only ever played 4 or so games there. Judging by a video playthrough it's very nice!… Same type also appears in QP Shooting – Dangerous. And in even less known games too, like Cubical. A rhythm dodging game (6:34), but I never play those because I'm more interested in games like Twinkle Tale, Twinkle Star Sprites, Xiao Monü: Magical Girl, Nexzr,Gunbird2 etc etc.


…In the end I modified the magician a bit, since the thought balloon would go under the health bar if implemented as is (link at the bottom). This would have made it impossible to clearly see which attack is he casting next! Some of the options I had were to maybe move the thought balloon down and position it to the left / right of the Magician, but that would offend my artistic sensibilities. One other option was to move the thought balloon to the bottom center, but that would make it look like the magician is somehow growing out of the thought balloon (confusing) and so on…

I also had to reprogram the whole system because I set the Enemy category to be drawn above the Player / Bullets Category. This is how it should work under normal circumstances and wasn't a problem while the Magician was just a small sprite, but after I added more graphics it became quite confusing if the bullets started going below curtains etc. Now it all looks as it should as far as the setup goes, so I "just" have to go and make the rest of the graphics and implement the attacks. Hopefully we'll see that in the next build!

Current version: https://streamable.com/66irz (graphics: all early sketches but fully functional)
Previous version: https://streamable.com/9vrre (thought balloon goes under the health bar)


Update:
New background for the Selection screen:
https://streamable.com/29oyy (the image in the back is a bit blurry, I forgot to switch Bitmap.Filter to "Nearest" before recording it.)

Started implementing a new Area Guardian: Rabbit! Right now he's not doing anything, but hopefully he will shoot bullets in the next update. The background should also be ready by that time, for now I'm just using a placeholder sketch.
https://streamable.com/dlhlo
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rrTea
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Re: Sonda

Post by rrTea »

Rabbit's background graphics implemented + various fixes & additions!
https://streamable.com/swlpf1
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Re: Sonda

Post by VilleK »

Real nice rabbit boss! The bullet patterns are nice too.

Lots of elements here reminds me of good old Japanese arcade shooters.
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rrTea
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Tricking the Bunny

Post by rrTea »

Hi Ville, thanks for taking a look :)

Maybe it can be a bit too hard for a first (basically tutorial) encounter. So in this video I'm showing a technique how the player can trick the rabbit into giving him pastries (and other goodies) instead of bullets. This is really not mandatory or anything, but it's an option. Admittedly this method doesn't produce as many points as if one used the same method on the last wave of enemies (because they shoot tons of bullets) but sometimes it's fun to play it like this.
https://streamable.com/u1737w (forward to 1:40 if you want to skip directly to the preparations for the Area Guardian encounter)

Update:
https://streamable.com/f2jan2
New build with various additions and fixes.
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Re: Sonda

Post by VilleK »

The parallax scroll layers and cutscenes add a lot of atmosphere. Like I wrote earlier, if I saw this in an arcade it would get my attention immediately :)
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rrTea
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Playable build

Post by rrTea »

Thanks Ville! I made a playable build (attached). It only has the tutorial level but basically all the planned mechanics are implemented. This is how it works:

Update: outdated build removed.
  1. Destroy ghosts and demons.
  2. Collect the Magic Pellets they leave behind.
  3. Magic Pellets fill up the Magic Meter.
  4. When the moment is right, activate Magic Meter by picking up the Magic Tile!
There are other minor points and subtleties to it, for example it's better to activate Magic Time when there are lots of bullets on the screen, or make it so that you collect a few magic tiles (instead of only one) because that gives you score multiplier (current multiplier is shown in the upper right corner) but I think it's best if these are discovered through playing.

A few notes:
The timer on the Rabbit gives you too much time, that's just for this build (so it's easier to make crazy experiments for crazy amount of points).
After finishing the level, the screen will go black (this is where the battle report goes, but I haven't implemented that yet).
The same cutscene plays both in the opening and the closing (still haven't written the closing).
If you see some wireframes popping up, means it's a placeholder.
During cutscenes, on the bottom it says "Hit Start to skip", should be "Hit Fire 1 to skip" (discovered it after posting).
In short… it's a WiP build :)

And, since I haven't posted any gifs for a long time, here is one from the previous build!
Image

Anyway as always I'd be happy to hear any comments / opinions!
Last edited by rrTea on Sat Jun 27, 2020 11:38 pm, edited 1 time in total.
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Ats
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Re: Sonda

Post by Ats »

This is really nice. It took me four tries to understand everything. I didn't see that the collider was showing up in the middle of the witch when bullets are near. Once I got that, everything was easy.
The transformation of bullets into cakes is very interesting, as well as the two different attacks that bring rhythm to the enemy waves.
Can't wait to see more of your game !


By the way, pressing D at start screen bring you back to a black screen. Is that normal?
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