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And now I made a new version again before anyone got the chance to critique the last version... Oh well.
https://www.dropbox.com/s/hr0jn5uv4ufzkw...4.exe?dl=0
I added the sword.

I figured I may aswell list the
CONTROLS:
Arrow Keys - Move
Z - Attack
X - Jump
C - run
Enter - reset
Space- show blocks

Also I should note that once I finish the control mechanics I'm gonna make it comparable with joysticks and controllers

If you have a controller and want to try using something like J2K (Joy 2 Key) then these are the controls.

Top Button-Attack
Left Button-Run
Bottom Button-jump
Start-pause/reset
Analog/dpad-move
By top bottom and left buttons I mean the 4 main buttons on the right side of the controller.
Could you make X attack, Z jump, and Shift run? That's a more conventional control scheme; yours is backwards to that, and it gets confusing to control. As for joypads, you should always make those configurable, since no two pads use the same exact layout.
https://www.dropbox.com/s/gbpxuub3mneo09...e.exe?dl=0

EDIT: How can you check if an object is below the room? For example the kill zone pit? Like falling down a pit?
https://www.dropbox.com/s/b4psimn2fpz1ws...1.exe?dl=0

UPDATE: When hit, an enemy will display a health bar.

Made a new enemy so you can get the gust of how a basic enemy is gonna work.

And while I'm posting, I may aswell sum up the concept.
Plot:
PBG is sucked into the Virtual World; a digital universe that exists inside his games. Unfortunately, a virus from PBG's computer has started to take over the land. The villain has hidden away in a fortress that has been locked by 8 keys. PBG must traverse through 8 worlds to find the 8 keys to unlock the fortress and defeat the virus to free the Virtual World.

You start off with PBG being sucked into the Virtual World. He lands in the Lost Woods of Zelda. He is greeted by a digital guide who explains what happend. He is then given the fairy Navi to help him on his quest. He is also given a replica of the Master Sword as a weapon. You then set out on your quest.

Boss ideas:
CD-I Ganon: He acts the way he does in the CDi games. He throws a few fireballs as an attack. First boss because he sucks.

Essdeseser: PBGS MySims agents character.
He throws crowbars at PBG and hacks a computer. The computer causes the MySims robots to spawn.

BEN: Drowned. Teleports around the room and has beams and magic orbs flying around the screen to attack PBG. Quite a chaotic fight.

More ideas coming.
https://www.dropbox.com/s/1biuewb680bi7g...0V0.42.exe

Not much new. Enemies drop hearts sometimes when defeated, the enemies health bar displays above them and an attack sprite update.
https://www.dropbox.com/s/6j235ipqp21nas...k.exe?dl=0

Now with a temp forest background I found on google image search, and Oktoroks, and perfect!

Also while I'm here I should explain some mechanics.

Weapons:

You will have a choice of bombs, and your sword. (Will think of more later) the bombs work like they do in Zelda. You purchase them in a store or find them on the ground. You throw them and they have a few seconds before they explode. And the explosion will hurt PBG. It can blow up certain walls too.

The sword is quite different from Zelda. Sure it's the "master sword" and you have a basic chop at first, but after you will be able to purchase upgrades for more attacks. A list:
-Spin attack
-midair spin Slash
-dash attack
And more!

Levels:
You have a level you start the game in, and then once you get too "Game Town" you can select from 7 worlds with 6-9 levels each. Every world ends with some form of boss fight where you obtain a key at the end of each of them. Every level is from a game/ is made up of game based things. Each of them is based off of something having to do with PBG.

If there is anything else you wanna know or suggest, well that's what this thread is for.
Nice, this is coming along very nicely! Good Job!
Hey, nice game. The animations look better when playing.

A few things:

-When I died, an error message popped-up
-After Landing, the velocity "jerks". Slashing in the air removes X Velocity. Turning around immediately removes X velocity instead of a bit of deacceleration/sliding happening. All these issues make the game feel alot slower.

-In motion, the animation issues come off as more negligible than when viewing them individually for criticism. Of course, that doesn't mean you shouldn't improve them.
And now I would like to say something. So I am definitely planning on finishing this project, no matter what. I would love to create a great game. But I might not be able to do this myself. I need some help. If you haven't guessed it already, I want to recruit people to help with this project. Sprites, graphics, coding. I'll need a little help with all it! I need your guys help. I don't care if you only do one thing. Anything helps. I'll list stiff that needs getting done that you guys can help with!

Sprites:
- Cd-I Ganon
-Guy that laughs maniacally at random (remember MuSims Agents and the missing dog?)
-more jobs coming
-Smokey the firetruck (PuttPutt)

Scripts:
Currently none

Background/Tileset
-lost woods esqe background
-factory background/Tileset
-more coming soon

If you have an interest in any if these, PM me or reply to this thread and I'll explain them in more detail.

(PS if this is the wrong place to put this sorry I'll move it)
https://www.dropbox.com/s/htp0x4qsolgls9...%20fix.exe

Here I tried to fix the momentum. Sorry about the glitchy looking hud. Still working on it.
The momentum still drops pretty quickly, but at least it's not as bad as before. You still stop way too fast in the air, and attacking in the air still stops you. I really think you should focus on fixing these problems before adding new stuff.
Previous link was updated

EDIT: oh geez I just realized I broke a few things. Just gimme a little bit. I'm gonna fix it.
K fixed it.
Ohhh, no, you totally fluxed it up. You actually stop faster by letting go of the arrow key than when PRESSING IN THE OPPOSITE DIRECTION. Like, seriously, how do you even do that? That's the total reverse of how it should be. Pressing the opposite direction should make you stop sooner, not make it look like you're moonwalking on ice. Also, slashing the sword in the air STILL makes you stop. That, and tapping jump doesn't make you do a low jump, which is something you need to do so players can control how high they jump.
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