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  Seeders - puzzle platformer [demo available]  (Read 89939 times)
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Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Posted 2014-11-05 22:37:27 »

Since the first image is used to present the game, I'll update this post with the latest graphics. To see the rest, scroll down the page Smiley



------

Starting this year I wanted to develop some applications for iPhone and iPad, so I got a Mac Mini. My other computers are 7+ years old, so I couldn't run any recent games. Over the years I accumulated games via Humble Indie Bundles and I finally got to play them. I'm very impressed with Braid, VVVVVV and Limbo.

A few days ago I realized that I wanted to play more puzzle platformers like those, but there aren't many around. So I decided to build one. The idea is to take from each game the element I like:

  • Braid: briliant puzzles
  • VVVVVV: old school graphics
  • Limbo: continuous camera, puzzles with box2D physics and scripted enemies

   

The main gripe I have with all of those games is that they were too short (ok, Braid maybe not so, because puzzles were hard). I plan to make A LOT of levels in my game AND I will make a level editor with “cloud save”, so you'll be able to upload and share levels on game's website. Other players will be able download and rate the levels. If players really start contributing a lot of levels, I'll pick the best ones, pack them together to continue the main games story in a nice way and release as DLC package.

Because of this, editing levels should be fun. My plan is to mix editing and play mode, so you can play the level as you edit it. Just drag the player, walls, boxes around. You will be able to freeze the enemies and such, but editing should be as fun as playing.

Also, my kids are begging me for multiplayer mode, so it might have separate local co-op puzzles for 2-3 players. Joystick/Controller support is also a must as I plan this to run on desktop computers (Windows, Linux, Mac).

Milan Babuskov
bigosaur.com
Offline SHC
« Reply #1 - Posted 2014-11-06 12:19:46 »

Is there any download to play? The idea sounds nice.

Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #2 - Posted 2014-11-06 12:39:10 »

Is there any download to play? The idea sounds nice.

Not yet. I'm hooking up Box2D now and creating a level editor first.

Currently, it's all "press keyboard button X to do something" without that "something" even showing up on the screen.

I'll try to at least post a demo video soon...

Here's a demo video of the level editor, so you get the idea (it's live editing and playing Smiley

<a href="http://www.youtube.com/v/_KvAFI3CcLM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_KvAFI3CcLM?version=3&amp;hl=en_US&amp;start=</a>

Those blue guys are all controlled by player. Most of the time you would control a single character, I plan to make some weird levels where you actually have to control multiple characters at the same time.

Also, I plan to make some two-player local co-op levels, so supporting multiple player control characters is a must.

Milan Babuskov
bigosaur.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #3 - Posted 2014-11-07 09:58:51 »

I'm testing physics, load/save level, etc. Here's a test level, not really a challenge, but shows the basic gameplay:

<a href="http://www.youtube.com/v/dhTDL_R0gk4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/dhTDL_R0gk4?version=3&amp;hl=en_US&amp;start=</a>

More coming soon!

Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #4 - Posted 2014-11-19 12:03:48 »

I'm expermienting with different art styles. Here's the "dark" version:



YouTube video:

http://youtu.be/OyKot3z_9nI

Which one do you like better?

Milan Babuskov
bigosaur.com
Offline Some1epic123

Senior Devvie


Medals: 8
Projects: 1



« Reply #5 - Posted 2014-11-20 17:21:49 »

I personally prefer the darker version, as it looks smoother and reminds me of Night Sky.
Would it be possible to allow users to select and use their preferred style?
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #6 - Posted 2014-11-20 18:37:54 »

I personally prefer the darker version, as it looks smoother and reminds me of Night Sky.

I wasn't aware of Night Sky, I'm downloading it now Smiley

I do want to make a game where you don't have to rush or be super precise, but it will require thinking.

Would it be possible to allow users to select and use their preferred style?

I think so. I'm building a generic 2D platformer engine because I want to reuse it for future games. The only problem is that I would have to animate the player and all the monsters twice, as I don't think the colorful monsters would fit the dark theme (and vice versa).


Milan Babuskov
bigosaur.com
Offline bornander
« Reply #7 - Posted 2014-11-21 10:25:40 »

I like the darker version, I think it looks really cool.
Even the way the little man isn't animated (and I realize that it's a work-in-progress) works for me, it has an eerie feel to it Smiley .

I do want to make a game where you don't have to rush or be super precise, but it will require thinking.

I am currently trying to do the opposite; a 2D-puzzler where speed is key and the puzzles are not that important, but that's mainly because I am rubbish at level design and can't come up with any cool puzzles  persecutioncomplex.


Anyway, the game looks cool and I am looking forward to future updates.

Try my Android games: Grapple | Hovercraft | Lala
Offline Bearded Cow

Senior Devvie


Medals: 3
Projects: 1
Exp: 1 year


¬..¬


« Reply #8 - Posted 2014-11-21 23:39:26 »

I think the black looks so much cleaner, if you added some cool light objects and stuff but still keep the hero black I think it will look really good.
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #9 - Posted 2014-11-24 14:00:17 »

Here's another idea for the bright version:



The dark version looks and feels really cool, but it's hard to play because it's hard to discern movable objects from the ground. I guess I could work around that by using specific graphics (boxes, planks, trees like, for example, Limbo has done.

Also some puzzles I made require that player knows a difference between different materials (there are light and heavy "boxes") to solve them easily. Without that being clear the game is much harder to play.

What I do like about the dark idea is that the main protagonist and monsters will be much easier to draw and animate... Smiley

Milan Babuskov
bigosaur.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #10 - Posted 2014-12-02 20:23:25 »

I decided on the game story and the theme. The main character will ride the jet-powered skateboard and try to prevent an evil construction corporation from destroying his playground  Smiley

I'm working on more pixel art graphics currently.



It's all new to me so there's a lot of trial and error.



How do you like it so far?

Milan Babuskov
bigosaur.com
Offline MrPizzaCake

Senior Devvie


Medals: 8
Exp: 3 years


Hello, another wonderful human being :)


« Reply #11 - Posted 2014-12-02 20:27:24 »

Both art styles are awesome! I personally prefer the dark style (one of the reasons I started playing Limbo), it just has that cool feeling to it, but the pixel art is also really great!

How am I? Tough question, since emotions are confusing as heck Tongue
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #12 - Posted 2014-12-05 18:48:22 »

I finally added support for new graphics in both gameplay and editor mode:




Milan Babuskov
bigosaur.com
Offline TritonDreyja
« Reply #13 - Posted 2014-12-07 22:08:56 »

Keep up the good work! this is a must have for me once its finished
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #14 - Posted 2014-12-09 18:46:25 »

I think I'm close to the quality I want to have, but it still takes too much time. I spent about 3 hours fiddling with pixels until I got this one right:



Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #15 - Posted 2014-12-14 10:10:47 »



I got 7 almost playable puzzles in the game so far, and some 20+ already drawn on paper. But using the new graphics would require recreating everything in the level editor.



So I decided to first draw all the graphics needed for these 20 puzzles and only then lay them out in the editor.



Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #16 - Posted 2014-12-15 19:22:40 »

Here's the graphics for pressure plates and doors:

Click to Play


It's a .gif animation, so wait until it loads (the player needs to go through and the door should close)

P.S. I need to fix the player sprite against dark background.

Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #17 - Posted 2014-12-18 11:40:19 »

Here's some new graphics. Elevators:



Checkpoints will look like telephone booth (or whatever they're called in your country). Doctor Who's TARDIS was inspiration for the shape:



As you can see in this last image I'm also experimenting with some color filters.

Milan Babuskov
bigosaur.com
Offline TritonDreyja
« Reply #18 - Posted 2014-12-18 15:51:40 »

Am i the only one who thinks this game is suitable for a mobile release as well?
It would cost hella lot of money and be hard to get started, but the game fits my mold of a good mobile game perfectly (:

Great progress on this, your visuals look great!

Do you anticipate a certain number of puzzles in th game?
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #19 - Posted 2014-12-19 15:08:34 »

It would cost hella lot of money and be hard to get started, but the game fits my mold of a good mobile game perfectly (:

Actually, it wouldn't be too hard. I'm using libGDX and the game already caters to different screen resolutions. The only problem is that currently it requires at least 800x760 pixel space to see some puzzles on the screen so users with low end devices (480x800 screens) would not enjoy playing that much.

Great progress on this, your visuals look great!

Thanks! These comments mean a lot to me and keep me going further.

Do you anticipate a certain number of puzzles in th game?

Currently I have about 30 drawn on paper, but I aim to have at least 100 for the final game.


Milan Babuskov
bigosaur.com
Offline MrPizzaCake

Senior Devvie


Medals: 8
Exp: 3 years


Hello, another wonderful human being :)


« Reply #20 - Posted 2014-12-20 00:57:05 »

Make that telephone sometimes be blue, and I'll throw all of my money at you. (Whovian for life!)

How am I? Tough question, since emotions are confusing as heck Tongue
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #21 - Posted 2015-01-13 18:00:24 »

Added support for drivable vehicles. Here's the first one:



YouTube video:

http://youtu.be/woBVERoRjQg

It can drive through spikes and other hazards and lift heavy objects. Since the player can only push other objects, this introduces interesting new ways to combine game mechanics.

I plan to add other stuff later like monster truck, space shuttle or airplane. Maybe even submarine and powerboat if I could think of some good puzzles for those.

Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #22 - Posted 2015-01-16 09:52:05 »

Here's the first pixel-art cloud I ever made:




I'm also experimenting with character clothing. I'm even considering possibility to have multiple characters and you can pick which one to control or something like that. The difference would only be cosmetic though.

Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #23 - Posted 2015-01-18 01:57:37 »

I completed the background for the city levels. Here's what the game currently looks like:



It currently completely unplayable because of all the new graphics and elements. I'll need to rebuild all the levels with new stuff.

UPDATE: There will be some delay before I post more stuff. Today I tried to run the game on my laptop for the first time, and it's got Intel integrated graphics that does not support OpenGL 2. Looks like it's a dead-end and I won't be able to use libGDX further. I want the game to run on anything, and to be able to develop when I'm on the move. Of the other libraries, I got experience with SDL, but that would mean translating everything to C++. I tried some other options, but no luck. So, I'll probably build dual code: C++/SDL for desktop version and Java+libGDX for Android/iOS version of the game. However, it seems that SDL lacks some features that libGDX has, so it might take me some time to add those first.

Milan Babuskov
bigosaur.com
Offline mbabuskov

JGO Coder


Medals: 21
Projects: 3
Exp: 2 years


Bigosaur.com


« Reply #24 - Posted 2015-04-02 08:36:03 »



Ok, I finished the SDL2 engine which runs beside Java+libGDX engine. I will use SDL one for Windows/Linux/Mac and libGDX for Android and iOS. I had to recreate a lot of libGDX functionality myself in SDL, so now I appreciate what libGDX gives us out of the box much, much more. And I also hate that C++ does not allow float f = 1f, like Java does. I now understand why Notch was so angry that you have to write .0 everywhere.

In the meantime, I renamed the game to Seeders and fixed the levels (I got 19 complete puzzles now). My SDL version is a little bit ahead of libGDX currently as I work on the old laptop more often, so here's the first demo for the desktop and I'll polish the Android version later.

Demo build:
http://bigosaur.com/seeders-build2-setup.exe

If you prefer .zip file instead of installer:
http://bigosaur.com/seeders-0.91-windows.zip

LibGDX demo build for Android:
Coming in about a week or so, after I backport the code.

More screenshots and a video on Steam Greenlight page:
http://steamcommunity.com/sharedfiles/filedetails/?id=403676516

Please try the game. Any feedback is welcome.

Milan Babuskov
bigosaur.com
Offline bornander
« Reply #25 - Posted 2015-04-02 12:53:00 »

This is coming along nicely, it feels very polished. I tried the demo download and I thought it was fun, I really like that the puzzles don't just have one "correct" solution, it gives the player some freedom.

And as someone who's currently working on his own 2D-platformer, the sheer number of levels you have is impressive (I've gone from an initial plan of 64, to 32 to now 25  persecutioncomplex).

And I also hate that C++ does not allow float f = 1f, like Java does. I now understand why Notch was so angry that you have to write .0 everywhere.

Dude, just define something like this:
1  
#define __MY_AWESOME_FLOAT_OF_VALUE_ONE 1.0

Then you can just use it like this
1  
float f =__MY_AWESOME_FLOAT_OF_VALUE_ONE;

And you won't have to type .0!!!  Grin

Try my Android games: Grapple | Hovercraft | Lala
Offline chrislo27
« Reply #26 - Posted 2015-04-02 22:20:51 »

Dude, just define something like this:
1  
#define __MY_AWESOME_FLOAT_OF_VALUE_ONE 1.0

Then you can just use it like this
1  
float f =__MY_AWESOME_FLOAT_OF_VALUE_ONE;

And you won't have to type .0!!!  Grin


I think he means you can put "f" at the end of a number to make it a float (instead of an int, for example).
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