NOTE: I'm not developing this on my own, but in cooperation with a TIG forums member by the name of BaronCid. That's why the graphics look so good. ;)
(http://i8.photobucket.com/albums/a23/FAMILIAR_QUEST/cornersshiny1.png)
(http://i8.photobucket.com/albums/a23/FAMILIAR_QUEST/cornersshiny2.png)
(The green stuff is our version of Runner's Vision, in case you were confused ;))
An entry for TIGSource's bootleg demake competition (http://forums.tigsource.com/index.php?topic=2376.0), this game is a 2D-platformer-adaption of Mirror's Edge (http://en.wikipedia.org/wiki/Mirror%27s_Edge). It's rather straightforward: Using a wide array of moves, including running, sliding, (wall-)jumping, climbing and more, you have to travel through the levels as fast as possible in your unrelenting quest to deliver some mail and, much more important, gather a high score. Controls and gameplay are semi-realistic: You have to run a little to get to maximum speed and you can't stop dead in your tracks, but controls still are a lot more precise than in, say, the original Prince of Persia. Another unique feature is the "momentum gauge" at the top of the screen. While you're running, it starts to fill up. The further it gets to the right end, the more moves you'll be able to execute - for example, you can't slide while in the blue region of the gauge.
That's pretty much all there is to it. It's a small, non-pretentious, but hopefully fun game. If you care, please also visit the thread over in the TIG forums (http://forums.tigsource.com/index.php?topic=2384.0).
Expected date of release is September 7th, because that's when the competition ends (http://forums.tigsource.com/index.php?topic=2376.msg68959#msg68959), and I guess we'll need the time. The game is in a playable state right now, but... it's a total glitchfest.
Yeah, well, it's back in production. New ETA is around the middle of November.
Sooo... any comments? :)
Promising, I will say!
Could well become the next Prince Of Persia... Really, I love the looks of the main sprite. Just make the green markers ("slide", arrows...) more fitting- green's a nice colour but also quite muted here, and clean, sharp lines should make the signs look more "modern".
I am very much looking forward to seeing that in action!
Just for clarification ... this is being made with AGS?
I've seen this again and this actually sort of owns.. Glad you're on this good idea for a game.
Quote from: Darth Mandarb on Sat 30/08/2008 19:51:19
Just for clarification ... this is being made with AGS?
Fool, it's made with BST (Blood, Sweat and Tears) (http://forums.tigsource.com/index.php?topic=2384.msg60524#msg60524).
Quote from: bicilotti on Sat 30/08/2008 20:51:28Fool, it's made with BST (Blood, Sweat and Tears) (http://forums.tigsource.com/index.php?topic=2384.msg60524#msg60524).
Link doesn't work.
Does that mean it's
not being made with AGS? Could somebody please just answer with a 'yes' or a 'no' answer.
Works for me.
Quote from: Akatosh
I have a little experience with scripting platformers. That one has a little glitchy enemy behaviour, but that's because I spent the whole of 5 minutes scripting the AI.
Anyway. With a bit of dedication, a whole month of time and AGS, I should be able to do the job. Get back to me if you're interested.
(P.S. Your team management skills had better be damn good. )
Indicates it is indeed being made with AGS.
Firstly, thanks for the nice comments. You really know what it takes to keep a guy motivated. :) I'll comment a little more in-depth tomorrow, when I'm at a genuine computer again.
About the engine uncertainty: sorry if that was unclear, but yes, it's being made with AGS (2.72 to be exact). I'm horribly abusing the engine when it comes to movement, animation or... well... anything, basically, but it's AGS alright.
BST is involved, too, though.
This looks excellent, but will it play just as well? We shall see!
Quote from: ProgZmax on Sun 31/08/2008 12:26:33
This looks excellent, but will it play just as well? We shall see!
I hope it does. Weird though takes a lot of patience to transform AGS into PGS(platform game studio)..
Looks great. And I love the retro NES style. The character reminds me of the dude from Dragon Ninja (http://www.mobygames.com/game/bad-dudes/screenshots) (aka Bad Dudes vs. Dragon Ninja). Hopefully this game can prove once and for all that AGS isn't just for adventures.
If I wasn't busy with other projects, I'd contribute with a 2D Katamari clone (then I discovered that somebody had already done it (http://forums.tigsource.com/index.php?topic=2469.0), but I still think my AGS powered version would be cooler).
Oh man, I'm in this competition too. It's on! ;)
But seriously, great work. I can't wait to see the final version.
Alright... firstly, thanks for all the love-in-advance. If you have to start every post like that, you know you're talking to a great community. := :P
Quote from: ProgZmax on Sun 31/08/2008 12:26:33
This looks excellent, but will it play just as well? We shall see!
Well, I sure hope so. We're moving from "early beta" to "playable beta" right now, and it seems like the game will be quite a deal of fun once it's finished, if I may say so myself. Until then, I'll forward your like for the art. :)
Quote from: Dualnames on Sun 31/08/2008 20:59:59
I hope it does. Weird though takes a lot of patience to transform AGS into PGS(platform game studio)..
It's been done before, but yeah, it can be quite a pain in the arse.
Quote from: GarageGothic on Sun 31/08/2008 23:42:27
Looks great. And I love the retro NES style. The character reminds me of the dude from Dragon Ninja (http://www.mobygames.com/game/bad-dudes/screenshots) (aka Bad Dudes vs. Dragon Ninja). Hopefully this game can prove once and for all that AGS isn't just for adventures.
I think the art is actually based on Ninja Gaiden, but I'll forward this, too, nonetheless. And I think the sheer might of AGS has been proven before already, again and again, but maybe this'll be the final drop in the bucket. It would be cool.
Quote from: The Ivy on Mon 01/09/2008 03:26:26
Oh man, I'm in this competition too. It's on! ;)
But seriously, great work. I can't wait to see the final version.
It's on indeed, and thanks for the nice comments. You might be a strong competitor, though. ;)
It certainly looks good, visually, but what's more enticing is the your description of the gameplay.
Looking forward to this one.
Well, the player sprite is ripped from Ninja Gaiden 1 in fact, just sloppily recolored. I just checked it in Paint. Check that out with whoever does the "art" for the game, especially since you're trying to enter it in a contest!
Concept is nice, I love the looks and feel of Mirror's Edge so far.
That's just what I was going to say. But seeing how I loved the Ninja Gaiden games it's not a problem for me unless your trying to pass it off as original or a pay game.
Just a quick notice: Due to the fact that the "finished" version of this game is/was a totale glitchfest (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35493.msg465518#new), it's "back in production" now again until further notice. Expect the deglitchified and extended end product a few weeks from now. Hopefull. :-[
Alright, I've been busy working on this the last few days, and there are some good news:
- I've successfully sanitised the collision detection. No more getting stuck at platform edges, no more random vapor concrete (unless intended ;D)
- The walljumps and climbs are making some progress, but they're far from being complete.
- I'm also looking into checkpoints.
- There are new player sprites, courtesy of Ben "Awesome" 304:
(http://www.2dadventure.com/ags/Sright.PNG)
(http://www.2dadventure.com/ags/Sleft.PNG)
(http://www.2dadventure.com/ags/Rright.gif)
(http://www.2dadventure.com/ags/Rleft.gif)
Right now, this is a careful balancing act between "too polished to be a genuine bootleg demake" and "too buggy to be fun", but I'm confident I can do this. Meanwhile, there still is a mirror of the "original" game alive (http://home.arcor.de/baroncid/CornersShiny.zip) because of the bootleg compo. Give it a look if you want to be disappointed. :=
Good news, everyone! I've managed to include a checkpoint system that (despite still needing lots of fine-tuning) makes the game a whole deal less frustrating, and the walljumps are a LOT less bone-crushingly counter-intuitive right now. Next up is toying around with the graphics style, and adding a couple of levels. Cautiously put, this has a (5D4+70)% chance to be complete by, say, the middle of November. ;)
Glad to hear that. Also great that Ben is doing sprites for you..or just did those.
More good news! Despite having both Uni and the Common Cold sucking on my will to live, I've finally, finally managed to fix the walljumps - and Ben drew the missing sprites! Now all that's missing are new background graphics, a couple more level, wallruns and maybe a more "fluent" movement system (both of which were part of the original concept, but dropped later). More detailed update when I feel alive again.