Adventure Game Studio

Community => General Discussion => Topic started by: abstauber on Sat 24/04/2010 14:53:38

Title: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Sat 24/04/2010 14:53:38
I'm currently spending some time in creating a jump'n run engine in AGS. Right now I'm at a spot where I have to decide the direction where to go with this:

Make it like 1213, Prince of Persia or like Mario...  I want as much of you enjoying this as possible, that's why I've created this handy survey:

http://spreadsheets.google.com/viewform?formkey=dG9QQ1JVSWp2NUF2NC1fTUZ5V0hVTFE6MQ


It would be really cool if you could take your time and fill it out these 9 tiny questions.

Thanks guys!


@Andail Thanks for showing me this great new gDocs feature :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Pixelton on Sat 24/04/2010 15:03:24
I love this genre and I think over standard adventure games, the run and jump, action genre like Flashback, Another World and the Prince of Persia series are the kind of games I'd really like to make, I just don't have the scripting know-how to produce them and alot of people I've asked about this have told me it's alot of work on the code side of things.

I've submitted my thoughts and would love to see this come to fruition, on a side note if you need some placeholder artwork for an example demo (abit like the demo game that comes with AGS) then please let me know as I'd love to help; I'd do anything to support this really and get it into circulation (I think I even have some prince of persia style sprites I've made for something...I'm not sure what now).

I did add in the survey that I think Xbox style achievements would be great too for replay value and as a nice kind of point system.

I'll be watching this :)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: tzachs on Sat 24/04/2010 20:32:04
I can see a lot of surveys in the future of this forum  ;)

Are you making a module of this? Because if you do, then the best thing (although a lot more work) would be to allow for more than one type of platform...
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Babar on Sat 24/04/2010 20:38:29
You need to play more platformers, Abs! :D


You missed out Abuse! I want mouse-controlled directional shootery!
And a whip! To swing on protuding poles and stuff.
And a sword as well. A sword is necessary :D.
And FAST-PACED action. I really, really, really, love when you are able to (theoretically) run through and complete a level in a full-tilt run.
And ninja styled wall-jumpery :D.
/me notices an excess of :D, but realises he really likes platformers :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Calin Leafshade on Sat 24/04/2010 20:44:40
I've completed the survey.

I'm very much in the 1213 camp. I thought 1213 was truly brilliant and anything you make should definitely incorporate story a great deal.

To make a run and jump you need either a great platform engine which is super fun (like N+, wall jumps, slides and so on) or you need to make it tense and interesting like 1213. I think mixing the 2 ideas would be a mistake.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Babar on Sat 24/04/2010 20:54:06
Really? Why?

Abuse was an example with an interesting story, while still being fast-paced (admittedly not as involving as something like Blackthrone or 1213, I guess, but still).

I realise that it wasn´t done very often -Flashback was generally slow-paced (until he picked up momentum and started running :D), but had an involving story, Sonic was fast-paced, but almost had no story to speak of, etc- but that doesn´t automatically mean it would be a bad idea, would it?
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Pixelton on Sat 24/04/2010 20:55:42
I agree with Calin in that you should choose a path and design the module or AGS platformer engine towards that goal rather than trying to fill your plate with too many platformer concepts. For me AGS is a fanatastic tool for creating a story driven adventure game so why not develope of platformer that works along the same lines.

I also played 1213 and while I think it had a few control issues ultimatly it did what it set out to do, throw the player into a really interesting world with lots of shooting and climbing...and still felt like an adventure game.  :)

Well...thats my two cents.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Arboris on Sat 24/04/2010 21:55:22
I really enjoy the genre. Games like commander keen, earthworm jim or metal slug are great. And as with most platformers, the make or break for me is how well it plays. no lag, and spot on controls are quite important, aswell as well defined rules (eg. Cleary defined platforms where you can jump on)

I also came across this one recently, it's hard as nails

Bunny must die gameplay video (http://www.youtube.com/watch?v=WDTCwo_YciU)

it's free to download here (http://indygamer.blogspot.com/2006/11/bunny-must-die.html), if you're interested.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wyz on Sat 24/04/2010 21:55:30
Well, this is an interesting development ;D
I'd love to see a (decent) platform engine for AGS. In fact I tried to make one a little while back, but well I ran short of time.
It started out in a Sprite jam for platform enemies. :D
(http://i725.photobucket.com/albums/ww251/FTUltra/Carrotten.png)
(http://i725.photobucket.com/albums/ww251/FTUltra/anim.png)

Oh well, I might pick it up some day if there was an engine. I've got some material for testing though.

I was wondering, will it be tile based or something else?
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: discordance on Sat 24/04/2010 22:06:56
Best platformer ever: CAVE STORY. IT combines a decent (and surprisingly involving) story with some of the most frantic and exhilarating action you have ever experienced. And it's freeware. (http://www.miraigamer.net/cavestory/downloads_1.php)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: blueskirt on Sun 25/04/2010 03:57:21
It's the survey season!

The realistic platforming in Prince Of Persia was fine since enemies were fought with swords, but in games like Flashback, 1213, Blackthorne or Rocketbirds, where enemies are fought with guns, the whole realistic platformer thing somewhat goes to the trash can for me. The second guns and bullets are introduced, I wanna be able to run, jump and dash to avoid monsters and bullets, not just crouch/shoot/roll my enemies to death like in Flashback. When it comes to realistic run and gun platformers, I pick Super Metroid, Iji or Abuse over Flashback any day of the week.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Mehrdad on Sun 25/04/2010 06:06:41
VERY GOOD , EXCELLENT

Nice and good job abstauber . :D
Style: Another world - Flashback - Prince of Persia
Multi rooms(fade and detect between rooms).no scroller.
real dynamic movement player for jumps,run ,grab ledge, climb.(Flashback-Another world).no super mario
cinematic for collision with enemies(Another world).no shoots in up

I'm very glad for this news.I can not wait for release.....can you release betea? ;D
Thanks again abstauber




Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Shane 'ProgZmax' Stevens on Sun 25/04/2010 07:25:46
1213 was a terrible, terrible example of the platform genre with almost broken gameplay that was a chore to even deal with.  I'm sure the goal here is to reference AGS games that have 'already done it' but 1213 is the worst one you could look to for inspiration.  The Platformerius demo did such a superior job of handling platforming and yet people rarely even recognize it.  You don't want to bog down the player with fighting a bad control scheme, that's #1 for making a good platformer.  The controls must feel right and the jumps tight and effective, if unrealistic.  We already concede that no one can jump like they do in the good platformers :).  I would definitely like to see more 'substance' in a platformer, and no, I don't think mario hopping on Yoshi to kill enemies in a different way is substance.  NPCs you can interact with, rooms you can interact with (Flashback, Impossible Mission) would push it beyond mindless action into something with broader appeal, imo.  I recently played a Game Maker platform rpg that included all of these things and it was very fun to play.  Pity it was so short ;(.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: ShiverMeSideways on Sun 25/04/2010 08:54:53
I forgot to mention Iji in my survey, that was such an awesome platformer. It's available for free, just google it. I agree that the Flashback/1213 way of doing things is just such a flow-breaker... You move quite sluggish and the action element is so boring. I'd rather have a fast-paced platformer :) But I'm very much in favour of implementing as many diverse elements as possible! Point'n'click section? Yes please. Minigames? Hell yeah! Story elements? Rawrzorz!

I kind of hate that Final Fantasy way of telling story and dialogue, like Iji had, so I'd rather you'd have cutscenes and dialogue... Just the storytelling capability of adventure games mixed with the fast-paced action of platformers seems a very interesting prospect.

Also, I want to help too with music. :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Pixelton on Sun 25/04/2010 11:13:08
well I've always been a wan of wonder boy, had everything you wanted, NPC's, shops and special items, lots of monsters, it had that mario style gameplay but a little slowed down....or even Fantatic Dizzy.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Sun 25/04/2010 11:21:04
Wow, thanks for this great response so far!

I'm already very glad that I've started this, some of the results are quite surprising. Almost made a game which nobody would like :D

@Mark Borg
Thanks for the offer! The current state of the engine is already quite playable, so it's too late to turn back :) So no worries. I also have a concept "hero" but he has very basic movement frames - so if you have those Prince of Persia style animations handy, I'll be glad to use them.

@tzachs
Module yes, public later :) As always, releasing a good module also means writing good documentation and having a sane concept. We'll see how it is when it's done. I'm already at 3k lines of code and there are still some key features missing.

@Babar
Abuse..! I totally forgot about it - I had a shareware version ages ago, but I didn't have the patience to even finish the first level :P But those other ideas a tempting - let's see what I'm able to reproduce ;)

@Calin Leafshade
That's why I've started this survey  :=  But I agree with Babar here: the story Super Mario had to offer way too cheesy for me to keep on playing it. "Sorry Mario but the princess is in another castle" errm... On the other hand "Heart of Darkness" was awesome and fast paced... even though it wasn't a side scroller.

@Wyz
It's tile based. Thanks to dkh and Jim Reed who "donated" me some code :)

@discordance
Never tried it, but downloading as I'm typing

@blueskirt
Well it definately won't be a run and gun. Simply because the AI would be a bit too heavy for me to write. Stealth is quite easy but teaching those guys to hunt and jump over ledges.. Argh! ;)

@MEHRDAD
I'm afraid you wouldn't be too happy with it at the current stage as it's a scrolling and tile based. And currently even the animations are like in Super Mario - but the survey already tells me to rethink that :)

@ProgZmax
No worries. I only take 1213 as a reference for great impact and story telling (at least the first level where you had to climb on this injection was awesome). Also it's quite popular despite it's broken controls.
As platformerius - despite it's graphics I think it sucks too. The controls are really annoying (as well as collision detection) :P
Calin did a really better job in MariVania (or whatever the name was), as well as dkh did with Revelation.

@ShiverMeSideways
Iji looks really interesting, just like a fast paced Flashback. I can't watch the trailer on youtube anymore or I loose the motivation to write something on my own :)

@Arboris:
Bunny must die comes pretty close to what I had in mind. Of course except all those cool particle effects :)


All your responses give me a lot to think of. It doesn't seem like a simple choice between Mario or Flashback, what a bummer ;)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wonkyth on Sun 25/04/2010 13:14:43
I'd avoid Mario type games, as there isn't really much that can be added to what is already available.
Abuse = Good.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Sun 25/04/2010 14:45:50
 :'(

(http://shatten.sonores.de/wp-content/uploads/2010/04/jrun.png)


I'm just glad that I haven't asked any later.

and btw. yes, that's an actual in-game shot :)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Pixelton on Sun 25/04/2010 15:15:18
That looks really nice man, you can tell by that simple screengrab that there is potential.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Arboris on Sun 25/04/2010 16:36:15
that's looking good. love the ground tiles
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Calin Leafshade on Sun 25/04/2010 16:46:01
That looks rad!

Are you using my platform engine as the basis? Or did you scrap it?
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Matt Frith on Sun 25/04/2010 16:48:06
Looking good Abstauber, I wish you luck completing it.  Also quite excited about the future module, it might tempt me into making a  game myself!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: DoorKnobHandle on Sun 25/04/2010 17:43:27
Quote from: Arboris on Sun 25/04/2010 16:36:15
that's looking good. love the ground tiles

And the best thing is, YOU can draw the TOO. Check out Helm's tutorial: http://www.wayofthepixel.net/pixelation/upload/pixelvids/mockup.avi

Did fill out the survey, hope it helps!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Mehrdad on Sun 25/04/2010 17:52:05
Quote from: abstauber on Sun 25/04/2010 11:21:04
@MEHRDAD
I'm afraid you wouldn't be too happy with it at the current stage as it's a scrolling and tile based. And currently even the animations are like in Super Mario - but the survey already tells me to rethink that :)

I know this is a advanced programming.and i sure this is a greatest module or template or sample or...that make with AGS untill now.you work is really great.please you do step by step work until receieve to Another World or Flashback style.I sure you can. ;)

Quote from: abstauber on Sun 25/04/2010 11:21:04
Iji looks really interesting, just like a fast paced Flashback. I can't watch the trailer on youtube anymore or I loose the motivation to write something on my own :)

do you mean:  http://www.remar.se/daniel/iji.php
Its make with Game maker.



Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Arboris on Sun 25/04/2010 18:06:23
Quote from: dkh on Sun 25/04/2010 17:43:27
And the best thing is, YOU can draw the TOO. Check out Helm's tutorial: http://www.wayofthepixel.net/pixelation/upload/pixelvids/mockup.avi

thanks for that one :D, hadn't seen it before

*edit*

out of curiosity, what's that tile program he's using ?
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Sun 25/04/2010 19:14:05
@Calin
Sort of :) The movement is from your engine and some parts of the collision detection too (that counter that slows you down while landing). The tile management is from dkh, as well as the enemy handling. Last but not least, importing GBA-Maps is from Khris...
IT'S FRANKENSTEIN'S MONSTER, I tell you :)
But at least some parts are from me, like ramps, platforms and those mushroom/coin spitting bonus blocks.

@dkh
Is it that obvious?? ;D But yes, I kind of followed that tutorial almost blindly - I needed some quick and nice artwork to explain to my girlfriend why I'm spending so much time in front of the machine. Oh and before you spoil that too: the colors are from Arne's palette over at Way of the pixel. :P

@MEHRDAD
Hehe thanks. Well I still have to decide in what direction I'll go. After a few more submitted surveys, we'll see. But at the moment it seems that I can't avoid wall grabbing :)

@Arboris
It's Pro Motion. It can also export those tilemaps in a format AGS can handle, so it's also my Map editor.

@Tier
I'm trying to keep it customizable, I promise. Most of it's concepts work parallel to AGS,like having hotspot tiles, object tiles and so on. The only drawback is that you'll need an external map editor and preferably ProMotion.

@Mark
Thanks! It's just very "Mario" at the moment ;)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: blueskirt on Sun 25/04/2010 21:37:32
QuotePoint'n'click section? Yes please.

Only if the game feature a mouse aiming system. If the game is played entirely with the keyboard, having to switch from keyboard to mouse to interact with a couple of things will be the ultimate flow breaker. If there's no mouse aiming, the whole Point'n'click or adventure element will be better handled with the keyboard only, like Flashback did.

On the subject of Flashback and slow paced platformers, I think Flashback would have been better if it put emphasis on stealth and treachery instead of combat, where you got to hide from enemies and cameras, avoid dangerous situations and pick out enemies stealthfully, or intelligently (by triggering traps, pirating robots or luring them to fight each others). Flashback was a bit like that at the start of the game, and it's only when the game asked you to kill several unkillable enemies that fly and crawl on ceilings that the game began to suck.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Ryan Timothy B on Sun 25/04/2010 22:50:04
Quote from: abstauber on Sun 25/04/2010 14:45:50
and btw. yes, that's an actual in-game shot :)

All the enemies are floating!!  :=

I've filled out the survey the other day, and I totally think there should be super speed, strength, big guns, with wall jumping!
That would be the shit I tell ya!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Questionable on Mon 26/04/2010 04:47:07
I imagined crazy awesome jumping, but the platforms are spaced out so that you can barely make it and you have to aim well in order to grab a ledge, or you have to wall jump off several platforms.

Contra-Stupid Gun/Aim System+Sonic+Metroid+N+Super Mario RPG
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Mehrdad on Mon 26/04/2010 07:15:24
Quote from: abstauber on Sun 25/04/2010 19:14:05
@MEHRDAD
Hehe thanks. Well I still have to decide in what direction I'll go. After a few more submitted surveys, we'll see. But at the moment it seems that I can't avoid wall grabbing :)

Not problem.please work on the platform engine.and for next versions add grab ledge,climb and run or swiming even!.I think after release this version,CJ does change AGS name to APGS(Adventure Platform Game Studio) ;)

btw.I'm ready for make animation 2d Player Sprites for all actions(walk,turn,run, jump,grab ledge,climb,... )
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Mon 26/04/2010 10:55:42
What I've learned so far is, that platformers can be devided into 3 major subgenres:

Jump'n Run (Mario and Sonic)
Shoot'n Run (Gunstar Heroes, Abuse and Contra)
Stealth'n Tactics (Flashback, Yahtzee's platformers)


It's also clear that I can't bake them all together and the result is the perfect game.  So it's been really insightful (so far) that you've told me about your favourite game elements.

E.g. this would be pretty uncool:
* Metal Slug + Key and Items huntery + non-linear level design
* This Abuse guy fighting his way through Goombas ;)
* Another World with Moonjumps
* really free movement in 1213... no wait, that would be awesome :)


Right now there're still some questions at a 50/50 state, so some more participants would be very welcome ;)


Quote from: MEHRDAD on Mon 26/04/2010 07:15:24
btw.I'm ready for make animation 2d Player Sprites for all actions(walk,turn,run, jump,grab ledge,climb,... )

Thanks for this offer. The problem is, I need to learn that too ;D Also I'm still not convinced to create a slow pace platformer at this stage of the engine.


@Questionable
Don't you think, that game would be way too easy? Why avoid them if you can shoot them ;)

@Ryan
Hehe, they aren't. They are just drawn in the middle of the frame and I forgot cropping. So technically they have their transparant feet on the ground.

@Blueskirt
Good point. That might be the reason I've only completed Another World, but never won at Flashback.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Babar on Mon 26/04/2010 18:27:50
Combine the first two types, with some tactics! SLIGHTLY more realistic acrobatic jumping, whip-slinging (:P), running, shooting and occasional melee swordery/bludgeonery.

IF you are going to have guns or projectiles, do it abuse style, and not contra style. It always annoyed me that you could only shoot 8 directions, and something could easily get inbetween your shots, and shooting down below you was always troublesome.

Stealth gameplay DEFINITELY has its great moments
/me recalls pressing the UP thing to fade into the background in Blackthorne, waiting for a baddie to pass him, then coming out of the shadows and BRINGING IT DOWN :D),
but I´m not sure, can it be incorporated into a game with all the other bits in it? Maybe just a level, but then again, I always found those "normal" games, with just 1 stealth level to be a bit tacked-on.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Arboris on Mon 26/04/2010 18:50:55
Bit impartial about that to be honest. Abuse is a good game, but so is duke nukem and biohazard.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Radiant on Mon 26/04/2010 19:48:10
Done.

I've got some plans and prototype for a Metroid game in AGS, but I don't think I'll get around to that any time soon. Still, I'd love to see some good platformers being developed for it.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Questionable on Mon 26/04/2010 20:56:07
Quote from: abstauber on Mon 26/04/2010 10:55:42
@Questionable
Don't you think, that game would be way too easy? Why avoid them if you can shoot them ;)

For some reason what I have in my head as the perfect platformer has the crazy jumping fun of N (http://www.addictinggames.com/ngame.html)
The super fast game play of sonic (in the good ones you had to think FAST and move FAST in order to get top scores)
& RPG elements and non-linear game play

The reason that I mention Contra (or Metal Slug or Gunstar Heroes) is because they were pretty hard (when I was a kid at least) and they were straight up badass. There's nothing cooler than blowing shit up in order to reveal an alternate pathways, or firing machine guns NON STOP...  But I also thought they weren't as fun as regular platformers mostly because of the stupid gun system. I would rather play an FPS if I want to blast shit to hell... But the fact that they involved guns and kicking ass instead of a plumber eating 'shrooms or a bandicoot eating peaches or a hedgehog eating rings...

BTW, I didn't mean that you would avoid enemies, necessarily. I imagine a really difficult acrobatic style platformer DRIPPING with baddies that if you ignore will ultimate deplete your life. You might be able to ignore them for awhile but they'll get you... or weaken you enough that a boss will STOMP you.  So you would need to take care of them someway... but also the game is fast paced, acrobatic, non-linear, with puzzles, RPG elements and a few storytelling cut-scenes...

Then again, what I imagine isn't always what other people seem to be interested in... but that just sounds supremely badass to me.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 27/04/2010 08:46:58
@Babar: Whip slinging like in Castevania or like Indy? (no idea how cool whip swinging can be achived). Some stealth elements are definetly to be considered. I can't say that I've finished Blackthorne, but it was pretty cool those days.

Giving the player a choice whether to stealth or to rush through the stage without goodies and extras might be an idea too.. Oohh.. all these possibilities :D

@Radiant: Thanks for the input. Is that prototype already playable?

@Questionable:
QuoteI would rather play an FPS if I want to blast shit to hell..
That's a good point you're having there.  Meanwhile I've taken a closer look at Cave Story. Except for the controls and the tiny graphics, it's terrific. At least it was until I had to shoot all those annoying and repetitive enimies all the time.


What I've understood so far, at least for projectile weapons:
If it's about blasting enemies: Abuse style - mouse aiming.
If it's more about acrobatics: 3 way aiming is fair enough.

Right?
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wonkyth on Tue 27/04/2010 08:52:04
I disagree.
With mouse aiming, you could have quite a nice mix of shooting and 2D Parkour!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Shane 'ProgZmax' Stevens on Tue 27/04/2010 11:23:54
Mouse aim also can significantly reduce challenge and difficulty, so it's something to keep in mind.  If you can shoot in 'any' direction, especially with some kind of crosshair, your accuracy will reduce the difficulty of the game naturally, so to offset that you'd want enemies (at least some) able to fire in all directions with precision also.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 27/04/2010 11:37:15
QuoteMouse aim also can significantly reduce challenge and difficulty
Totally true.

Btw. I tried on Abuse yesterday - just to update my memories. And.. um.. maybe you all memorize it better than it was :P  The aiming system is great, but most of the time I'm running away and shooting dumb enemies falling from the ceiling.


But I'm already conviced that mouse aiming itself is how platformers should work on a PC. I'm sure, Metal Slug would have done it too, if a mouse would be a common aracade controller :)

Let's take Cave Story for another example. Most of the time you try to move yourself into a proper direction, just to shoot the same type of enemy over and over again. The player knows how to kill these, it's not hard, it's just annoying. With free aiming, it would have been a lot more fun, since it's no real challange in either ways.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Al_Ninio on Tue 27/04/2010 14:15:42
Quote from: abstauber on Tue 27/04/2010 11:37:15
Let's take Cave Story for another example. Most of the time you try to move yourself into a proper direction, just to shoot the same type of enemy over and over again. The player knows how to kill these, it's not hard, it's just annoying. With free aiming, it would have been a lot more fun, since it's no real challange in either ways.

Free aiming in a SNES-type shooter? Way to ruin the fun. I'm good with the 6-way shooting mechanisms of games such as Metal Slug. Adding a mouse to a 2D shooter ruins the fun for me. I hated Abuse. :P
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 27/04/2010 15:32:53
Well, it feels indeed very different to control a platformer with the left hand (or vice versa if you're left handed).

But if it's not a survival shooter and no gray in grays like Abuse, I'm with Wonkyth here. It should be fun, if shooting enemies is not the only obstacle in the game.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Mehrdad on Tue 27/04/2010 15:39:28
@abstauber : please dont use mouse for any actions. does write all commands only for keyboard. aiming for shooting,and select Inventory,and everything only with KEYBOARD.mouse its full enough for adventure games.dont remember : you have work on platform games.so forgot mouse for this engine.
and always remember this games :Another World,Flashback,Prince of Persia,Heart of Alien(Another world 2).
Thanks
You have choose GREAT job.I waiting for first version
sorry for bad english
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wonkyth on Wed 28/04/2010 03:37:19
As the only Analogue control available to the computer user for ordinary use, and the most effective pointing device so far, I think that all games should incorporate a great deal of mouse action.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Wed 28/04/2010 15:02:27
Alright, I have scripted mouse aiming. Just aiming, no shooting yet :P

I must say, it feels very different - almost like another genre. Also I've some trouble controlling the main character with the left hand, but apart from that it's kind of cool  :=

I'll see if I can finish a small demo in the next weeks, where you can check for yourself.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Mehrdad on Wed 28/04/2010 15:40:20
Quote from: abstauber on Wed 28/04/2010 15:02:27
Alright, I have scripted mouse aiming. Just aiming, no shooting yet :P
please ignore mouse for platform engine.or aiming even.please read above again.
Quote from: abstauber on Wed 28/04/2010 15:02:27
I'll see if I can finish a small demo in the next weeks, where you can check for yourself.
excellent news. Its best gift for me. :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Radiant on Wed 28/04/2010 15:56:00
Quote from: abstauber on Tue 27/04/2010 08:46:58
@Radiant: Thanks for the input. Is that prototype already playable?
If I'd put together an actual level, then yes.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Ryan Timothy B on Wed 28/04/2010 16:49:19
Also make sure you add fully customizable keys.
If you're using the left hand to control, for some odd reason the norm is to use WASD, when it would be more logical to use SDFE, which is what I use.  That way your little finger isn't useless by positioning itself on Caps Lock.  Also your other finger is resting on the nub on the F key, already in position for typing.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: DoorKnobHandle on Wed 28/04/2010 17:32:27
Quote from: Ryan Timothy on Wed 28/04/2010 16:49:19
Also make sure you add fully customizable keys.
If you're using the left hand to control, for some odd reason the norm is to use WASD, when it would be more logical to use SDFE, which is what I use.  That way your little finger isn't useless by positioning itself on Caps Lock.  Also your other finger is resting on the nub on the F key, already in position for typing.

This might be slightly off-topic but the correct (ie. standardized FPS way) of WASD has your little finger hovering over SHIFT and CTRL alternatively (which would be hard to even reach for most hand sizes when on SDFE). The need for your finger to be exactly over F for typing I don't understand (and neither why it would make a difference to have it be on D, one key to the left of F, as the move there is almost instant for any experienced player).
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Calin Leafshade on Wed 28/04/2010 17:38:17
The wiki page for "arrow keys" has lots of information on the different key layouts for gaming with pros and cons
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Ryan Timothy B on Wed 28/04/2010 19:17:32
QuoteThe need for your finger to be exactly over F for typing I don't understand (and neither why it would make a difference to have it be on D, one key to the left of F, as the move there is almost instant for any experienced player).
Because with your hand on ESDF your little finger now has access to QAZ and SHIFT.  I usually use A as my crouch button.  It's the easiest to press and/or hold while you can control around.  I also used to type quite often when I played online pc games, which happened to be Half-Life 1 -- until I moved to Consoles for all my gaming, just goes to show you how long ago I actually played games on my computer other than AGS games and such.

I'm not trying to convert people to the logical side of controls, I'm just saying that he should add fully customizable controls.  Abs, can setup the game in the control scheme he thinks is best for himself, and we can either adapt to that, or change it ourselves (if he actually adds fully customizable controls).
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wyz on Wed 28/04/2010 23:52:11
Just a suggestion but with the right abstraction any of the named platformers can be build with the same engine. Well of course that isn't really realistic since every platformer has its own quircks. But is you go for the general idea, that would be possible. When people start designing a platformer they can take a standard engine and augment it with their own quircks 'simply' by scripting them on. Mouse interaction is one of these things. One person might use the mouse to aim, someone else to interact with items on the screen. I see both of them as quircks, and not really part of something I would want to use readily. If I break down the genre quickly I think something like:

Platforms: solid parts that don't change. Things collide with them.

Enities: things that can move around, collide with platforms, may have physics applied, collide with each other, trigger events.
 |-  Pawns: things that move on their own
 |      |-  Player: things that are controlled
 |      |-  NPC: things that are indirectly controlled
 |      '-  Enemies: things that are controlled by AI
 '-  Objects: things that move by design
        |-  Powerups: things that can be collected
        |-  Projectiles: things that move in predefined ways across the screen
        '-  Hazards: things that move in place

Maybe I'm just over complicating things, in that case ignore this post ;D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Captain Ricco on Thu 29/04/2010 00:03:41
One mushed word:
METROIDVANIA

but i do like flashback, Otherworld, Prince of persia as well
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 08:12:22
@Ryan & Calin:
I'll definitely add support for WASD. Maybe at a later stage, I might add a user customized keys but I don't see a real benefit for this whole day of work - yes it's not complicated but takes some time to write.

@Wyz:
I'm already keeping it abstract, because I'm not too sure how the final game will look like. It works like that:

Characters:
- player: has abilities wall jump, grabbing, 8 way shot, free mouse aim, sliding and so on
You just need to set a bool flag to turn it on or off.

- people: Can be hostile or friendly. Hostile people have classes like eny_moron (which is pretty much a goomba) or eny_trooper who is at least aware of gaps and patrols waypoints


items:
Like objects in ags, just with another name. Those can move, hide in boxes and modify player stats.

hotspots:
same as in AGS, just as a tile

Environment:
- tiles with attributes like solid, deadly etc.
- movable platforms
- stairs
- waypoints for enemies and platforms

Thats how far I'm at the moment. There's still missing shootery ;) I'm also thinking of another layer with regions, but I hardly ever use them in AGS, so hotspots may do the job as well.

There - now I feel like a showoff :P
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Stupot on Thu 29/04/2010 09:10:39
I'm not really a fan of the faster paced platformers.  I suppose I prefer games like Rick Dangerous, where each screen presents a puzzle to solve.  You have enemies and guns and bombs and lives, giving it that arcadey feel (and points too), but you're not really in any hurry.  Games like this are good because you can stand there and think about how to time your movements carefully so as to not get killed  by the arrows shooting at you from the wall and things like that.

If you chucked in some minor inventory action like Fantasy World Dizzy, you'd have a game I would want to play.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 09:12:29
At the moment I'm thinking of a "real-time" ManBoy with arcade elements. Would that be cool? :)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wyz on Thu 29/04/2010 09:57:21
Quote from: abstauber on Thu 29/04/2010 08:12:22
I'm already keeping it abstract, because I'm not too sure how the final game will look like. It works like that:
[...]

Ah, that's actually quite nice, good job! :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Intense Degree on Thu 29/04/2010 12:01:18
Looks very nice!

Also if we're talking about good AGS platformers I have to mention Mazoliin's Plumberboy. Great fun once you're used to the controls(!) and some pretty tricky levels too!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Ryan Timothy B on Thu 29/04/2010 13:18:07
QuoteI might add a user customized keys but I don't see a real benefit for this whole day of work
Main reason why I suggested it is because I thought you were planning on releasing the source code once it's done.

Also didn't dualnames create a module to change keys?  I know he offered it to me once, I'm just not sure if he actually made a module though.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 13:30:49
QuoteI thought you were planning on releasing the source code once it's done.

Yeah, that's planned, but I have no plans on writing a (tutorial / documentation) yet. Also the file format relies on ProMotion has a map editor.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Pixelton on Thu 29/04/2010 15:15:10
With the 8-way shooting would it be possible to have the first 2 loops as shoot left & right for example, if a developer didn't want a shoot diag, or up and down (abit like the walk cycles currently in the game with diagonals walk views). You may already be doing it like this so I'll shut up.

I did notice someone had mentioned Rick Dangerous, that was a classic game along with it's sequal.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 17:43:59
To be honest, I've only finished mouse aiming and then switched over to ledge grabbing. But thanks for the hint.

In other news: there won't be wall jumps. I've recently "imported" them from MariVania and unfortunately they totally oppose ledge grabbing. Okay, walljumps increase the pace, but on the other hand reduce the authenticity a lot.


Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Calin Leafshade on Thu 29/04/2010 17:46:28
Wall jumps were actually surprisingly easy to code.

but then I made a change somewhere and completely fucked them up, stopping them working consistently... and never found out what i did wrong..
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 17:49:53
haha.. that's what is happening all the time over here.

Like RickJ said: Fixing one thing and breaking two :)

I've managed to steal the code properly, so technically it worked quite good... but it's still awful. Ledge grabbing is way more fun and a bit more "dramatic" instead of just slipping down a wall.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Captain Ricco on Thu 29/04/2010 20:10:48
gah... i hate mouse aiming.... totally NOT oldschool...
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Thu 29/04/2010 20:41:39
Of course it's not ;)

Let me put it this way: you pick up a free aim gun -> you gain mouse aiming, otherwise not. Please trust me, it's better than it sounds :)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: DrWhite on Thu 29/04/2010 22:20:21
Hey, I just love it everytime AGS games give me the chance of shutting down my brain and just jump and shoot stuff. As for the mouse aiming ... I don´t like it most of the time, cause games with mouse aiming seem to have very one-dimensional gameplay. On the other hand, I really loved soldat online. Depends on the game maybe.

An addition: my all-time favourite is Earthworm Jim 1+2.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Snake on Thu 29/04/2010 23:08:06
Pretty cool, Abs. Maybe I could make another Castle of Fire game with it that people will actually like!

Although it is the game itself, not what it's made with ;)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Dualnames on Fri 30/04/2010 00:40:36
I said that element 'SEX' would boost up the experience, but abstauber didn't bother to post this. Why?! >:(
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Fri 30/04/2010 08:14:24
I hope a lot of you give it a try and then submit bugfixes :D


@Dualy
Someone else also voted for tits.
If you want to create e.g. "Humping Jackson", simply replace the close combat weapon with a penis :P

@DrWhite
I think so too. Mouse aiming doesn't automatically also mean mouse shooting ;)

Btw. I'm finally done with the player's movement.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Scarab on Fri 30/04/2010 10:59:59
Quote from: abstauber on Fri 30/04/2010 08:14:24
@Dualy
If you want to create e.g. "Humping Jackson", simply replace the close combat weapon with a penis :P

You could remake Custer's Revenge (http://en.wikipedia.org/wiki/Custer%27s_Revenge) as a full game!  ;D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Babar on Fri 30/04/2010 15:19:09
Quote from: DrWhite on Thu 29/04/2010 22:20:21
An addition: my all-time favourite is Earthworm Jim 1+2.
That is a good example of a "whip" in-game. Used as a weapon, as well as to hook on to things. Although what I was remembering it from was the old Zorro platformer :D.

Also......ooooh......thwacking the whip with...mouse aiming?! :O
Hahahahahha

Lots of people here seem to be against mouse aiming. I dunno... for fast-paced platformers I´d think it´d be lots of fun.

Also, since you mentioned an RPGish platformer, maybe you could involve "power-ups" or "abilities" or something? I remember playing Pocahontas a long time ago, and while it was an otherwise very average platformer (but still fun), it had all these things you picked up during the course of the game (as prizes for overcoming an obstacle, or hidden away in places), that increased your abilities (making you able to swim underwater, making you able to run faster, jump higher, etc.). Another game I remember that had something similar was Empire Strikes Back on the gameboy (and maybe on something else?). You gained force powers throughout the game like force-push, jump, etc. But otherwise, that was the most impossible game in the universe. I still pick up my old gameboy from time to time to try it out, and rarely get past the first level.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wonkyth on Mon 03/05/2010 12:59:47
I'm for mouse-aiming, and I'm not a fan of fast-paced games, as I like a game if I can beat it easily.  :P
I think mouse-aiming would work very well in a slow-paced game, as it requires and allowes more precision.

Also:
To all you git who keep whinging about not being able to control both mouse and keys, try playing a few more PC FPSs, you wimps!
Quote from: DrWhite on Thu 29/04/2010 22:20:21
...games with mouse aiming seem to have very one-dimensional gameplay.
What the hell?  :D
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: HammerBlade on Mon 03/05/2010 23:05:29
I'm filled with glee at the thought that a coherent module for an entire genre of games is in the works!   :D   I'll be looking forward to seeing how this progresses!
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 04/05/2010 10:02:52
@Babar
Cool idea using power ups in a RPG way.
and if anyone is willing to teach me, how whip swinging could be achieved, I'll put it in ;)

What's also bothering me: you'll still need an external map editor. I suppose Mappy and Tiled might work, but I haven't tested those.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: Wonkyth on Tue 04/05/2010 10:16:37
Whip swinging should probably be either like swinging in Tomb Raider, like using the ninja rope in Leiro or perhaps like the ninja rope in Worms.
Personally, I'd go for the TR option, as it greatly simplifies the way things would work, only requiring you to be able to swing in particular areas.
Also, this would simplify level design.
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 04/05/2010 21:38:10
Just took a look at Tomb Raider swinging on Youtube. It's indeed very slick and way better than ninja ropes at which I was thinking of. But maybe it's better to stay focused and first finish the basics.

If in the meantime anyone has a copy and paste solution, well that would be something else ;)
Title: Re: Designing a Jump'n Run: Consider my survey
Post by: abstauber on Tue 18/05/2010 14:22:49
I'm done :)

Thanks for participating.


(and sorry for cross posting and digging this up :P )


edit: forgot to post the Link:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40922.0