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TINY LOOT RUN'R 64 - NEW build uploaded

A topic by anarbitrarymustache created Aug 01, 2017 Views: 941 Replies: 19
Viewing posts 1 to 16
(11 edits)

Build 0.1.0.3 (14 August 2017) is up!

https://itch.io/jam/lowrezjam2017/rate/166162

Also, updated the game page to include some better (maybe?) instructions

https://anarbitrarymustache.itch.io/tiny-loot-runr-64

UPDATE 4

Been a very busy day. Normally, I do my updates the following morning, but it's already morning and I'm still up so what the hell! I'm just gonna list out what I managed to get done.

  • Fixed my pause system - turns out the dug-out blocks weren't pausing. I decided to go back and completely rework how I was pausing, which is now much more flexible. So, hopefully no more problems there. (That would typically be a bug I wouldn't get to until after the JAM).
  • We have sound! (not that you can tell from the GIFs though). I think I've completed all of the sound effects (some still need to be tweaked). I have place holder music in place right now. May try to capture a video. Will see how I'm feeling tomorrow.
  • 2 new enemies! - which led to me re-working my pathfinding system. The good news is it seems to work better (not perfect still) and the code is much cleaner and compact now.
    • "Slug" - very slow and leaves a hazard in his path. Slugs can't crawl out of holes, so dropping one into a hole is a guarantee kill, which can be incredibly dangerous with the mitosis. You can use your digger tool to clear the hazard trail. Slugs won't pickup coins, but will instead "taint" them, turning them into hazards for about 10 seconds.  I'm considering having the digger tool remove all connected trail, and then have random breaks so it isn't t

    • "Spider" - this enemy doesn't actually hurt you. They seek out coins and then burrow/hide with them. The only way to get the coin back is the use your digger tool on the block the spider is hiding in. If no coins are left in the level the spider with target the player and can steal coins. Spiders do not respawn when destroyed.
  • New hazard/obstacle? - added "metal" blocks that cannot be removed with your digger tool. To top that off, they will actually cause your tool to backfire and shock/stun your player momentarily. They are easy enough to avoid once you learn the hazard, but as later levels have trickier layouts and multiple mobs (especially once they start respawning and multiplying)  you run an increase risk of being jammed up if not careful.
     



UPDATE 3.1

Grabbed a capture of the "Mitosis" in action.


UPDATE 3 (day 6)

Went back to a style that was closer to the previous. I like the crisper edges on such a small canvas. I didn't have as much time the past two days to work on this as much as I wanted. I spent what time I had working on the enemy AI routine.


In my previous pathfinding code, the enemy would just stop if no path could be found. They now go to the last known location. Because I don't allow enemies to drop from ropes, the AI has no path to the "island" platform in the GIFs above.

I also gave the AI the ability to climb out of holes - just like in the original game. So you will need to time your "digs" if you hope for the enemy to not climb out.

And finally, I worked on the "Mitosis" system (not pictured). What I came up with is when the stage loads, all free squares, minus a one square buffer around the room, are compiled into a list. The list is shuffled and fed into a stack. When an enemy dies, the top value from the stack is popped off and used to spawn another enemy (on top of the original enemy respawning at his original spawn location). When the stack is empty, we've reached our max. However, the likely hood of every making it close to using all the spots is incredibly slim.

I'm hoping to be able to give a decent push this weekend. I'd like to have the core game finished by Monday and just work on polish.

On deck for this weekend:

  • Audio - I've started to include some sound effects. I still haven't found exactly what I'm looking for for music but will most likely be putting in some place holders this weekend.
  • Second enemy design - not sure how he will differ just yet, but I'd like another challenge as you advance further
  • Another challenge - I'm leaning towards a "metal" block that can't be dug out. This should be pretty easy to implement.
  • Polish! (like, I'm not happy with my intro screen/menu, so I'm sure I will end up wasting enormous amounts of time tinkering and fidgeting with that)


UPDATE 2 (day 4)

I decided on a name. I also messed around with new pixels, but I think I may have gone too far. The one's above were supposed to be just place holders, but I think I like the feel of them better. I lost that feel in the latest design. Gonna play around some more and see what I can come up with - maybe find a happy medium. I only have two stages made, so I've got quite a bit of work to do making levels. The game is also entirely void of sound at the moment which I need to remedy. 


UPDATE 1 (day 2)

I was originally going to try to fit the levels into a 64x64 view, but decided it just wasn't enough pixels to work with for my taste. So instead, I went with 128 x 128 and have a camera. I like the "tension" this adds by not always being able to see where the enemies are. I think I have most of the game mechanics worked out. The enemy path finding took the longest - I don't have a lot of experience with platform path finding, it's definitely different than top down. I fortunately made my life much easier by not having a jump. Currently the path finding doesn't take advantage of the "world wrapping" - but I kind of like the end result.

 


KICKOFF 

I like the addition of the(optional) challenges - I'm going to see how many of them I can work in. I originally wanted to create a FPS in the vain of Wolfenstein or Doom, but decided it may be more work than I have time for. But who knows, I may change direction in a few days and attempt it anyway.

I'm currently envisioning a Lode Runner clone. It was always a favorite of mine back in the day. The main mechanic hits two challenges (Pacifist and Eco-friendly) and I'm thinking I would work in "Mitosis" by having the enemies multiply if they die - may turn out a little too chaotic, but am willing to give it a go. Not sure about the last two challenges. "Freak" wouldn't be that hard, but I'm not getting any ideas for "Yin-Yang" just yet. We will see.

I threw together a quick test of the platform engine. I'm also thinking about including world wrapping. The visuals are very crude at the moment. I should have  some artwork mock-ups and further progress on the engine later tonight.


The game looks great, good job so far.

Oooh, can't wait to try this out! looks fun! Very cool graphics for 64x64

Wow, that's come a long way! Love the enemies.

Thanks for the comments! I'm gonna try to start posting playable builds to hopefully get some early feedback.

Woah, who knew Lode Runner could look so fast-paced and crisp. Very nice.

Lookin' slick!

Really good use of 64x64! Please start the playable builds. I'll be happy to provide some feedback!

First build is up!

Thanks! Here's some feedback:

1. I'm using Mac OSX with wine so it's possible (and likely) that the configuration is not appropriate. But after a few seconds playing, I got this error:

___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of  Step Event0 for object o_block_destroy:

Unable to find any instance for object index '100234' name '<undefined>' at gml_Object_o_block_destroy_Step_0

############################################################################################

However, it did not happen again.

I've had a few other have the same thing. I haven't been able to duplicate the error myself. So far everyone that has reported it has been on a different OS (or version) than myself. I will hopefully track it down.

https://itch.io/jam/lowrezjam2017/rate/166162

First build is up!

I've got 10 stages in this build so far. I've got another 6 levels that I've started but aren't quit ready. I'm hoping to have about 25 by the end of the jam. The music in the game is currently a place holder. (If you recognize it, you've got good taste).  I had some slower, "tutorial" levels to help ease the player into the game., but they just felt almost insulting. I may go back and see if I can find a happy medium. Of course I like the old days where you are just thrown in. From watching some others play already, the speed is probably a little too fast. I'm a fan of fast-twitch platformers, and with how "wired" my brain has been it's almost hard for me to notice. I've got one new bug (while typing this), let's see how many more you can find! Thanks for giving it a try and would love your feedback.

Just did another update. Added a "save" feature that basically saves the last stage you made it to. You are then given the option to choose your start level (up to that saved stage) when you reload the game (and the save file is detected). This is really more for testing, but I can see it remaining in the final game. It was a rushed hack job, so it may have added more issues than it's worth, but we will see. The good news, because the data I am saving is incredibly simple, I shouldn't have to worry about save files breaking with each build. ::knocks on wood::

Looks really nice. Graphics are nice and crisp and the platforming looks solid

Thanks!

No updates since Sunday (since GoT to be precise). Had to tend to real-life most of yesterday. Ended up taking the night off. Hope to get back to work tonight.

Really love the new enemy types! Especially the spider.

No progress in 6 days :(

Had a really crazy week. I do have some free time today to hope to resolve bugs and get a few more levels in there. Will be traveling this coming week so this is probably my last chance to get any final work in before the deadline.

Main goal is to resolve the double dig bug.

Big bug fix update! And a few changes. Still have about another 11 stages to finish (not sure if I'll get them done). Not sure about getting original music in the game by the deadline either. We will see.

  • fixed "double dig" bug - had flaw in my logic that allowed spamming of the digger tool on the same block that led the game to crash.
  • fixed "dying with coin" bug - enemies only released their carried coins if they reached the bottom of a hole. If they fell in late and were destroyed before reaching the bottom they would die with their coin and the level would be unbeatable. Now if enemies die this way, their coins return to their original spawn location.
  • fixed "stage complete death" bug - glitch with the player/enemies not stopping during the first few frames of stage complete animation which could lead to a death during  the stage complete screen. 
  • Improved movement engine - previously, if you were holding a key to move left or right, movement would stop between player transitions (falling to the ground, ground to the ladder, ladder to ground) and you would have to release and  repress the key to continue movement - no longer the case. Allows for  better/quicker player response.
  • "stage 8 (now stage 12) pathfinding" bug - bug with the pathfind grid that did not allow the enemies at the top of the stage to connect to the rest of the grid. 
  • revamped input controller, include gamepad support - this has only been tested on the Xbox 360 controller and and only briefly - their may be some input bugs that need to be weeded out. No analog stick control though, D-pad only. 
  • fixed "rope drop" bug  - when dropping one grid space from one rope to another, you'd be unable to grab the next rope.
  • select screen now defaults to start at highest stage 
  • allow green enemies to drop from ropes 
  • spiders can now ambush - spiders will jump out of the ground if buried without a coin and stun the player, while also removing a coin (if one is held).
  • spiders dig and wait to ambush when coin they were targeting is picked up. 
  • slugs, now called slimes, vomit randomly instead of leaving trail.
(1 edit)
  • 11 new stages (total of 25 now)
  • New save file format - old save file will not work
  • Fixed a bug with spiders getting stuck in blocks and releasing their coins inside of blocks
  • Spider "ambush" has been temporarily disabled
  • Fixed stage wrapping bug that could cause the player to get stuck inside of a block

This is probably my last real update before the deadline. Will see how much free time I can scrounge up tomorrow.