GravGame

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Camewel
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Post » 08 Apr 2012, 13:49

GravGame

A game about gravity. Kinda.

Basic Plans
I plan to have some kind of story involved with this game. The most likely story right now is something to do with some character having to control that robot and guide it through the levels. I'll probably end up coming up with something better, but for now this is all I've got. There will be specific 'areas' to travel through, and each will have its own theme, such as Jungle, City, Retro, others that I will think of. Each area will have a slightly different theme, different music, and I'm planning on adding some new abilities in each zone. For example, the Jungle may give you a vine swing ability. The City may give you some projectile attack. All subject to change.

Very early footage


Screenies
Graphics Update 1
Last edited by Camewel on 09 Apr 2012, 01:26, edited 1 time in total.

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trosh
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Post » 08 Apr 2012, 13:56

fun ! fun ! fun !
wanna try. lemme try !
I'm trying to think of gameplays that work with this. probably a timer or wall of death or something. fun !
what's up with the water / gravity interface / surface / whatever going up and down ?
EDIT : how about that line could actually move anywhere around the screen (diagonally, etc) and still the gravity direction would be normal to that line ?

Camewel
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Post » 08 Apr 2012, 13:59

The gravity line moving up and down is me pressing up and down to move it. :P
I do plan to make gravity not be at 90 degrees actually, I want to make it spin around on some levels.

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Kyle Prior
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Post » 09 Apr 2012, 00:13

This looks awesome! I would like to try it as well! Will the graphics be like classic 8bit, or do you not have any specific plans yet?

Camewel
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Post » 09 Apr 2012, 00:22

Graphics as they look right now:
Image
Do you notice that P2 there? Yeah, that's a thing too.

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rokit
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Post » 09 Apr 2012, 00:49

I could help with some graphics, but I'm not really good so you can find a better person to do it.

I amm working on a 16x16 spritebatch font.

Camewel
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Post » 09 Apr 2012, 01:00

I don't need any help with graphics as of right now, thanks. I could use some music though.

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Kyle Prior
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Post » 09 Apr 2012, 01:11

Will the two players be able to collide? If so,
might it be possible to jump off one another
when they have both reached the gravity line?
Image?

Edit: Also, what kind of music? 8 bit? Something more modern?
Last edited by Kyle Prior on 09 Apr 2012, 01:15, edited 1 time in total.

Camewel
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Post » 09 Apr 2012, 01:12

Kyle Prior wrote:Will the two players be able to collide? If so,
might it be possible to jump off one another
when they have both reached the gravity line?
Image?

Also, what kind of music? 8 bit? Something more modern?
This is very much an intended feature. There will be separate maps for 1P and 2P, and the 2P maps will require co-ordination to beat.

As for music, I'd like to have a variety. This level which is in the screenshot is mostly just a mock-up level to see what I can do, there will be a variety of different level themes, and each theme would have its own music. In particular, there will be a retro-styled bit with chirpy 8-bit music going, but most of it will be more modern music.

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rokit
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Post » 09 Apr 2012, 01:16

Camewel wrote:I don't need any help with graphics as of right now, thanks. I could use some music though.
I can make a short 1 minute piece for you, but it might take a while.

Camewel
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Post » 09 Apr 2012, 01:17

No thanks, I'll get back when I get more concrete ideas on what I actually want.

I'm going to edit the OP real quick with some basic plans for the game.

Camewel
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Post » 10 Apr 2012, 03:05

Update video, I added a load of new features. You may notice the nice overlay thing is missing, that was just to demonstrate the level editor.

Also:
You can no longer jump over blocks on the very top of the screen.
The editor has loading and saving of levels.

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rokit
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Post » 10 Apr 2012, 03:14

Do you use a tile engine?

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Kyle Prior
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Post » 10 Apr 2012, 03:16

Looks good!

Camewel
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Post » 10 Apr 2012, 03:18

rokit boy wrote:Do you use a tile engine?
No, every single line of code I wrote myself (apart from a string splitter that I stole from Mari0).

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rokit
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Post » 10 Apr 2012, 03:20

Did you use tiles?

Camewel
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Post » 10 Apr 2012, 03:22

I'm confused as to what you mean by tiles here. The collision engine is based off a table of 32*32 squares, if that's what you mean.

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rokit
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Post » 10 Apr 2012, 03:23

Camewel wrote:I'm confused as to what you mean by tiles here. The collision engine is based off a table of 32*32 squares, if that's what you mean.
Yep

Camewel
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Post » 10 Apr 2012, 03:25

Well then, yes, I use tiles.

Camewel
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Post » 11 Apr 2012, 23:24

Here's another update video for you!

This one has parallax backgrounds and snazzy looking colour options and custom keymappings and spikes and other such stuff.

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trosh
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Post » 11 Apr 2012, 23:35

it's funny cause your game is all about falling, but you can't actually fall to death like in most games.
btw maybe you could use at some point, or each time you load the menu

Code: Select all

font = love.graphics.newFont(size)
love.graphics.setFont(font)
with a bigg-ish size (50 ?) to make the text look better

will be happy to try and help with graphics when this goes on.

Camewel
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Post » 11 Apr 2012, 23:38

Nah, I'm going to make a nice-looking menu at some point, this is just because I haven't made it yet. In the final version, the selected option will have each letter in its name move up and down around a gravity line.

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rokit
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Post » 12 Apr 2012, 04:41

cool

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RWLabs
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Post » 13 Apr 2012, 05:21

This is pretty awesome so far

Camewel
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Post » 14 Apr 2012, 03:45

Seems YouTube agrees with that, because they allowed my videos to be monetized! (oh the joys of having a separate account for things that I own copyrights to)

To celebrate, here's a load of neat new features.

Camewel
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Post » 20 Apr 2012, 20:24

Image
Well that's sure nice.

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trosh
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Post » 20 Apr 2012, 20:39

that looks nice. Though it looks like gravity isn't strong enough (compared with earth gravity of course). Will you keep it that way ?

Camewel
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Post » 20 Apr 2012, 20:42

Gravity is deliberately floaty to make it easier to do things during the peak of your jump, especially when flipping. If this game didn't have the gravity flip mechanic, gravity would be a fair bit stronger.

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Kyle Prior
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Post » 20 Apr 2012, 20:58

I almost feel that when it gets to the top of the ramp, it should launched off just a bit. When going down the ramp, the gravity seems quite floaty, but it almost looks stronger going up.

Camewel
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Post » 20 Apr 2012, 21:05

I did actually attempt to add that, but there were certain glitches, such as the top of the slope being a springboard (which is functionality that I will recycle later, this was easily fixable anyway), premature jumping on very large slopes (where it messes up detecting whether or not you should be jumping for whatever reason) and some weird glitch where you go inside the slope, clip through blocks and basically be a bit glitchy (probably fixable, but I was running out of time by this point so I didn't bother and commented the whole jumping bit out.).

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trosh
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Post » 20 Apr 2012, 21:13

so you don't modify a y_speed variable when going on a slope ? strange, but go on.

Camewel
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Post » 20 Apr 2012, 21:22

trosh wrote:so you don't modify a y_speed variable when going on a slope ? strange, but go on.
No, that would be silly, complicated and prone to mess ups. I have a much more sophisticated method. I even told you about said method earlier and you were all "pfft impossible you can't add slopes in a game based around square collisions pfft" and look it works yay me.

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Kyle Prior
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Post » 20 Apr 2012, 21:23

Camewel wrote:I did actually attempt to add that, but there were certain glitches, such as the top of the slope being a springboard (which is functionality that I will recycle later, this was easily fixable anyway), premature jumping on very large slopes (where it messes up detecting whether or not you should be jumping for whatever reason) and some weird glitch where you go inside the slope, clip through blocks and basically be a bit glitchy (probably fixable, but I was running out of time by this point so I didn't bother and commented the whole jumping bit out.).
Well I guess it would only be important if you were trying to make a super-ultra-realistic game. And with the gravity as it is, it would seem that this is not a game aimed at being realistic. Also, YAY springboards!!

Camewel
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Post » 02 May 2012, 15:08

Slopes now launch you upwards at a speed proportional (a bit less) to your x speed. Also, you can now jump off them and collide with the flat sides properly. I also made it so your foot slightly embeds in the slope because it looked really silly like it was. That gif I posted just had falling on and going up slopes working. I have added more things you can mess around with in the level editor too, such as the height of the gravity line and the strength of gravity. And two new debug keys were added, slow-mo and invert gravity. I may recycle these as cheats later. I still have a fair bit to do before I release a new update video such as:
Make the menu look nicer again.
Make the editor at least a tiny bit user-friendly.
Update all drawing so slopes stop being invisible on split-screens and level images.
Make it easier to manage map-packs.
Other stuff that I've yet to decide on.

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Kyle Prior
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Post » 02 May 2012, 18:42

Needs hats and Pokémon. Other than that, good work!

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Lone Wolf
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Post » 08 May 2012, 02:53

BAH! is it out yet?!?

Looks so epic...

Camewel
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Post » 09 May 2012, 01:04

Yeah, that's a difficult question to answer. Of course it's out, hence the massive text saying 'download whee'.
And I'm not even started on this thing, just wait until I come back, you'll hardly recognise it (just kidding of course you will the point is that I'll make loads changes and stuff).

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falconsblack
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Post » 09 May 2012, 03:25

looks cool but i've got a question? how did you make a LOVE game a mac. i cant seem to get it working. Nice job on the game though.

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Flutter Skye
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Post » 09 May 2012, 21:15

download download theres no download but not worry i make a download *serious mode activated* wheres the download ?

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trosh
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Post » 09 May 2012, 21:23

falconsblack wrote:looks cool but i've got a question? how did you make a LOVE game a mac. i cant seem to get it working. Nice job on the game though.
OMG sentence make no sense does!
just make a regular .love file and run it with love2d in mac. where a is problem.

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Lawnboy
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Post » 09 May 2012, 21:26

supermarioportal2 wrote:download download theres no download but not worry i make a download *serious mode activated* wheres the download ?
The game is still being made, brah
Patience

ipodlover3354
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Post » 12 Jun 2012, 12:41

Camewel wrote:Yeah, that's a difficult question to answer. Of course it's out, hence the massive text saying 'download whee'.
And I'm not even started on this thing, just wait until I come back, you'll hardly recognise it (just kidding of course you will the point is that I'll make loads changes and stuff).
What? I can't see it!

Camewel
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Post » 12 Jun 2012, 18:10

Read the post directly above yours.

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Sentinel
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Post » 12 Jun 2012, 20:04

Camewel, damnit man I want to play this now.

Camewel
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Post » 12 Jun 2012, 20:44

Step 1) Invent near light-speed space travel.
Step 2) Travel at this speed to the Andromeda galaxy. You'll hardly notice the time pass, it will seem like mere minutes to travel to you, as long as you are close enough to light speed.
Step 3) Take a look around, there might be sentient life there. You could get a load of money for that, possibly enough to cover the insane costs of inventing travel that fast.
Step 4) Return to earth. Although the travel will have only seemed to have taken under an hour total, the year on Earth will be 2017.
Step 5) Find this topic and click download.

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Sentinel
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Post » 12 Jun 2012, 20:52

Hey, Im back. You were still making the game in the year 2017 :(

Camewel
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Post » 12 Jun 2012, 23:08

You're clearly lying. It's impossible to go back in time.

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Polybius
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Post » 13 Jun 2012, 05:50

Camewel wrote:You're clearly lying. It's impossible to go back in time.
He never said go back in time .-.

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RWLabs
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Post » 13 Jun 2012, 06:39

Well I'm travelling in time right now.
Forwards.
Normal speed.

Camewel
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Post » 13 Jun 2012, 15:44

drone36 wrote:
Camewel wrote:You're clearly lying. It's impossible to go back in time.
He never said go back in time .-.
And quite how do you propose to get information from 2017 back to 2012 without reverse time travel?

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