Streaming game development: https://www.twitch.tv/stabyourself Image

Turtle: Puzzles

Feel free to showcase your own projects!
Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 17:29

Hello everyone!

I've been working hard these past 10 months on a game, and it's finally ready for it's demo debut! :)

Turtle: Puzzles, a game made by Tiny Turtle Industries, is about a small turtle who arrives home after a long day; but something is amiss! Where'd his children go? They were there in the morning when he left! Suddenly, cries of his young children ring out, and a giant phoenix comes roaring past while carrying your frightened children. You realize the situation, and run off in the direction of the mountain to save your children from becoming turtle soup. Enjoy automatic updates to future DLC content as well as overall game updates and improvements.

Image

Notes:
1) The Level Editor is not in this version; it's a bit buggy right now and will be back in v1.1
2) Key bindings for joysticks in Options is not implemented yet, and will be in v1.1
3) Multiplayer in the campaign didn't work out too well, and in general, so it's being held onto 'til v1.1

Code: Select all

Release Version Notes
v1.0:
Initial Release


Download the Latest Here

Standalone Editor (for v1.1)
v1.1

Credits:

Me - Making the game
QCode - Side programmer
Hatninja - Spriting
Idiot 9.0 - Spriting
Kyle_Prior - Music/SFX
St. Happyfaces - Music/SFX
Flutter Pie - Bug testing
Pyromaniac - Testing/Web stuff
Rokit Boy - Side programmer
Thunderflipper - Motivational stuff and help
Jmiester14 - Testing (friend of mine)
Blackpanda - Testing (another real life friend of mine)
Last edited by Turtle95 on 24 Dec 2013, 07:42, edited 4 times in total.

Firaga
User avatar
Posts: 944
Joined: 02 Jul 2012, 16:05
Reputation: 118
Contact:

Post » 28 Aug 2013, 17:41

(Yay, Rubix cube hat made it in.)
Also, I noticed if you fall off a platform and hit the jump button, it will still play the 'jumping' sound.
After level three, game crash. (error in setBackgroundColor)
Some gems are impossible to get.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 17:49

Firaga wrote:(Yay, Rubix cube hat made it in.)
Also, I noticed if you fall off a platform and hit the jump button, it will still play the 'jumping' sound.
After level three, game crash. (error in setBackgroundColor)
Some gems are impossible to get.


Yeah, some of my developers didn't exactly search through bugs properly, so if you don't mind, give me a few minutes before downloading the latest one.

Mr.Q.Marx?
User avatar
Posts: 849
Joined: 15 May 2012, 18:35
Reputation: 27

Post » 28 Aug 2013, 17:55

Releasing it free now?

rokit
User avatar
Posts: 2108
Joined: 03 Feb 2012, 00:47
Reputation: 98

Post » 28 Aug 2013, 17:58

10/10 best achievements ever.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 17:59

Mr.Q.Marx? wrote:Releasing it free now?


Yeah, it was a dumb idea in the waaaay beginning. It's been free for the past several months as my decision. Anyway, I fixed the bugs mentioned by Firaga, so it should be fine now. Popcan is helping me find a few bugs, but he can't find any as of right now.

Firaga
User avatar
Posts: 944
Joined: 02 Jul 2012, 16:05
Reputation: 118
Contact:

Post » 28 Aug 2013, 18:02

I have nothing to do today, I'll see if I can find any more bugs.

- Random Dark Blue bar in the 'Tiny Turtles' logo screen.
- Healthbar is a little bugged, in certain places, a little can be chopped off from either end.
- (just a pet peeve of mine) He instantly stops when you let go of the walk button, but has to gain momentum from the first few steps of walking.
- Door in first world goes into thin air.
- Console stays open.
- Level 4, you can get trapped in the area where the key is.
- Holding A, then holding D causes the character to walk left slowly.

<more coming>

Also, downloaded it again, same setBackgroundColor crash.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 18:13

Firaga wrote:I have nothing to do today, I'll see if I can find any more bugs.

- Random Dark Blue bar in the 'Tiny Turtles' logo screen.
- Healthbar is a little bugged, in certain places, a little can be chopped off from either end.
- (just a pet peeve of mine) He instantly stops when you let go of the walk button, but has to gain momentum from the first few steps of walking.
- Door in first world goes into thin air.
- Console stays open.
- Level 4, you can get trapped in the area where the key is.
- Holding A, then holding D causes the character to walk left slowly.

<more coming>

Also, downloaded it again, same setBackgroundColor crash.


I fixed that last one, setBackgroundColor, (just now that is, so it wont be up yet) as it was because the new editor never saved a background color, like the old one. Elaborate on the door one please. I don't see why you had to get stuck in the area with the key, but I'll extend the button's time.

Firaga
User avatar
Posts: 944
Joined: 02 Jul 2012, 16:05
Reputation: 118
Contact:

Post » 28 Aug 2013, 18:18

Turtle95 wrote:
Firaga wrote:I have nothing to do today, I'll see if I can find any more bugs.

<bugs>

Also, downloaded it again, same setBackgroundColor crash.


I fixed that last one, setBackgroundColor, (just now that is, so it wont be up yet) as it was because the new editor never saved a background color, like the old one. Elaborate on the door one please. I don't see why you had to get stuck in the area with the key, but I'll extend the button's time.


It's not that I had to get stuck in there, it's that you can get stuck in there.
Also, the door is just something graphical.

Image

The door is not attached to the cave whatsoever.
But it's your game, you can do whatever you want with it.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 18:24

Slight problem that I didn't see: the update was linked to the wrong url, so it gave out an early beta version lol. It's fixed now, so redownload the game.

EDIT:

I was going to rewrite the turtle class, so I'll get to that ASAP. It's so cluttered and shit, so it's very inefficient. Expect v1.0.2 to have it.

TheSeek
User avatar
Posts: 486
Joined: 21 Mar 2012, 06:31
Reputation: 8

Post » 28 Aug 2013, 18:32

The intro plays fine just the first time: if you go back to main menu(after starting a new game) and start a new game again, the intro starts but won't play, turtle is stuck in the air, you're forced to press enter to skip the intro.

After completing level 4, the game crashes:
game.lua:1118: attempt to index field '?' (a nil value)

Turtle95 wrote: I don't see why you had to get stuck in the area with the key, but I'll extend the button's time.

Why? Cuz that's how testing works...doing every little thing you can do(even stupid things) to find bugs/errors and bad design choices.
In this case, it's game design fault, cuz you have to make it so the player CAN'T trap himself nowhere in the game, and if he does, it's your goal to make it so he can free himself..."Through no fault of the enrichment center you have managed to trap yourself in this room an es-cape hatch will open in 3...2...1..."
In this case, i'd suggest to make it so the player can open the door in level 4 from inside the room too.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 18:39

TheSeek wrote:The intro plays fine just the first time: if you go back to main menu(after starting a new game) and start a new game again, the intro starts but won't play, turtle is stuck in the air, you're forced to press enter to skip the intro.

After completing level 4, the game crashes:
game.lua:1118: attempt to index field '?' (a nil value)

Turtle95 wrote: I don't see why you had to get stuck in the area with the key, but I'll extend the button's time.

Why? Cuz that's how testing works...doing every little thing you can do(even stupid things) to find bugs/errors and bad design choices.
In this case, it's game design fault, cuz you have to make it so the player CAN'T trap himself nowhere in the game, and if he does, it's your goal to make it so he can free himself..."Through no fault of the enrichment center you have managed to trap yourself in this room an es-cape hatch will open in 3...2...1..."
In this case, i'd suggest to make it so the player can open the door in level 4 from inside the room too.


I'll definitely look into those two bugs, and fixing what you suggest for the door situation, TheSeek. Once I finish the new turtle.lua, I'll squash bugs you guys find.

HugoBDesigner
User avatar
Posts: 2124
Joined: 19 Sep 2012, 02:23
Reputation: 679
Contact:

Post » 28 Aug 2013, 18:57

Loved the game, playing it! You made it very well, Turtle! Of course, there are some bugs, but not a big problem!

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 19:25

So, because I'm lazy, I only briefly worked on the new turtle.lua (it looks closely similar to the old one, since I copy + pasted at least a good 40% of it) but it will be more efficient, since you'll be able to bind joystick buttons and crap to it. Also, I've fixed level 4, and level 5 should be done soon as well.

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

Post » 28 Aug 2013, 19:40

That game is a lot better than I expected. Congrat'!
Ok, first, it asked me for an update.
A progress bar would have been cooler than freezing(Though even a simple "Downloading update..." can do.), and also when I relaunched the game it re-asked me for the update.
-"Error: menu.lua:447 attempt to index global "game_lives" (a nil value)" When I clicked on "Coninue Game"(yes)
-It didn't remember my controls. And on first level, it say "Press W to jump" even when I've set the jump control to Z.
-When you launch the intro a 2nd time, it dont start.(And spacebar seem to activate a "debug" mode, and return load the 1st level)
-I don't really like the achievements(Since they are mostly "do something X times" or "finish the game"), but Whatever. Also, when I unlocked "too much fun!",the spring counter has been reset to 0/10(for the in-game achievement menu). The main menu's achhievement menu work as expected.
-Also, Level 4, there is a floating exit door in the middle of the level.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Aug 2013, 19:51

Automatik wrote:That game is a lot better than I expected. Congrat'!
Ok, first, it asked me for an update.
A progress bar would have been better, and also when I relaunched the game it re-asked me for the update.
-"Error: menu.lua:447 attempt to index global "game_lives" (a nil value)" When I clicked on "Coninue Game"(yes)
-It didn't remember my controls. And on first level, it say "Press W to jump" even when I've set the jump control to Z.
-When you launch the intro a 2nd time, it dont start.(And spacebar seem to activate a "debug" mode, and return load the 1st level)
-I don't really like the achievements(Since they are mostly "do something X times" or "finish the game"), but Whatever. Also, when I unlocked "too much fun!",the spring counter has been reset to 0/10(The in-game achievement menu).
-Also, Level 4, there is a floating exit door in the middle of the level.


- When you download the update, it goes into your LOVE\Turtle_Puzzles\Version folder

As of this post, not yet downloadable though:

- Fixed
- Fixed
- Fixed
- Fixed (not sure what happened)
- Fixed

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 29 Aug 2013, 23:16

v1.0.2 is up, and it fixes up levels 4 and 5, and crates going past walls and doors. If you guys find anything else, let me know.

(And yes, that does mean that I fixed the map loading glitch, QCode :P)

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32
Reputation: 35

Post » 31 Aug 2013, 13:39

Would you mind some (lots) of constructive and slightly mean criticism?

TheSeek
User avatar
Posts: 486
Joined: 21 Mar 2012, 06:31
Reputation: 8

Post » 31 Aug 2013, 14:54

In level 3 I constantly spawn on spikes(it happened in v1.0 too, it didn't in 1.0.1).
At the start of level 5 i got teleported 1 block above the lava right after i did a few steps(this happened like 30% of the times).
In the cutscene after level 5 Turtle spawns in the ground.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 31 Aug 2013, 16:51

TheSeek wrote:In level 3 I constantly spawn on spikes(it happened in v1.0 too, it didn't in 1.0.1).
At the start of level 5 i got teleported 1 block above the lava right after i did a few steps(this happened like 30% of the times).
In the cutscene after level 5 Turtle spawns in the ground.


They might have been due to the spawn entity problem i recently fixed, but i'll double check right now.

Also, camelal sure

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 31 Aug 2013, 18:04

I died and got a game over.
Everytime I click play, it gives me the gameover screen now.

Gramanaitor
User avatar
Posts: 175
Joined: 24 May 2013, 14:34
Reputation: 2
Contact:

Post » 31 Aug 2013, 18:28

I got bit by the bat in level 5 while I was carrying the crate and my character and the crate turned invisible.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 31 Aug 2013, 18:44

BobTheLawyer wrote:I died and got a game over.
Everytime I click play, it gives me the gameover screen now.


Fixed in v1.1 (Which is not out just yet)

@Gramminator: I don't have that issue.. weird.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32
Reputation: 35

Post » 31 Aug 2013, 22:32

Turtle95 wrote:Also, camelal sure

and now I can't be bothered to help you

Mari064
User avatar
Posts: 159
Joined: 15 Jul 2012, 18:40
Reputation: 0

Post » 29 Sep 2013, 23:07

Level 5's Lever: how do you interact with it?

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 30 Sep 2013, 01:49

Mari064 wrote:Level 5's Lever: how do you interact with it?


The "f" key. Still working on v1.1 with bug fixes and some additions, but it's gonna be a while since college stuff gets in the way.

ChrisGin
User avatar
Posts: 208
Joined: 24 Mar 2013, 06:52
Reputation: 1
Contact:

Post » 03 Oct 2013, 18:02

http://i.imgur.com/JycRFTp.png

tried loading...got this after a few seconds. am I doin something wrong?

weee50
User avatar
Posts: 66
Joined: 12 Sep 2013, 00:35
Reputation: 1

Post » 03 Oct 2013, 21:06

Spelling Error: For continuing the game, you wrote "Coninue Game".

Coninue Game

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 03 Oct 2013, 21:58

ChrisGin wrote:http://i.imgur.com/JycRFTp.png

tried loading...got this after a few seconds. am I doin something wrong?


Not your fault, it's mine. I'm using dropbox for the download stuff, and sometimes it does that. Not sure why.. Still I am working on v1.1, and plan to get it done soon. And thanks weee50.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 28 Oct 2013, 20:25

Update:

Version 1.1 is going along quite well, I've just got a lot of stuff to deal with in college (friends, grades, etc.)

I just need to add:

Elevators (input can be required to power it, and once you step on it, it rises upward)
~ 10 more levels + the second boss fight

I'm also debating a "map of level" key. For example, pressing "Return" would show a map on screen, and each thing in the game world is expressed as a pixel.

Pyromaniac
Posts: 18
Joined: 07 Jul 2012, 01:18
Reputation: 0

Post » 29 Oct 2013, 01:56

Sorta related to Turtle: Puzzles. The Blog isn't dead, so check it out sometime.

http://turtlepuzzles.uphero.com/

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 29 Oct 2013, 02:16

Pyromaniac wrote:Sorta related to Turtle: Puzzles. The Blog isn't dead, so check it out sometime.

http://turtlepuzzles.uphero.com/

Needs more pictures.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 29 Oct 2013, 02:18

BobTheLawyer wrote:
Pyromaniac wrote:Sorta related to Turtle: Puzzles. The Blog isn't dead, so check it out sometime.

http://turtlepuzzles.uphero.com/

Needs more pictures.


It's something, really. If we could do it, Pyro would have done that by now.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 29 Oct 2013, 14:53

Quite the realization today. (Currently in my first year seminar)

Looking back, it turns out that the group, Tiny Turtle Industries turned 1 year old on September 28. Furthermore, Turtle: Puzzles turned 1 year old as of 2 days ago. So, for the reasons that I was actually correct when I made it in my comp problem solving class, here's the Turtle: Puzzles 1 year anniversary background (It's 400x222)

Image

ucenna
Posts: 615
Joined: 11 Jan 2013, 20:06
Reputation: 44

Post » 29 Oct 2013, 17:27

Well I just decided to recreate level 2 in minecraft. It's entrance is inside the house at the end of the first level. It's fully function but not completely decorated.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 02 Nov 2013, 02:20

Since I added elevators, the rightclick values were kinda.. excessive. If you didn't read that definition, here's an explanation:

pretty much, the rightclick values were like so: rightclickvalues["elevator"] = {<values>} and rightclickvalues["elevator"].properties = "<somethinghere>". The elevator had 14 different values, which would be a pain in the ass to deal with.


So, to prevent that I've begun to rewrite the rightclick system. Not that hard, it's just storing values that will be hard to do. Here's a preview:

(Not sure if the picture is too big, but to be safe, spoiler tags)

EDIT: Not hidden anymore, due to Bob's request

Image
Last edited by Turtle95 on 02 Nov 2013, 21:15, edited 2 times in total.

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 02 Nov 2013, 03:00

Turtle, I would keep pictures in spoilers unless they were much smaller than that because I'd rather choose to see pictures than have them thrown at me, but that's just my opinion.
Also, you mispelled excessive in the given link.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 02 Nov 2013, 21:30

More updated stuff:

Image

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 11 Nov 2013, 18:23

Update:

I've got almost 70% of 1.1 done, but that's a bad estimate. However, I will need to make the rest of the new levels and the second boss. For now, here's this:

Image

Mr.Q.Marx?
User avatar
Posts: 849
Joined: 15 May 2012, 18:35
Reputation: 27

Post » 11 Nov 2013, 19:58

Not a fan of the tilde. Some of us haven't done maths a GCSE in a while. I'd prefer "around", "about", "roughly" ...well you get the idea.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 11 Nov 2013, 21:24

Mr.Q.Marx? wrote:Not a fan of the tilde. Some of us haven't done maths a GCSE in a while. I'd prefer "around", "about", "roughly" ...well you get the idea.


Yeah, I'll change it. But the messages will be random, and depend on what you die from.

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 11 Nov 2013, 21:39

You should make the percentage be a rounded percentage of how the players died.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 11 Nov 2013, 21:42

BobTheLawyer wrote:You should make the percentage be a rounded percentage of how the players died.


Yeah, I could, but what for? The fact of shits n giggles? Probably. I would calculate how many levels until a death occured and divide by total number of levels and then multiply by 100 to get that. But I'm not sure if I want to.

EDIT: I don't mean to sound like a jerk. I'm only saying that's how I'd do it if I choose to.

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 11 Nov 2013, 21:45

That would give you are percentage of how frequently you died.
I'm saying, every time you die, put it in a save file. Then you take the death by pits and divide by total deaths. The save file could also be used for stats.
This is just an idea for fun, and I don't feel like you came across as a jerk.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 11 Nov 2013, 21:48

BobTheLawyer wrote:That would give you are percentage of how frequently you died.
I'm saying, every time you die, put it in a save file. Then you take the death by pits and divide by total deaths. The save file could also be used for stats.
This is just an idea for fun, and I don't feel like you came across as a jerk.


Thanks :)

I actually made a game (not done yet) based on a TI-84 graphing calculator game (which when it's done will be posted in the forums). It has record-saving for mappack levels, so I could do something similar to that, but t:p has a bunch of directories it makes (custom hats, maps, snapshots (press "." in game), and (to be done) custom skins). It'll feel like I shove so many un-needed directories at people. That's how I feel, at least.

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 11 Nov 2013, 22:00

Can you not throw it in as an extra line in a generic save file?

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

Post » 11 Nov 2013, 22:52

I love that death screen.(But please make so that you can skip it by pressing enter.)

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 12 Nov 2013, 01:30

Automatik wrote:I love that death screen.(But please make so that you can skip it by pressing enter.)


@Bob: I'll have to see what I can do. It's definitely doable to save it in the settings.txt

@Auto: Thanks, Hatninja made it. It lasts for 5 seconds, but I'll add that if you really need it :)

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

Post » 25 Nov 2013, 22:26

I'm currently streaming if anyone would like to watch. Custom skins stuff!

Mr.Q.Marx?
User avatar
Posts: 849
Joined: 15 May 2012, 18:35
Reputation: 27

Post » 25 Nov 2013, 22:39

Would you mind posting the link?


Return to “Game development”

Who is online

Users browsing this forum: No registered users and 1 guest