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Tiny Turtle Industries Game Dev Thread

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Turtle95
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Post » 28 Apr 2014, 02:39

Hi everyone!

I'd like to introduce you to Tiny Turtle Industries Game Dev thread!

Image

Turtle: Invaders was an idea brought up by beta tester Rokit Boy, who began testing by coding it himself. Eventually, he needed a bit of help and Turtle helped him out. Now, it's a nice piece of work with many features; blending Space Invaders and turtles together. Shoot and destroy the bats to earn points, but don't fire too many bullets! Bats will gradually begin to grow new abilities such as armor, power ups you could be using against them (laser (not the giant space one), freeze, slow time, and shotgun), creating a circling, v-formation, horizontal, or vertical pattern. Can you survive to fight the bosses?

Features

Living on the edge with limited lives in Easy, Normal, and Hard modes!
Local Co-Op
Crazy powerups
High score tracking
Clearing phobias of bats
Update notices
Achievements
Endless bat killing in "Endless" mode
Custom character loading*

Screenshots

Release Date: 9.19.2014

*There will be a characters/ folder inside of the game's LOVE directory to load a custom ship design (min 15x15 and max 40x40). The format is characters\<name>\ship.png. Your ship also needs a "shield" graphic which can be animated. This will be the same width as your ship and located in characters\<name>\shield.png.

Custom Characters:
Bat *Beta Needed

Issue Viewer
Beta

Image

Pegs is a game based around object elimination. In this scenario, you must match two identically shaped "pegs" to eliminate them! There's also pits which you can push square pegs into to cross chasms. Try making it through the original mappack to gain Hard Mode, too! Complete with a level editor, the game has been completely redisigned for a more "clean" look, and is just about (1 block higher) in height than the original game (I accidentally did that, but it works out fine). This game is on TI-84 graphing calculators, and I was bored of playing the game on there, so I decided on making it in Lua. It took me at least two hours to make all the graphics for the game.

Screenshots

Release Date: 10.17.2014

Features:

Level Editor
15 crazy default levels
Music by B-Man99 and St. HAPPYFACES

All Versions: My blog
Turtle Invaders Source
Pegs: Lua Edition Source
Last edited by Turtle95 on 14 Aug 2015, 07:07, edited 14 times in total.

Mari0Maker
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Post » 28 Apr 2014, 02:46

This is looking great! I'll definitely be looking forward to the release.
Keep it up! :)

BobTheLawyer
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Post » 28 Apr 2014, 02:53

Turtle95 wrote:I'm in the process of gathering up people who wish to appear in the game. So far, there's three people:

Chase
Hatninja
Renhoek
Turtle (default character)

Turtle is actually a turtle confirmed

Turtle95
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Post » 16 Jul 2014, 21:25

Have a gif:

Image

I'm trying to decide if I should add some sort of explosion to it. Any thoughts?

Mr.Q.Marx?
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Post » 16 Jul 2014, 22:10

Needs even more particles. Everyone loves particles.

Turtle95
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Post » 16 Jul 2014, 22:14

Mr.Q.Marx? wrote:Needs even more particles. Everyone loves particles.


They'd be garbage-related due to the fact he's a raccoon. Although, how many more particles?

Mr.Q.Marx?
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Post » 16 Jul 2014, 22:34

Around 20 would make it seem more like an epic achievement.

HugoBDesigner
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Post » 16 Jul 2014, 22:37

Turtle95 wrote:
Mr.Q.Marx? wrote:Needs even more particles. Everyone loves particles.


They'd be garbage-related due to the fact he's a raccoon. Although, how many more particles?

Add more and more particles and test if they look good. When you come to a point where you think it is more than enough, multiply it by 350. Then you might think "Hey, this is too much!". Then run this code:

Code: Select all

while true do
    table.insert(particles, particle:new(x, y))
end


Now seriously, I think some dozens would be good...

GreenScreenBot
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Post » 03 Aug 2014, 03:38

Amazing!!!

Turtle95
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Post » 03 Aug 2014, 05:25

I have updated the OP with some new screenshots! I'm hoping to finish this before I go back to college in September, but that's the minimum time frame.

Turtle95
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Post » 18 Sep 2014, 21:58

All right, updated the OP again with more accurate information!

Sergione
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Post » 18 Sep 2014, 22:33

Only look tomorrow for the game!

I can't wait!

Turtle95
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Post » 19 Sep 2014, 16:19

Sergione wrote:Only look tomorrow for the game!

I can't wait!


Thanks for showing how excited you are!

The release time is set for 9pm EST tonight, not sure how long that is for some of you, but it's in ~11 hours

Wary
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Post » 19 Sep 2014, 22:59

do you really need to wait that time

Turtle95
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Post » 19 Sep 2014, 23:58

WaryLouka wrote:do you really need to wait that time


Yes, because otherwise I can't fix any last minute things.

Turtle95
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Post » 20 Sep 2014, 03:12

OP updated with a link to the Source version. Requires LOVE2D 0.9.1 to run.

I hope you guys enjoy playing it!

Wary
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Post » 20 Sep 2014, 20:04


Mari0Maker
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Post » 20 Sep 2014, 20:21


You obviously didn't look hard enough because one was already made. The main post even says where it is.
http://tinyturtleindustries.blogspot.co ... aders.html

Turtle95
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Post » 21 Sep 2014, 07:16

Well, there's going to be a patch in a bit, which does:

* Improves update checking (for non-admin computer users, since it was writing, reading, splitting text on a text file before and non-admins can't write to the LOVE directory)

* Support for use of < ^ > v on movement and shooting

* Fixed the fact I forgot to remove some debugging stuff.. nothing that you would really be able to figure out easily when playing, but I removed it nonetheless.

Update is now live! The links will be the same, though.

Sergione
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Post » 21 Sep 2014, 11:23

Problem: I downloaded the .exe of your game (saw that on a computer that is not part Love) and Avast! I said it was a virus! o.o

You may check you, or is it a false positive?

MM102
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Post » 21 Sep 2014, 11:48

the .exe from wary?

Sergione
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Post » 21 Sep 2014, 15:21

Not Wary, its original from his blog! Why? :'(

B-Man99
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Post » 21 Sep 2014, 15:36

if it had been Wary, Avast wouldnt have picked it up and all it would do is change your windows theme and open 20 chrome tabs
my apologies turtle for contaminating a thread for a great game with the usual joke continuations but in all seriousness this game is really
really
really
really
good

thank you for sharing! :D

Mari0Maker
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Post » 21 Sep 2014, 15:56

It's a false positive. My PC even protects the file from me, giving me a notification before I run it, yet I'm the one who compiled it! I can asure you there is no virus.

Turtle95
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Post » 21 Sep 2014, 21:58

Mari0Maker wrote:It's a false positive. My PC even protects the file from me, giving me a notification before I run it, yet I'm the one who compiled it! I can asure you there is no virus.


Same. I haven't played any love games as .exe files in a while (except for mari0) but what I think is that your antivirus scans every .exe file run and determines:

a) How often has this been run before?
b) Is it in the list of 'good' programs?

It must have stopped at the first because the game has not been run as an .exe so commonly, like mari0 has been for example.

QwertymanO07
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Post » 09 Oct 2014, 23:51

I thought this was fun, so I made a custom character.
Image
Qwerty

Turtle95
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Post » 10 Oct 2014, 01:37

QwertymanO07 wrote:I thought this was fun, so I made a custom character.
Image
Qwerty


Sweet. Definitely will try it later! I'll start a library of custom characters either on here (first post) or the Turtle: Invaders blog page.

Turtle95
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Post » 18 Oct 2014, 02:07

Updated the OP and title. I didn't want to make a bunch of threads for everything made, and would lead to a bunch of threads scattered everywhere. Anyway, I finally released Pegs, and it's available at the OP or here

Turtle95
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Post » 17 Jul 2015, 15:47

Thanks to qubodup on the Love2D forums, it's going to be a lot easier making .apk files for the android release. If anyone's looking for it:

https://love2d.org/forums/viewtopic.php?f=5&t=80513

My results as expected: a standalone application.

Image

GreenScreenBot
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Post » 18 Jul 2015, 20:03

I have made my own "space ship"
Is GreenScreenBot in space ship-mode
Image
http://www.mediafire.com/download/rwejkhrtuj5wa9q/GSB%28Turtle+Invaders%29.zip
I hope that you like it

Turtle95
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Post » 08 Aug 2015, 20:22

I've been thinking of getting feedback on the game from the community here as well as on Love2D forums by releasing the current stable beta. What do you guys think?

http://strawpoll.me/5155297

Turtle95
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Post » 08 Aug 2015, 22:41

Here's the beta guys! (Don't feel like copy-and-pasting)

http://www.love2d.org/forums/viewtopic. ... 34#p187534

QwertymanO07
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Post » 10 Aug 2015, 08:00

I'd really like a way to view a character's shield animation in the menu somehow, as well as brief descriptions of a characters ability.

Also, I made new sprites for Qwerty:
EDIT:Image
Image

EDIT: Some glitches:
  • If you kill a bat with more than one shot, like with the spread gun, it counts as more than one bat for the sake of combos.
  • If you quit as Hugo while the portals are active, then start a new game as another character, they can wrap around.
Speaking of Hugo, he is objectively inferior to Gabe, and I don't like that.

Turtle95
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Post » 12 Aug 2015, 10:07

Got the new sprites, added them in. Fixed the bugs!

Latest:
https://www.dropbox.com/s/yv2qa5wi75m69 ... .love?dl=0

I've no for-sure way to balance use of Hugo and Gabe since Hugo lets everyone pass through, like how Portal 2 does with Co-op and Gabe can only do it to himself. Gabe's ability is based on Ren's Deep/Lost Colo game, so he would be able to wrap around no matter what.

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Post » 13 Aug 2015, 02:11

What if you had him hold his speed too? That should make it more difficult to aim, hopefully enough to balance them out.

Also, I found a ridiculous exploit: if you make a character that is only one pixel, you will have a hitbox so small you practically have to try to get hit.

Turtle95
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Post » 13 Aug 2015, 09:39

So I'd basically need to make a minimum width and height. 10x10 sound good?

QwertymanO07
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Post » 13 Aug 2015, 10:07

I think 15x15 would be better.

Turtle95
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Post » 13 Aug 2015, 19:53

Okay, updated the code to make the minimum size to be 15x15. I've also published an issue viewer on Google Docs which is pretty much two of my Google Keep notes for the game in one document. See the first post or click here

Edit:
Latest is in the first post

Turtle95
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Post » 18 Aug 2015, 21:42

Another beta is released, with some more fixes and additions:

  • Added Astronomic
  • Added Polybius (he's now fully completed, shield, ability, etc)
  • Synced up ability uses (don't know how I forgot this one)
  • Remember how you get combos? Yeah well, they work as they should now. The score is multiplied for each chain * scorevalue (10 for bats, space core gives I believe 1000, bosses vary).
  • Probably other things I fixed, which I forgot

By the way, this game is iOS and Android compatible! Simply install LOVE_for_android_0.9.2a.apk and run the downloaded .love file with Love for Android (or rooted devices on iOS, you need to put it with the Documents in Sandbox using a tool like iFile).

I hope to record how to do a netplay session soon™(both from port forward and vpn).

Check the first post in the thread in order to download the latest beta.

Edit:

  • Fixed a crash with Scuttles
  • Fixes some abilities not initializing
  • Fixed a bug with Gabe causing others to be able to wrap the screen (exiting as Gabe then playing someone else gives them his ability)

As usual, update is in the first post. Should be up to date.

rokit
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Post » 01 Sep 2015, 17:02

lol i remember when i started makin turtle invaders my keyboard was 90% broken and basically all of it was written on onscreen keyboard

i remembered this now cos my keyboard broke for the 3rd time since then

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Post » 04 Sep 2015, 04:17

I've got a problem with the latest update: Scuttles is now a direct upgrade to Polybius. Also the quickstep ability doesn't crash the game.

Turtle95
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Post » 04 Sep 2015, 20:24

QwertymanO07 wrote:I've got a problem with the latest update: Scuttles is now a direct upgrade to Polybius. Also the quickstep ability doesn't crash the game.


I have all the latest files on my github

Turtle95
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Post » 30 Nov 2015, 09:43

Long time since an update!

I released v1.5 of the game on my blog, so that's good. Even better is I'm 99.99% certain that the Android port is done. I do need some testers with this before I put it up sometime this week on Google Play, so PM me or something if you want to help. Any and all is appreciated!

Turtle95
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Post » 04 Dec 2015, 05:20

Yeah, this is a triple post, but it's a bump/update:

Image

rokit
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Post » 09 Dec 2015, 22:25

30% cut ye


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