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Thinking about making a new game

After making Turk Hunt in less than half a day, I realized that it's going to take maybe a year to make Shifter a beta. It can't be completed in flowlab. Unfortunately, flowlab doesn't support multiplayer, split screen, animated backgrounds, exporting to console, and lots of other stuff, so Shifter on flowlab is a concept that I'll need to have ported by coders and completed.

In order to make that money, I've thought of making several addicting 8bit games with ads, that I can quickly make in a week or less and update occasionally, to help me save up faster.

I had considered making an off road/city infinite scrolled Excitebike NES style game where you ramp off cars, hills, and even chase and run over 8bit people, while getting score bonuses for doing damage and sweet trick combos. Excitebike is unfortunately a Nintendo game, so I could have an issue with their pesky lawyers if they decide my game even slightly resembles theirs.

Another game I considered was basically 8bit GTA style Goat Simulator but you play as a dog and terrorize a town, barking, digging, eating peoples food, pooping or peeing on their stuff, knocking stuff over, chasing them, or running away from them. Eventually I would add a mission checklist like:

House Arrest: "Bury your owner's car keys/shoes"
Phony Hawk: "Steal a skateboard"
4 Leg Drive: "Crash a car"
Rocky 5: "Knock out all the packaging boxers in the toy factory"
Santa Paws: "Eat the whole picnic, and steal a toy for your owner's son from the factory without losing all the weight"
Fake News: "Take the newspapers off the neighborhood doorsteps"

So on and so forth. Personally I believe the dog game could become popular and even sellable.
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Comments

  • I’d like to see you make a simple twin-stick....

    Like a mix between geometry wars and Vortex
  • edited November 2017
    God I love that game... probably what inspired my Starblast series.... anyway, arcade games tend to be the most successful on a phsycological scale. I’m paraphrasing, because I can’t remember exactly where I heard this: Your mind will always keep nagging at you to complete a task that you had already started (in this case: beat the game), but because there is no end in arcade games, you end up coming back to it eventually over and over, and it gets addicting... if that makes sense.

    That’s why I tend to make arcade games rather than story oriented games- which was why I stopped crimson hunters and moved to SB...

  • I would have just made Vortex, but grazer couldn't fix the heavy lag, so I'm not interested in anything I can't make look good. Besides, I prefer making games with a bunch of buttons. I was going to have Vortex be extremely complex and have mini missions and minigames within the game modes. You could even upgrade the ship appearance with attach and get powerups like thrusters and reverse thrusters, over shield, homing, bigger laser, and the absorb enemy to get helpers. Dead game now. It had big plans.
  • edited November 2017
    Yeah... I might look through it, and see if I can’t tamper with it to stop lag.

    That’s why SB3 uses messaging instead of proximities. And even then it lags a little...

    When you upgraded appearence, you should’ve used animations- with each frame (starting with the first level) representing the ships new appearance.
  • This is crippling lag. You can't even touch any key on the keyboard without freezing the game. Vortex was a concept, but I could probably rebuild it to be better with clean wires this time.
  • I think that depends on how many keyboard things you have in a single level.

    When you press a key, all of the keyboard blocks resonate- to check if the key you’re pressing is the key that they’re set on. And when they all check at the same time- it causes lag. This could explain why ANY key would cause it

    This is just a theory though.
    A good workaround to this would probably keep a maximum of 6 Keys. WASD/The arrow keys to move. An action key, and a change key. With the change key showing a bar that lets you cycle through the actions.
  • Also, the desktop version of SB2 seems to lag less than it’s web counterpart. I think it might have to do with frames going by significantly faster. You might want to download it and see.
  • SB2 doesn't lag at all on Newgrounds, but does on flowlab. As for the keys, it has nothing to do with that. Vortex only has S and up left right. The proximity or whatever causes the lag makes any key freeze the whole web browser.
  • Have the ship message it’s coordinates to all the enemies.

    It’s almost (if not already) lag free
  • edited November 2017
    It's not the lag that's the main issue. I was going to make an Escape Tetris style game called Block Out, where you are a green block and try to not get crushed by the falling blocks. I spent about an hour or two messing around with a grid, and I can't seem to get the game to function properly, because extracting x and y is wayyy too slow, so instead of snapping the left and right proximity boxes, they float around and follow behind, making it possible for me to get stuck in a white box, instead of not being able to move when near one. Grid physics requires a constant accurate proximity check, because position ignores solid objects. I can't complete this game either, because of flowlab bugs. Sigh. http://flowlab.io/game/play/763516

    a
  • That’s similar to a game called tetris’d

  • Oh, looks cool. I didn't even get past step 3 of the tutorial and I'm already stuck in the wall lol

    a
  • Interesting game, sort of reminds me of The Blocks Cometh. It's broken, though. If you hold J, you can't die. You just climb over everything that lands near you. Fatal flaw, exploitable glitch. Didn't even play 10 minutes and I already exploited 3 bugs.
  • edited November 2017
    It took some thought, but I came up with this. https://flowlab.io/game/view/763541


    Was the falling blocks what you wanted?

    I did this without too much trouble... the main problem is that they get caught on each other again.
  • @CrimsonBlackGames bump them with your head or stand on them, and you'll see it's far more complicated than that.
  • edited November 2017
    Yeah I know, I’m probably going to use an “and” gate, so if you have both up and down collisions going at the same time- game over

    Wait- because it only inputs once per collision, I used a Y-velocity filter set to equal to 0, so it won’t reset unless you’re standing on something

    I’m probably going to make this way harder, with 1 by 2 blocks that rotate and stuff
  • Got it. The corners still catch with the red ones though... which is annoying, but I might be able to fix it.
  • Sigh... Even at work, I keep getting new ideas for Shifter. I'll just work on it anyway, so maybe I can get a demo out by Spring 2018 and fund a Kickstarter.
  • I might make this a mobile game.... if I get the proper assets
  • Hey @Mhx Aîr - can you elaborate on the bugs that are blocking you on this game? I took a look and it wasn't immediately obvious to me. I did notice that there it can get stuck in an infinite loop when you hit the right arrow:

    There is a filter that checks for <1, and if the check passes, then it sets the Number to "1" and then sends the output back to the filter, etc, until it triggers an error.
  • The bug isn't so much a bug as it is a lack of consistency.
    1.) Objects that follow extracted coordinates are about a half second behind. This can also be found for mousemove.
    2.) Proximity does not truly display the nearest object. If I select nearest x, and sit inside of 8 blocks in a square around me, it will point towards the bottom square as the nearest x. If I disable nearest x, it points towards the right block, but never the left block, no matter how much I tweak the slider.

    This means, I can't make a faux collision with proximity, and I can't make one with following hip blocks. As far as I know, I believe collision was removed from attach blocks as well, although that wouldn't help me with white blocks stopping on top of each other. Both CBG and I are finding it very difficult to make a game where objects move in grid chunks, instead of gliding, due to being unable to tell the objects when they can no longer move in a direction in an effective manner.
  • edited November 2017
    @Mhx Aîr do you think we could have 2 objects on either side that detect blocks, then send the message saying that it’s there to disable the movement.

    It would take the players position, add/subtract the X by 32 (depending on what side it needs to be on) and set it as it’s position, then prox check to see if a block overlaps it. Would that work?

    Ima make a graph.
  • edited November 2017
    B7325F6D-9A8A-4AD0-8E82-3EC6E2F29679

    The red square with the P represents the player.
    The blue squares represent the detector objects, with the size of the circle in them representing the proximity field, (can be no bigger than the square itself)
  • Thanks for the info - I'll look into these. The proximity/nearest issue should be easy enough to test & fix I think. I don;t really understand the issue though, I think. If there are 8 blocks all surrounding a center block, they should all be equidistant from the center, which means that the result for the "nearest" block will be arbitrary, right? Maybe I misunderstand you.

    The "half second behind issue" sounds a bit trickier. Is this to do with messages? Message timing can be tricky, since the order can depend on which objects (sender vs receiver) get run first in a given frame.

    Can you point me to an example of where you see this issue? I'll check it out and see if I can figure out a solution.

    Also, maybe the issue is that you guys just need a different type of behavior block that would more specifically help solve the problem you're working on?
  • edited November 2017
    I know the problem- the proximity can only handle one object at a time, maybe add a setting that allows up to the closest X objects- with multiple pairs of Xs and Ys
  • @Mhx Aîr - I think I may see where the collision confusion might be happening. The Proximity trigger will detect the closest object, and output the x & y position of that object. It doesn't detect the x and y proximity separately.
  • edited November 2017
    @grazer Would you be able to make a 4 way proximity? A separate check for up down left and right? This would allow one object to detect being surround ed by objects or enemies.
    As for extract - position lag, yes I am using messages, but it happens if you connect mousemove directly to position as well. I guess I could manually set the extract within the hip boxes for the green box. There's only one instance of it. Still can't come up with a solution for making white boxes move on grid and stack. Maybe have each box move 1 grid down then 1px up, enable, collision below white, toggle off timer for movement, disable, so it locks in place and won't be accidentally pushed by the player... but then how could I stand on it if collision disables? Hm...

    @CrimsonBlackGames the hips blocks I already mentioned from the start. I have then at alpha 20. Check my game.
  • @Mhx Aîr I got my game working fine and the blocks stack too...
  • @CrimsonBlackGames
    Oh? If so, you're even better at flowlab than I thought. I'll have to try it out. Good job. You just keep pulling out new tricks I never even thought of.
  • The only thing I don’t have down yet is the whole “block next to you “ thing
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