This is Bananattack.

Tag: resonance

Roughly Structured & Transcendentally Unrestrained Ventures

Posted by Overkill on December 30, 2007 at 1:18 pm under Uncategorized

(Whew, it’s somewhat hard to come up with titles with sequential ordering on each word’s first letter. THE AMPERSAND’S A SYMBOL NOT A WORD, SO I DIDN’T BREAK MY SEQUENCE NEENER NEENER.)

Lots of headway made during this holiday week. Get it here.

I basically decided to not use the verge entity system because it’s incredibly slow for some reason in LuaVerge even with raw bindings, which means something’s wrong. Also, there are some special sprite information things that can’t be easily linked to chr files. So I made my own custom sprite format in LuaVerge, which I like to think is somewhat better (what with custom animations and some other things).

My .sprite format uses Mungo, a simplistic data association language I invented on Christmas Eve, which is easy to write, making it mostly painless to edit a sprite file! It’s a lot simpler than, say, XML (for writing and especially parsing), or YAML (for parsing, and also sometimes for writing), or most language builtin ways of structuring hash tables/dictionaries. The only real pain is having to figure out each frame’s width and height manually, but you sort of had to do that anyways to use a CHRMAK file. I might try and come up with an auto detection thing at some point.

Using Mungo again, I placed in a simple ability system format, automating the projectile shooting and animation scripts for weapons a bit. I noticed that Mungo slightly suffers at doing numeric lists of items, I might try and fix that, or at least allow the parsers to convert numeric strings into numbers, to make for simpler use with Lua’s ipairs() method.

I also made a minimap generation system. It’s pretty simple really. It checks each screen region of the active map, and if the outer edges are obstructions, it places wall markers for those. If the inner chunk of the screen is fully obstructed, then that particular screen region is obstructed and won’t be displayed on the minimap. Then I added the typical Metroidvania map panel discovery thing, where only visited screens appear marked on the map. Eventually, I need to crop the minimap to show only the room close to the player’s position, but whatever, tiny details.

Oh yeah, and I actually associated the beacon system with the ability system! Which is cool. Because now you can watch as things level/delevel from your proximity, and can actually do stuff with abilities. It’s good! So yeah, now the Z key actually actually shoots stuff rather than just making sounds! The beacons in this demo are just demonstrative of course, and have much shorter broadcast range than what I actually have in mind for a completed version of the game.

That’s this week’s Gruedorf! Look forward to more next week (hopefully).

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Notably Negligible Nonsense

Posted by Overkill on December 23, 2007 at 12:06 pm under Uncategorized


Here’s this week’s update for Resonance.

Full with an incomplete jumping frame, cheap looking idle stance! I also separated the box drawing routines from the textbox code, allowing me to reuse the box style in other UI elements. Oh, and I messed around with sfxr a tad and made a few sound effects, only about two of which are included. Press Z to hear an explosive sound effect, and jump around to hear a stupid thump sound! I swear that soon, I’ll put in the ability system and you’ll be able to shoot/attack stuff! ;_;

Okay, this week was completely lame. I don’t even know why, because I’ve had copious amounts of spare time! Must just be me. D:

STOP YOUR ALMOST FAILURE, OVK, AND DO SOMETHING COOL FOR ONCE. Please nag me to start making games again to ensure I don’t get distracted with pointless Christmas stuff this week! Okay?

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Resurrected with another name.

Posted by Overkill on December 16, 2007 at 12:37 pm under Uncategorized

After being pushed into a state of loseitude for two weeks by exams and all-nighters on school work, I have been clawing my way out of the inactivity abyss. On my way up, I thought fervently about a better title for Signal.

I decided that Resonance was a more fitting title, but I’ll probably change that again as I make more progress.

I’ve also come up with a semi-interesting way to do Resonance’s story. The main player is typical person, no real special powers or something. Then he and a few allies are assaulted by some monster thing. The player defeats it, but then an explosion occurs which propels an antenna tower into him, pinning him to a transformer, and impaling him and destroying him entirely. Several communications towers across the world no longer “work” after this.

The player is somehow given a second chance to live as a magical electrical field thing that has the deceased hero’s form. He initially gains an armored suit in order to disguise his appeareance because he is, by all human accounts, dead. The player is only kept alive by being in close proximity to at least one beacon (that is “broken” by human standards because they no longer transmit communications - but resonate with our player) AND a finite “health” meter.

Initially, things like metallic objects and thunderstorms, adveresly impact the hero by forcibly pulling him along them and getting damaged upon reaching an end. Thunderstorms would displace the player and be near-lethal. Stuff like maybe railroad tracks would “teleport” the player all the way to the other end of the track. Later on, these things will have no effect on the player, but initially, it would help to constrain the player’s exploration in order to teach them some things about the gameplay and it could also make for some interesting story sequences!

The player is motivated by a mixture of causes, but prevailingly a desire to return to natural human form and to explore the scientific mystery they’ve become. Eventually, the player will be capable of returning to their initial human state, but things won’t be the way they were, people will move on, and the player will realize essentially how weak they are outside of their “resonant” form.

In addition, various nit-picky art fixes were made, and I’m still not satisfied. But I may as well just move on for now and animate the damn thing:

Lastly, I made a textbox! A very sexy textbox. Check it out:


Here’s this week’s build, so you can see it in action, and most importantly, hear the really horrible punchline!

Now I’m off. Look forward to more posts hopefully, because the holidays are typically rather boring. Das ist alles.

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A Creative Canvas of Cool Critters.

Posted by Overkill on November 25, 2007 at 11:35 am under Uncategorized

This week I decided to invest time in the artwork. It was exciting to draw these sprites, and I plan on making more.

To summarize the picture, I made a new hero sprite, a tree monster thing, a crow/oversized black bird, a pea shooter weapon, a sketch of the signal beacon, and a silly and excessively bloody death scribble. I had a busy school week once again, but I think the artwork is still sizable progress, taking that into account. There is no new build yet, but eventually I’m gonna add the art to the game and, well, actually make progress on level designs.

Progress might be going slowly, but I have a lifetime to make it. I have no plans to drop the project at the moment. To my adversaries and you nemesissies, you will fall by my hands! …Just wait a couple years! ;_;

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Another Crappy Week

Posted by Overkill on November 18, 2007 at 2:08 pm under Uncategorized

This week I was busy again, but I still made an update. Arguably the worst update that will ever be made during this contest! I uhm, imported some more of my art into the build. And temporarily using Darien’s spaceman-hero sprite to give me an idea of how well it stands out on the game background. I’m still debating between redrawing my sprite all over again, using my flat simplistic sprite as a base, or using Darien’s edit as a base. Anyway, here, look, it’s pretty much the same, but with slightly prettier artwork in the unfinished map!


Get it here!

Yeah, so exciting, right? Okay, see you next week. If this week doesn’t murder me with school work, I will certainly invest more time into coherent updates. Maybe exam time in two weeks might give me the break I need. Who knows?

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Sloth

Posted by Overkill on November 11, 2007 at 3:01 pm under Uncategorized

Help me, I’m becoming lazy again! I will not allow myself to lose yet, though! This post is utter crap, I wrote it in a rushed 20 minutes before the deadline, so bear with me. I have been trying to come up with some various ideas for weapon and ability designs, because it has occurred to me that in order to make somebody care about my game, there needs to be awesome abilities, not just a bizarre ability system where the player’s powers increase or diminish based on signal reception and interference.

I apologize, because I have been procastinating heavily and I am having trouble coming with ideas in about half-an-hour before the deadline, but I open the floor to discussion on weapons and ability suggestions.

These things need to be able to incrementally upgrade as signal strength gets higher, level 1 being the lowest, weakest power (furthest from broadcast point), and level 4 being the highest, godly power (closest to beacon).

This week I will not post a new build, because I have yet to make any notable changes since last entry. I was busy studying for midterms during the week, and busy with social life during the weekend. Regrettable, I know, and I am dreadfully sorry.

Okay, quick, quick, ideas for weapons. Firstly, I was thinking some sort of weapon that creates a slightly-damaging electrical vortex of sorts that attaches to a target and sucks nearby, moderately sized enemies into it. When you have greater signal strength, perhaps you get a bigger charge that explodes into several small chaotic vortexes. I was thinking this could have various puzzle uses, and in combat could be used to keep enemies from swarming you. Maybe it could also be used to pull the player over difficult ledges by chaining the attack in higher signal strengths, in areas where the player’s suit is strong enough to shield them from the electrical discharge.

Nifty weapons are essential, no doubts, but there will need to be some sort conventional pea-shooter weapon, just so that there is some moderate comfort in regular fighting. But I need to give the pea shooter some sort of twist, so it isn’t some generic energy blaster. It needs to be awesome, yet still conventional in use.

Oh crap almost out of time, so I’m just going to leave it at that. I really hope that this next week will yield better results. In the meantime, this half-assed quickly written post will have to suffice. Thanks. I look forward to hearing your suggestions, if you would care to share any. I can’t promise I’ll use them, but I will appreciate the suggestions in order to prod my creativity again. That is all for now.

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Progress Begins

Posted by Overkill on October 20, 2007 at 9:21 pm under Uncategorized

I’ve been making a LuaVerge middleware code wrapper in my spare time for some time now with the cooperation of Zeromus. I figured this week that the Gruedorf competition would be a fancy way to show off some of the features. It’s fairly spiffy. So I made a sidescrolling engine!
Get it here!

Now I can hear, “This looks kind of neat, but also really useless. What do you actually need a sidescrolling engine for? Why did you even bother porting it to Lua?”. At the moment, yes, it is a VERY useless engine. I put in the basic movement and jumping, nothing splashy. It’s a port of a port of a port of some silly code (VergeC -> Java (trouser engine) -> ika -> LuaVerge). I decided that of these languages, Lua’s probably one of the ones I’m finding most comfortable. VergeC’s crippled, Java’s too verbose, Python’s very nice, but ika’s got a bunch of quirks and a somewhat awful toolset. LuaVerge is nice, since now that I’ve got a useful Lua wrapper, I’ve tackled most of the quirks with using Lua to map nicely to the C functions (like int-to-boolean coercion always being true). Plus LuaVerge means I get to use a fairly nice scripting language, keep some familiar dev tools, and get software raster rendering rather than hardware texture rendering.

Signal is the codename for a sidescroller project that’s been bouncing in my head for months saying “do me, do me!” but I never got around to taking it past the idea stage. The game is going to be set in large explorable two-dimensional world with a nice mixture of action and puzzles. What makes this game different is the player has next to no abilities on their own. The player is in fact, quite frail alone. However, there are transmitting signal beacons scattered all throughout the world that can be interpretted by the player’s suit. When the player’s in range and has good reception, they obtain a variety of abilities and gain physical enhancements to strength, mobility and environmental resistance.

As you move around, some signals die out, while new ones are received. Environmental factors like thunderstorms or magnetic fields will interfere with the player’s ability for reception. Strategy comes into play as you maintain the signal beacons in order to advance, applying repairs, enhancing signal strength, pushing the beacon to another location to get it past environmental factors, or into range. In some areas, signals broadcasted by the beacons can be switched with another beacon’s power.

The signal you receive is interpretted in digital “levels”, where a low level denotes bad reception, and a high level denotes a great reception. As signal levels increase, so do the powers. Your physical appearance will fade in and morph as your strength increases, and you will also be able to see when you’re at risk of losing strength and abilities by a “static” distortion effect on various artwork. This is going to take lots of artwork layered on top of each other, but it’s almost essential to get a nice in-game display. I wanted the game to have a very minimal HUD, since too many little icon things on screen easily get distracting and confusing. Physical appearance changes, on the other hand, make it easier to see, and keep your eyes on the player in situations where it counts, like if there were to ever be an area with both signal interference and intense action. I was thinking when the game was paused, I’d give a more detailed view, but when the game is in action and you have to constantly monitor several factor that can get annoying. That way, you get the best of both worlds.

So what would be on the HUD? Probably just a minimap, your health which fades out when it’s not being affected, and (perhaps) the player’s weapon reception when it changes.

The game is going to try to keep exploration fairly free and non-linear, limited more by your cleverness than story factors. I’d ensure that hopefully the game can be beaten without getting stuck often, but have several rewarding things for those who go out of their way and explore the world in greater detail. I want to have puzzles, but I don’t want people to hate me for unbeatable puzzles in areas that are essential to completion of the game. I also don’t want frustratingly impossible action in the main portion of the game. I think challenging puzzles and intense action will have their place as side-quests, and I will try my best to make it interesting and rewarding enough to inspire the player to get through difficulty. Maybe an unlockable ending or something, but I’ll make sure that the player can actually go back if they missed something, because nothing pisses me off more than New Game+. I mean, it’s a cheap way to force replay. There are some things I don’t want to do over again. I mean, I love rewards. But please don’t make me replay the game just to get them. I mean, sure, I’ll replay games I really liked, but these are exceptions. If somebody wants to play my game once and get everything and be done with it, I want to leave that as an option. None of this stupid starting over and repeating painful game areas over just to get a goofy prize.

I don’t really like backtracking either, so it’s going to be minimized to a reasonable amount, because as nice I think my maps could be, I think variety is important. Exploration implies backtracking to an extent, but I will try to have multiple routes to locations, and make sure that you don’t go back and forth too often. Metroid and Castlevania both do well for the most part, but you can find the odd area where you have to do frustrating backtracking because you fall down a hole or something stupid. I want to avoid punishing the player wherever possible.

Oh, and here’s some old artwork I drew a while ago, but I’m not sure how much of it will actually be used for this project:



The mockup’s especially out of date, because the HUD’s way too cluttered for my tastes, and it doesn’t use the grass or water tiles I made. The grass tiles were going to have dirt tiles underneath, but I couldn’t find a satisfactory texture that had enough realism and tiled well. The water tileset has an example of the old dirt I had, but it’s too simple and flat in comparison to the bushy grass.

Darien drew this very sexy edit of my sprite:

I’d bug Darien to actually give me a hand on the project, but I know he’s busy with school overseas in Ireland. I could modify his sprite, but the problem is, there’s no way in hell I can animate something that large in efficient time. If I did anything it would most likely look ugly and unsatisfactory to me. Meanwhile, my hero sprite is too flat and not worth the time to animate. I’d rather use my weekly updates for code and design than drawing because I’m sufficiently bad at artwork.

Anyway, I’m done blabbing for now. If you are a talented pixel artist, drop me a line. I’ll want a hand with this project, because artwork is a big time-consuming ordeal for me. I’m also looking for a musician, ambient in the deserted map areas, but bombastic and epic in the action-filled areas (possibly with chiptunes). Comments? Concerns? Criticism?

See you next week.

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