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Robinhood
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Quote Robinhood Replybullet Posted: 07 April 2010 at 10:10am

Bigger tree and vending machine?
and go ahead, you can submit the pengguin :D


Edited by Robinhood - 07 April 2010 at 10:11am
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Quote Ninja Crow Replybullet Posted: 07 April 2010 at 11:50am
The new vending machine is sweet.
The new tree's canopy is too small for the trunk, though.
And can we have more flower styles?

Okay, thanks about the pengubot!
I was rereading the old pages, and noticed that by reusing a post for the Main D-Doc, I kinda messed up the readability of the thread, so I'll recreate the d-doc below and revert the first one to its original state.

Edited by Ninja Crow - 08 April 2010 at 9:53am

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Quote Robinhood Replybullet Posted: 08 April 2010 at 9:51am
I now have over 100 files uploaded to MyFrogBag ;_;

Better?
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Quote Ninja Crow Replybullet Posted: 08 April 2010 at 11:10am
MAIN DESIGN DOCUMENT


    Main entries are numbered
    Sub entries are lettered
    Notes are numbered
    e.g. '13.A.2'

    Depreciated entries or notes will be
struck then eventually removed

1. Water animation.
   Image: (1)
   (1.3 for general water behaviour questions)

2. Tilesets.
   2.A. Ground (1) (2) (3) (4) (5) (6) (7)
   2.B. Background (1)
   (2.13 for general tileset questions)

3. Level Elements.
   3.A Midground.
   Image: (1) (2) (3) (4)
   (3.A.4)

   3.B Foreground.
   Image: (1) (2) (3)
   (3.B.4)

   3.C Collectibles.
   Image: (1) (2)
   (3.C.6)

4. Jump.
   Currently a quick take-off with a bit of float to sweeten the apex.
   Jump height is about 2 1/2 times his body height.
   (4.6)

5. Programming.
   Game Maker, and any questions about it.
   5.A Animation.
   5.B Utilities. Suggested so far: Colour Replacer.
   (5.C)

   (5.1 for general programming questions)

6. Wilbot's Animations.
   6.A Walk (1) (2) (3) (4)
   6.B Jump (1) (2) (3) (4)
   6.C Die (1) (2)
   6.D Struck (1)
   6.E Misc (1) (2) (3) (4) (5) (6) (7)
   6.F Falling
   6.G Tipping
   (6.H)

   (6.6 for general Wilbot animation questions)

7. Num Nums.
   (7.2)

8. Enemies. Names will be WIP
   Enemy designs are 'as cute as possible'.
   For many of these enemies, when Wilbot jumps or lands on their head, they will bounce up, turn upside down, then fall off the screen - defeated.

   8.A Bunnybot
   (8.A.3)

   8.B Whalebot
   (8.B.1)

   8.C Crocbot (2)
   (8.C.1)

   8.D Spikebot
   (8.D.1)

   8.E Bouncebot
   (8.E.1)

   8.F Pandabot (2) (3)
   Splits into two smaller bots when stomped.
   (8.F.2)

   8.G Neckbot
   Extends neck to keep Wilbot from bouncing on its head (when stunned will retract its neck).
   A hit on its head at any time (whether it's been stunned or not) will defeat it immediately.
   (8.G.4)

   8.H Pengubot (2)
   (8.H.3)

   8.I Caterbot/Wurmbot
   When stomped, will lose a segment, and won't be defeated until all segments are gone.
   (8.I.3)

   (8.5 for general enemy quesions)

10. Off Topic...
   (10.3)

13. Mockups.
   Images: (a) (b) (c)
   (13.6)

15. Title & Title Sequence.
   "!Strange Atoll"
   (15.5)

16. Hosting.
   Current possibilities are Google Sites and Blogger.
   (16.2)

17. Palette.
   An awe inspiring set of only six total colours per System!
   System One Palette
   (17.5)

18. Music.
   (18.3 for general music questions)

19. Font.
   Image: (1)
   (19.1)

21. Bosses.
   21.A Rhinoboss
   Must stun to get horn to retract so that head is vulnerable to attack.
   (21.A.2)
   21.B Dracoboss
   (21.B.2)
   21.C Bigboss
   (21.C.4)

   (21.2 for general boss questions)

22. Powerups.
   For powerups requiring a recharge, a small bar will appear above Wilbot's head and follow him until it drains and disappears.
   Damage from enemies or environment forces the bar to drain faster.

   22.A Jetpack
   (22.A.1)
   22.B Hammer
   (22.B.3)
   22.C Pogohammer
   (22.C.1)

   (22.3 for general powerup questions)

23. World Structure.
   3 worlds, called "Systems", with 3 levels each, called "Programs", with checkpoints, and a final, independent System (with no interior Programs).
   There will be a unique look (tileset) for each System.
   Each Program will have a unique palette-shift version of their System's tileset.
   (23.6)

24. Level Design
   Most levels scroll horizontally, but some will scroll vertically as well.
   (24.8)

25. Monster Design Document
   Link to MONSTER DESIGN DOCUMENT
   (25.1)

26. To Do List
   Currently for World One.
   (There are eight finished out of thirty-six items.)
   Link to TO DO LIST
   (26.16)

27. Team Banner
   Image: (1)
   (27.1)

28. Story
   One seemingly ordinary but beautiful morning, while our hero Wilbot and his best friend (Zinabot?) are enjoying the view of the ocean with Wilbot's trusty spyglass, a strange object comes into view over the horizon. It's an atoll island system that seems to be moving under it's own power! Curious, Wilby jumps on his boat and sails across to investigate. Once there, he will eventually discover that the evil Bigboss is bent on taking over Wilbot's home!
   Wilbot will have to destroy the Batteries in each Program, and the Motivators they power in each System, that drive the island, to save his home. But each Motivator is protected by a very formidable boss!
   Bigboss will try to discourage Wilbot from continuing the fight by robotnapping Zina, but Wilby will rescue Zina from the lava dragon, Dracoboss, and then defeat Bigboss in the game's final System. But Bigboss is very powerful and crafty, and it'll take all of Wilbot's skill to defeat him, and save his home, and bring happiness back to the Strange Atoll!
   Some more details and discussion here.
   (28.7)

29. HUD
   Wrenches for lives, stack in a row at the lower left corner.
   (29.1)

30. Swimming
   Discussion of how Wilbot interacts with the water.
   Wilbot is short-circuited and destroyed by water unless he has some kind of powerup.
   (30.3)

32. Goal Post
   Discussion of how the game's Program goals will look and act.
   The first two Programs of each System will have a Battery to destroy/deactivate, so there won't be enough extra power to run the shields of the Motivator which is at the end of the third and final Program of each System, and guarded by a boss.
   (32.4)

33. Cost
   Absolutely free to any who wish to play it when it's finished!
   (33.1)

34. Stage Selection Map
   The use or even need of such a map is still under discussion.
   (34.2)

Next Item:
(35.)

Thanks!

Edited by Ninja Crow - 21 August 2010 at 5:31pm

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Quote crozier Replybullet Posted: 08 April 2010 at 3:09pm
http://yfrog.com/2tcamelandstuffp
Some stuff from the april fools day contest.
1.tree/house background stuff
2.two connected buildings for background
3.snake
4.bird
5.bugbot
6.crappy bat
7.crappy cave bot (I can redo it)
8.cloud
9.camelbot
If you want me to do the animation for the camel or anything else then just ask. You can also animate or edit anything you like.
Credit not required because I didn't do these sprites directly for this game.
 
EDIT: I like the name wurmbot better :P
And the bouncebot is really good. I like that one.


Edited by crozier - 08 April 2010 at 3:10pm
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Quote Robinhood Replybullet Posted: 13 April 2010 at 5:31pm

Just an idea of what the ice could look like.  I'll revise the dimmesnsions and whatnot later.  :P
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Quote Photocopier Replybullet Posted: 15 April 2010 at 12:06pm
@nc I think that list is far too confusing, what does it all mean?
@trh I think the panda is more recognizable with a blackish splodge around 1 eye, like this:
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Quote Ninja Crow Replybullet Posted: 15 April 2010 at 2:42pm
@ crozier: thanks for letting us use your stuff for inspiration!

@ Robinhood: Cool ice pattern - I especially like the beveled top edge, making it look a bit 3-D. I was trying to make something icy myself for the Pengubot PJ submission, but couldn't quite get the blank areas to work, so I just put in some crystals :P

@ Photocopier: yes it looks confusing, but only because organisation is very difficult. In order to make responding to questions very easy, every single individual question needs to have a number. The first number is the category, so if you have a question about level design, then your question should start with a "24" and so on. If none of the categories match, you can use an unclaimed number to start a new one!

That's what the green numbers are for: Since it's almost impossible to keep track of which numbers have been used already by looking around all the posts, all you have to do is use the green number in any category, because it's the most current number that hasn't been used.

Some categories have sub-categories, like say an individual enemy from the monster list. So if you wanted to ask a question, say, about the Pengubot, you would look to the Monster section, then the Pengubot subsection and find that the number to use would be "8.H.3" which is the green one and shows that no other question has had that number.

It keeps it tidy.

Hope that explains things,
JD

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Quote DGH94 Replybullet Posted: 19 April 2010 at 2:57pm
Any new sprites?
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Quote Robinhood Replybullet Posted: 20 April 2010 at 8:35am

quickie mole sketchish thing
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Quote Ninja Crow Replybullet Posted: 20 April 2010 at 11:23am
Hey, that's really cute, RH.

Would it be possible to give it a mole-like squint (it may not be used to sunlight?), a slightly puffier snout, and maybe make the whiskers more like the cute cat whiskers in chibi drawings.

In case none of this made sense, here's a quick edit:



Thanks!

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Quote DGH94 Replybullet Posted: 26 April 2010 at 2:53pm
echoechoecho 'dead project?'
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Quote Ninja Crow Replybullet Posted: 27 April 2010 at 1:29pm
Originally posted by DGH94

echoechoecho 'dead project?'
Not by any means, friend - fear nought! Just slowing a bit because of life's many considerations - right Robinhood?

In fact, I want to mention a website, called Pixel Prospector which is doing a great job of featuring the coolest indy games under development today (including Absent Eden, and Legend of Iya, which are the top spots on my list of most anticipated, and Gun Princess, which could make that list if it keeps up the good work) and which - if y'all are willing - I'd like to get !Strange Atoll onto when it's ready.

In that vein, I'd like to announce that development on the Wilbot Project has advanced far enough that I feel that a prototype engine can be put together, and that I'm working on the first test build in the Demo Release series for !Strange Atoll: Alpha Bronze v.0.00.0!

And if that's not enough hype for you, drink some more coffee, because it's gonna be teh AWESOMEST!i!


So far I've got some of Wilbot's basic controls & animations, and I've got some basic 2-D collision physics.

You can has updatez as the progress progresses, and more details if necessary (and you can lob any questions you have at me) and I'm definitely interested in any file hosting service you think I should use. It needs to be:
  • Really large - I mean more than a gigabyte at least, so that each build of the game can be permanently hosted there with no worries about running out of space
  • Totally free - with nothing more than the standard e-mail registration (seriously, there ain't gonna be any money for this project or it'd lose it's Open Source Guild membership)
  • Convenient - I don't want much more than Captcha keeping people from viewing and downloading the latest goodies
  • Download counter - 'taint totally necessary, but it would be nice if we want to track how popular the game is becoming!
  • No file expiration date - I don't want the builds to be gone after only 30 days or 90 days of no activity or whatever
So I encourage everybody who reads this post to tell me exactly what they think. Seriously, people, opine like you've never opined before - like you've just gotten the internet and never flamed or lolled or thised a post in your life and are just itching to do it. Nobody gets to 'view only' - you have to post (the mods and admins will be able to tell, using internet magic, so no cheating!)


- that is all for now -

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Quote Kaly Replybullet Posted: 28 April 2010 at 7:24am
This is my idea, I hope you enjoy!

Giant robot


Walking


attacking



xD






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Quote Robinhood Replybullet Posted: 28 April 2010 at 10:38am
In fact, I want to mention a website, called Pixel Prospector which is doing a great job of featuring the coolest indy games under development today (including Absent Eden, and Legend of Iya, which are the top spots on my list of most anticipated, and Gun Princess, which could make that list if it keeps up the good work) and which - if y'all are willing - I'd like to get !Strange Atoll onto when it's ready.

That sounds cool :D
go ahead

  • Really large - I mean more than a gigabyte at least, so that each build of the game can be permanently hosted there with no worries about running out of space
  • Totally free - with nothing more than the standard e-mail registration (seriously, there ain't gonna be any money for this project or it'd lose it's Open Source Guild membership)
  • Convenient - I don't want much more than Captcha keeping people from viewing and downloading the latest goodies
  • Download counter - 'taint totally necessary, but it would be nice if we want to track how popular the game is becoming!
  • No file expiration date - I don't want the builds to be gone after only 30 days or 90 days of no activity or whatever
deviantArt pretty much covers all that except the file max thing.  I don't know what's the max storage space is, but with a .zip compression, dA should handle it.

Sorry for being so dead on this, I've been busy with track, soccer, school, being sick and getting a stomach virus, and among other crap things, leaving me with limited compewtr time, which when I use, I'm so pooped out, I don't feel like spriting.  I actually spent wasted three hours trying to make a tileset.  I guess that's one thing I can't do.
Anyways, I feel that System 1 can be programmed, the only things that are missing:
  • Wilbot tipping animation
  • Enemy damaged sprites (what are you planning for the dying animation?  for simplicity, I was thinking they could turn upside down (if possible, no interpolaced pixels for anything, if you can't thats fine) while moving up a bit, and once they're fully rotated upside down, they could start falling downwards off the screen.
  • boss spite, attacks and crap
Anyways, my 400m PR is only 1:11 which sucks, and then I got a killer stomach ache for 2 days, then a fever of 102, and a headache, which I'm still going through today.   I feel so guilty fo being so dead on the project.  Can you work on the ice tileset?  I'm stuck on it, but I'm sure i can get done with some stuff on the to do list while I'm home sick.


Edited by Robinhood - 28 April 2010 at 10:39am
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Quote Hatch Replybullet Posted: 28 April 2010 at 11:01am
For hosting:

GitHub - freshmeat - SourceForge

Familiarizing yourself with a proper version control system has a learning curve, but it's worth it in the long run.

EDIT: what are you coding this in?

Edited by Hatch - 28 April 2010 at 11:05am
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Quote DGH94 Replybullet Posted: 28 April 2010 at 12:30pm
I also think we need an idle animation for Wilbot.
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Quote Robinhood Replybullet Posted: 28 April 2010 at 1:54pm
@ Hatch - thanks for the links, Ninja Crow is gonna code it in GameMaker.
@DGH94 - Oh yeah, that too.  It's already on the to do list if I remember correctly.
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Quote Ninja Crow Replybullet Posted: 28 April 2010 at 2:07pm
Originally posted by Robinhood

That sounds cool :D
go ahead
Okay, I'll put it in a list of things to do when the Release Demo is far enough along.
Originally posted by Robinhood

deviantArt pretty much covers all that except the file max thing. I don't know what's the max storage space is, but with a .zip compression, dA should handle it.
I checked the FAQ, and maximum file sizes are 30 MB, and there is no limit on the number that can be submitted, so that seems like a reasonable system, but since I have no way of predicting how big the game file will be (at least 10 to 20 MB at a guess) it might get a bit tight as we approach the full-sized game.
Originally posted by Robinhood

I actually spent wasted three hours trying to make a tileset.
Making the tilesets be able to tile is grunt work, man - save it for your cronies! What I'm most inspired by is your cool mockup images. They don't have to be full-screen or anything (even 200x200 pixels would do the job), or animated or whatever - just put in anything that comes to your mind, whether you think it would be easily put into a game or not (can't hurt, right?). Seeing what looks like a posed snapshot of the game, as a benchmark to work toward (as in these great concept shots from Mozzy's stunningly awesome Momotaro mockups), is a major part of what drives my own enthusiasm for the project - but I'm also interested in what other people like about it, too, if they want to share their views here.

Also, no one's gonna blame you for being too sick to take time on the project - the important thing is to rest up and get well!

@ Kaly: That big robot is pretty cool. I'd like to know your thoughts on how you see it integrated into the game (at least in comparison to, say, the size of Wilbot's sprite).

@ Hatch: Thanks for the links - I've also had Drop Box suggested to me. What are your thoughts on that, or dA as a file host?
>Familiarizing yourself with a proper version control system has a learning curve, but it's worth it in the long run.
I don't quite understand this, but since I would like to have at least the patina of professionalism, I'm very interested in learning more about it, if you don't mind sharing more details. I figured a really simple system where the third field would count bug-fixes, the second would be for feature upgrades, and the first would mark major changes or milestones would be enough to do the job and avoid confusion.
And I'm using Game Maker 8 to code it, which provides the following advantages:
  1. easy and simple download and install - a single EXE and a standard "program files" directory
  2. clean, familiar, professional environment - for XP users like me, it looks just like home
  3. easy code creation - just type it in and push run and there's nothing else you need to do
  4. easy resource management - import a variety of image formats for sprites and backgrounds and tiles, and the built-in image editor is a pip for those little details you forgot to fix first
  5. very easy code syntax - the best mix of simple and powerful I've yet met; anybody can learn it!
  6. not just for dippy games - the powerful extension system lets you drop in hundreds of user-created plug-ins (including wrappers for many standard DLLs - such as those used for sound engines that can play OGGs, MODs, and ITs, etc.) that the creator of Game Maker could never even have thought of (which raises its potential far far beyond the features listed 'on the box')
  7. one-button EXE creation - it's so simple to poke at any time and then anyone can play your game from the EXE that pops out (and a Mac runner is in production, as well as a PSP runner, and one has to assume an iPhone runner eventually as well)
  8. free version and pro version - which lets anyone try it out (the pro-only features are mainly for 3-D gaming, and NPA stuff anyway - and besides it only costs about 20 - 30 dollars to go pro, which is a lot of value for about the price of a game)
  9. built in full-featured code editor - with suggestions, syntax colouring, active error detection, built in "find & replace" panel, etc.
  10. I'm already very familiar and proficient with it - seriously, when I type the function Frog() it returns a value of "how high?"
And no, I don't work for GM
So if anybody has suggestions for better, I'd be happy to hear them, but they have to have most of these features or better at least.

@ DGH94: definitely a good idea. What is your suggestion for what it should look like? (and please explain any advantages over the other ways it has been suggested to look from earlier posts.)

Thanks everybody, and keep those ideas a'coming!

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Quote Hatch Replybullet Posted: 28 April 2010 at 2:35pm
dA is an art gallery. DropBox is for sharing large files and syncing various computers. Those sites I linked are specifically for managing software development projects--one should always use the right tool for the job.

Basically, a version control system tracks every change you make, and allows you to roll any of them back to any point. This applies to both code and art. You can set up stable exes for everyone to download, and people can also grab the "bleeding edge" code and build the exe themselves if they have the tools and know-how. Those sites also provide other related services like bug tracking, project-specific forums and wikis, and so on.

When you sign up, they'll create a code "repository" for you. You create the game files and make the art on your computer, and them you "commit" them to the repository using client software. The repository automatically tracks all changes and who made them, and allows you to roll back to any point, compare different revisions, etc. A complete tutorial is beyond the scope of this post, but some googling and poking around GitHub's help pages will get you on the right track. As I said, it will take some getting used to, but the benefits will pay for the learning curve over time.
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Quote Ninja Crow Replybullet Posted: 28 April 2010 at 3:25pm
That sounds pretty awesome - and definitely appeals to the obsessive inside me - but is it the proverbial sledgehammer to kill a knat? It sounds like you have a lot of experience with the system, so I would really appreciate it if you could help me see how it could apply to this particular project which may be 'big' enough for something like that or not. And of course, pursuant to its use would be: does it work for Game Maker?

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Quote Hatch Replybullet Posted: 28 April 2010 at 4:32pm
I'm reluctant to attempt to sell you on the idea. I fear that I will A) succeed, and feel responsible if you find yourself in over your head, or B) fail, and feel responsible if you end up using a solution that comes to be painful as your project grows. (the Goldilocks outcome, C, where I convince you and you're happy as a clam, is not considered)

I will say that it works fine for any size project and it doesn't care what kind of files you use (GameMaker format = no problem). I encourage you to look around the various repositories I linked to and see if you can find projects comparable to yours. Honestly, just looking around inside a project as a user rather than a developer will give you a good idea how the system works and why it's the de facto standard for open source development projects, large and small.
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Quote Ninja Crow Replybullet Posted: 30 April 2010 at 1:17pm
Okay, thanks, Hatch! I've taken a look around to see if I can figure out how it all works, and you were right about the learning curve.

I'm assuming that the GM project file will be interesting to anyone, and should be released along with the EXE (hence opensource)?

@ Robinhood: But before I can upload any engine tests I finish to something like (say) SourceForge, I'll need your permission, because it will contain graphics with your copyright.

I'm assuming that something like the GPL will suffice for this, but any advice that anyone can offer will be greatly appreciated.

(p.s. according to this page on SourceForge help, there are a number of features that an SF project may have. I'd like any thoughts on which ones you guys would think are useful, if that's the service ultimately chosen. For example, would a developer blog or user forum be useful beyond this thread here on Pixel Joint? Does anybody know a useful distinction between the project web service and developer web service? And are there any restrictions on these web services? For example, Google Sites is free, but customisation is limited - so besides the obvious need to have an actual project, wouldn't SF equate to free web hosting? What's the catch?

So those are the questions I'm working on now, and any help in these areas would be great!)

Thanks,
JD

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Quote Ninja Crow Replybullet Posted: 07 May 2010 at 11:27am
Hi guys, here's something I've been doing in between programming (because squinting at pixels is such a relief from squinting at code...):

     

I know my first suggestion for the neckbot was that you have to bounce on his body to make the neckbot drop down so you can then bop his head, but it also occurred to me how fun it would be from a platforming perspective to have it so that you have a stair-step jump, from body to head - and you would be allowed to bop the head at any time that you feel like jumping up to it.

This two-part jump is similar to the original idea, but seems like it would be faster or more fun - plus you can use the neckbot as a useful object to help you reach platforms that are otherwise inaccessible.

So what do you all think?

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Quote kenpokis Replybullet Posted: 07 May 2010 at 1:29pm
MUTANT YOSHI EEEKK RUN AWAY. No I really like it, looks like some awesome boss just needs mini-guns and rocket launchers on the side. XD 
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Quote Hatch Replybullet Posted: 07 May 2010 at 1:39pm
The legs lack the strong 3D identity that the rest of the body has.
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Quote kenpokis Replybullet Posted: 07 May 2010 at 5:00pm
It's the front leg, needs to be moved farther over to the right. I believe...
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Quote bannanawalrus Replybullet Posted: 08 May 2010 at 8:11am
Thank god, more posts, i thought this was dead for one moment then...
*phew*
anyway, im new here, but i might try my hand at some sprites at some point, scince ive been pixelling for a while.
 
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Quote Ninja Crow Replybullet Posted: 10 May 2010 at 1:12pm
Thanks for your comments, everybody!

The neckbot has been caught in an awkward snapshot from the first frame of his walking animation, which alternately moves front and back legs from opposite sides. But at least he wasn't making a funny face. Oh wait....

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Quote bannanawalrus Replybullet Posted: 11 May 2010 at 11:36am
so yeah...
it still needs work and feel free to edit it, or take one look at it and throw up.
 
`tis an turtle:
 
 
walrus out...
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Quote Ninja Crow Replybullet Posted: 11 May 2010 at 1:40pm
@ bannanawalrus: If you think it needs work, go ahead and post one with anything fixed that bothers you.

For my own opinion, it could be a little bigger and maybe a little boxier (Robinhood has the instinct of when to make things cubical in this style and when not far better than me, but I usually just try to be as boxy as I can until nothing can be helped) so that it can be 'cube-shaded' like other enemies in the game? It's also pretty important to be able to more clearly see some kind of face and expression. And so far, most objects are lit from the upper right.

Thanks for the interest and I really appreciate your sharing with the project!

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Quote bannanawalrus Replybullet Posted: 12 May 2010 at 3:47am
Thanks for the C+C Ninja, This project is soo awesome it HAS to exist...
 
Anyway, i finally managed to make it look boxy and yet not weird, and, though it has no mouth, it looks quite politely bemused i think
 
Im pretty satisfied with the lines now, though the shell is giving me grief pattern/coulor wise.
 
currently ive got this
 
 
but im not sure whether the pattern is too overpowering in a small space.
A Squarish scaly pattern might look alrite... or i could simplify this one...
 
Walrus
 
EDIT: Changed a little,and a recolour.
i like it, but i dunno if it looks enough like a turtle
 


Edited by bannanawalrus - 12 May 2010 at 9:39am
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Quote DGH94 Replybullet Posted: 12 May 2010 at 12:19pm


I already made a turtle

Edited by DGH94 - 12 May 2010 at 12:19pm
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Quote Ninja Crow Replybullet Posted: 12 May 2010 at 12:53pm
Thanks for the turtles, BW & DGH.

If Robinhood likes them, and we have time and space for them, they should be fun additions.

(p.s. if you still think they need work, go right ahead and keep revising them if you like, otherwise we'll save any necessary changes for when they have to be animated etc., in case there's anything needed to make them fit with the game engine.)

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Quote Dhr. Bosch Replybullet Posted: 12 May 2010 at 5:10pm
hehe... if you guys keep this up, stranga atol will be a game wth only unique enemies.
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Quote bannanawalrus Replybullet Posted: 13 May 2010 at 3:05am
Oh, sorry DHG, i didnt see it .
 
i was pleased with mine till urs came along ...
 
Anyways, maybe for the turtle it could do minimum damage, then when you bounce on it, it stops and goes inside its shell and u can use it as like a block to get higher, or it goes in its shell periodically, and you can only get it when its out.
 
 
Anyway, ill post that nonetheless because i made it yesterday.
 
Walrus
 
oh, and if there will be an underwater level in system one, enemy ideas:
 
regular fish (bunny equivalent)
Eel(higher damage and faster)
Squid(moves by shooting out jets of water in spurts)
crab(stays on ground)
 
.maybe a fish could stick its head out of a crack or something
 
Also what about a snail enemy where its shell cracks progressively and it dies after the 3rd or 4th stomp.or maybe the turtle could do that...
 
 
 
 


Edited by bannanawalrus - 13 May 2010 at 10:56am
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Quote Robinhood Replybullet Posted: 14 May 2010 at 4:07pm
Ohai, sorry for being dead-ish.  I've got some Wilbot idle animations and stuff coming along, but it's near the end of the school year, and that means tests, projects, and more studying.
I've got the Wilbot Idle tilesheet done, and all I have to do is plug it into GIMP.  It consists of his arms spinning and a blink.  How does that sound? :D

I'll post it sometimes this weekend if I get the time.
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Quote Robinhood Replybullet Posted: 14 May 2010 at 4:09pm
@ Robinhood: But before I can upload any engine tests I finish to something like (say) SourceForge, I'll need your permission, because it will contain graphics with your copyright.


@Ninja Crow only - You have my full permission to use any graphics and sprites I have created for engine tests.  And for anything else you need.
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Quote Ninja Crow Replybullet Posted: 15 May 2010 at 12:45am
@ Dhr. Bosch: That would be pretty cool, wouldn't it?

@ bannanawalrus: Thanks for the ideas!

Hey, Robinhood, it's great to hear from you! It sounds like you're having a really busy school year - good luck with all that!

An idle animation sounds fantastic - I can hardly wait to see it. I appreciate the permission with your graphics, because it makes programming much more accurate - thanks!

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Quote bannanawalrus Replybullet Posted: 15 May 2010 at 2:08am
I've just noticed this thread has been visited more times than the FAQ or the rules...
 
GO WILBOT!!!
 
And now it hasn't...
 
Weird.


Edited by bannanawalrus - 15 May 2010 at 2:09am
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Quote Ninja Crow Replybullet Posted: 22 May 2010 at 6:25pm
Yeah, I'm really amazed by the traffic to this thread, too, but that's the power of Wilbot! (Thank you Robinhood!)

Thought I'd post this for fun, and get the reaction:

     

I'm not sure how much of this will be in game play...but I had fun making it, to help me understand the internal structures for when it really is animated and in the game.

If you don't mind, Robin, I'll assume it's alright to post that animation to my gallery when it's done.

Thanks everybody, and don't be shy about posting your ideas, rants, observations, whatever! (we're going to need neat platforming ideas and challenges for the levels soon, after all...)


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Quote jeremy Replybullet Posted: 22 May 2010 at 11:35pm
XP

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Quote bannanawalrus Replybullet Posted: 23 May 2010 at 1:55am
AAAAAAAAAAAAHHHHHHCLLLOOOOOWWWNNNNOOOOO!!!!!!!
 
*runs away and hides*
 
Oh, and ninja.
 
A.W.E.S.O.M.E (amazingly,wickedly,ecstatically,stunningly,outstandingly,makes -lesser-humans-look,pathetic, excellent)
 
Ideas:
 
What about the rhino, if you bounce on its back, you just bounce of, but when it charges at you, if you jump over it, it hits the wall and gets stunned,and wanders around aimlessly/goes unconcious, for abit, with its horn retracted so you can bounce on its head. After a certain amount of time, or once youve bounced on it, the horn slides back out and it will go into a mad rage for a bit then back to normal and charge again,(you will need, say 3 bounces to kill)
 
Also if my understanding is correct, you fight the dragon boss in a factory which is in the volcano, so, after you rescue zinabot, and kill the dragon, and destroy the motivator, you start getting the game complete picture, but bigboss marches in and pushes it of or it goes into static.
After he uses his elevator to get to the top(the elevator stays at the top, you cant use it)
Its the start of the next boss system ,which tiles upwards through the volcano.
 
Aswell as some bats etc, bigboss will occasionally throw bombs down at you, and you will have two smaller boss fights with him on the way up, which wil involve you dodging his bombs and trying to stomp him, the in the end, at the start you need to dodge and stomp,then he will get mad and run toward you - you have to dodge him, then press a button, and he will get trapped.
you flip the switch to stop the atoll, but bigboss becomes HUGEboss and breaks out of the cage he will go slowly in your direction and spawn other enemys, (ie, the jailer in darksiders) you have to get him to break the pillars which hold up the roof, then run to the elevator, before it collapses.
 
 
I have plenty more ideas for bosses, attacks, etc,  =but ill see if you think im talking rubbish first


Edited by bannanawalrus - 23 May 2010 at 2:11am
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Quote Ninja Crow Replybullet Posted: 23 May 2010 at 10:10am
<honk honk>
Heehee, thanks, Jeremy!

Thanks for that flattering acronym, bannanawalrus, and those are terrific ideas - I'm perfectly happy with you keeping up the flow!

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Quote bannanawalrus Replybullet Posted: 23 May 2010 at 12:16pm

Oklykabokacly!

what about for the ice/snow system, you could have a yeti for a boss that could throw blocks of ice at you, roar to cause avalanches, andswing at you. or some kind of elephant seal that could pop up through the ice at you.
 
Dracoboss attacks could include thrashing at you with its tail, breathing fire and dashing at you in midair.
 
 
im running out of time anf have to go, but one question - will there be an overworld map (ie mario)?
 
 


Edited by bannanawalrus - 23 May 2010 at 12:21pm
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Quote Ninja Crow Replybullet Posted: 26 May 2010 at 9:38am
An overworld map is not a bad idea (and I realise I have been sort of assuming there will be one, the whole time) so I guess there will be one going into it unless someone has a brilliant argument against the idea.

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Quote Robinhood Replybullet Posted: 06 June 2010 at 2:19pm


Some idle sprites.  Blink and arm spin.  I wasn't sure what to do with delays, so I left them as separate GIFs.  And that giraffe is looking sexy.


Edited by Robinhood - 06 June 2010 at 2:19pm
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Quote Ninja Crow Replybullet Posted: 06 June 2010 at 3:24pm
Thanks for the sprites, Robinhood - they're cute, and will be very helpful for the game engine (yeah, no worries about the delays, that can all be handled by code and game timers).

Thanks about the giraffe. I hope I did your style proud!

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Quote bannanawalrus Replybullet Posted: 19 July 2010 at 8:10am
*echo* *echo* anyone there?
 
PLEASE DONT DIE WILBOT!!!!!

WAAAH!
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Quote Ninja Crow Replybullet Posted: 20 July 2010 at 1:58pm
No worries, Wilbot is merely estivating.

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