View Full Version : 22: TF2 Goldrush as a Puzzler
dammit
16-06-2009, 05:15 PM
Honestly, although I followed the theme of the competition, this game was simply meant to be a practice run for me. Now, somehow, I've been wangled into sharing it. So here it is.
[final]
TF2 Puzzler (http://www.box.net/shared/9yoh6m4pmn)
Please note: These are simply the introductory rooms/levels. They're not challenging (I know!) but they were (a) meant to get me used to the basics and understand how GM works and (b) meant to give the player some idea of what those squiggly sprites were intended to represent.
I haven't yet got a medic working the way I want him too and I haven't yet figured out how to set up an Engineer, but working on both of those.
Controls are simply the arrow keys and there is score deductions for being killed. Points are added for finishing the level. I still need to put a score deduction in for not finishing the level before the time runs out.
Also: no sound just yet. My apologies for that.
Fengol
16-06-2009, 07:51 PM
This is SO FANTASTIC! What an awesome puzzle game! The spy and the scout feel a little samey, so maybe at once the player has reached the spy level you can already start throwing in different enemies together and say something like "Watch out for that spy". I love the way he de-cloaks when he's near even if he misses you, and the fact that you just need to touch the cart to make it move forward as supposed to pushing it in the right direction.
Can I make a suggestion that you maybe change the Heavy to turning/spread-type shot (i.e. fire a bullet, quickly turn 22 degrees and fire and repeat 4 times for 90 degrees then pause a bit before starting again) and make the sniper shoot one long, thin bullet like the Heavy's current movement pattern?
If you want to make the demo a little more animated, maybe put a timer on the bombs that they naturally explode after a time, then make a moving bomb that moves from the demo to the place the last bomb exploded.
Nandrew
16-06-2009, 09:45 PM
Hehehe.
"Meet the Chippit. He's a ****."
It's turning out to be an impressively solid offering for a first project, to be sure!
dammit
17-06-2009, 10:48 AM
^__^ Thanks, I'm quite proud of it myself. And yes, I was very tempted to replace scout with "Chippit".
This is SO FANTASTIC! What an awesome puzzle game! The spy and the scout feel a little samey, so maybe at once the player has reached the spy level you can already start throwing in different enemies together and say something like "Watch out for that spy". I love the way he de-cloaks when he's near even if he misses you, and the fact that you just need to touch the cart to make it move forward as supposed to pushing it in the right direction.
Can I make a suggestion that you maybe change the Heavy to turning/spread-type shot (i.e. fire a bullet, quickly turn 22 degrees and fire and repeat 4 times for 90 degrees then pause a bit before starting again) and make the sniper shoot one long, thin bullet like the Heavy's current movement pattern?
If you want to make the demo a little more animated, maybe put a timer on the bombs that they naturally explode after a time, then make a moving bomb that moves from the demo to the place the last bomb exploded.
You can thank Gazza_N for the way the cart moves. I wouldn't have a had a clue how to do it otherwise. I also just transferred that same workings to the spy to make him de-cloak. I like your ideas with the demo. I must admit I wasn't sure how to work him, because I wanted him to be quite different to the others.
Will definitely look into adjusting the heavy and sniper. Next update will actually involve some puzzles with friendly team members.
Chippit
17-06-2009, 05:00 PM
:<
Azimuth
17-06-2009, 05:12 PM
But you are a ****, Chippit.
Chippit
17-06-2009, 05:37 PM
:<
Epic. :D nice dammit! Only thing i disliked is sometimes the collision bugs and i have to walk away from the wall and back again to get through some spaces.
dammit
18-06-2009, 06:38 PM
Epic. :D nice dammit! Only thing i disliked is sometimes the collision bugs and i have to walk away from the wall and back again to get through some spaces.
Hmmm, sorry about that. Not sure what that could be from. Perhaps I should use smaller sprites for the walls and thus make a more detailed level.
Edit: Edg3 wasn't it you who, at rAge last year, told me anyone can make a game? Turns out I decided to test that theory. :P
dammit
18-06-2009, 07:36 PM
This is SO FANTASTIC! What an awesome puzzle game! The spy and the scout feel a little samey, so maybe at once the player has reached the spy level you can already start throwing in different enemies together and say something like "Watch out for that spy". I love the way he de-cloaks when he's near even if he misses you, and the fact that you just need to touch the cart to make it move forward as supposed to pushing it in the right direction.
Can I make a suggestion that you maybe change the Heavy to turning/spread-type shot (i.e. fire a bullet, quickly turn 22 degrees and fire and repeat 4 times for 90 degrees then pause a bit before starting again) and make the sniper shoot one long, thin bullet like the Heavy's current movement pattern?
If you want to make the demo a little more animated, maybe put a timer on the bombs that they naturally explode after a time, then make a moving bomb that moves from the demo to the place the last bomb exploded.
Okay, so, I took your advice about the heavy and it's working well. It's much trickier to get past him now. The spy is also a total **** now, as he should be, so that should be more interesting. I've edited the demo as you suggested too, with the stickies exploding every now and then. I'll let him throw some grenades around too.
This weekend I'll finish engy, and hopefully sort the medic out too (really cannot figure out whats going wrong with him) and add some more exciting levels with some friendlies. ^__^
Fengol
18-06-2009, 08:29 PM
the medic should stand by another enemy and build up uber. When full charged he and the enemy go invuln and the other enemy does it's action without a pause. So the heavy would spin a couple of times completely round, the sniper would fire a couple of shots in succession, the scout runs faster, etc. Basically the medic forces the player to run and hide and "sit it out" until the uber is over.
The engy should sit next to his sentry and the sentry only fires a missle when the player passes in front of it (so it's not timed like the sniper or heavy)
dammit
18-06-2009, 09:11 PM
the medic should stand by another enemy and build up uber. When full charged he and the enemy go invuln and the other enemy does it's action without a pause. So the heavy would spin a couple of times completely round, the sniper would fire a couple of shots in succession, the scout runs faster, etc. Basically the medic forces the player to run and hide and "sit it out" until the uber is over.
The engy should sit next to his sentry and the sentry only fires a missle when the player passes in front of it (so it's not timed like the sniper or heavy)
That was pretty much my plan with the medic, however, i could not for the life of me get him to follow the heavy's rotation. He'd do the 270 degrees and then refuse to jump to start or jump to xstart, ystart. Not a clue why.
Good plan with the engy. Will work on him this weekend.
Fengol
18-06-2009, 09:35 PM
why can't he stay where he is, and you explore how to do particles so you can show the healing gun stream between the heavy and the medic? If particles are difficult have the medic just continuously shoot the heavy but, of course, don't deal any damage just delete the bullet on collision.
Edit: Edg3 wasn't it you who, at rAge last year, told me anyone can make a game? Turns out I decided to test that theory. :P
Maybe, but then again, th whole of Game.Dev were saying that werent they? (unless Im a black sheep of course) Its great that you're joining us though :D
dammit
19-06-2009, 10:48 AM
why can't he stay where he is, and you explore how to do particles so you can show the healing gun stream between the heavy and the medic? If particles are difficult have the medic just continuously shoot the heavy but, of course, don't deal any damage just delete the bullet on collision.
Well, I wanted the heavy and the medic to be a spefic team and with the heavy rotating, I wanted to keep the medic behind him constantly. It makes more sense to me that way, and I can't figure out why it isn't working :<
I could definitely give the medic a 'healing bullet/beam' but again, if he isn't rotating with the heavy he'll be static and the heavy will shoot through him, which will look odd.
Maybe, but then again, th whole of Game.Dev were saying that werent they? (unless Im a black sheep of course) Its great that you're joining us though :D
Probably, but I think you were the only person I actually believed. ;)
Fengol
19-06-2009, 01:00 PM
nah, I don't think it's that hectic if the heavy shoots through the medic and in reality, the medic doesn't always need to be behind the heavy
dammit
21-06-2009, 06:01 PM
Update: There is now a rotating (courtesy of Skinklizzard) medic who also ubers at this point, once per rotation. An engineer with level 2 sentries has been added too, and the final level also involves friendly team mates which are almost vital to solve the puzzle for the level. There is now a score board at the end.
Let me know if there are any problems.
Known issues:
1. If you finish the game, it loops the high scores, showing it indefinitely. This will be fixed in the next one I upload.
2. Sniper apparently moves through the walls on occasion. Will get this fixed asap.
Above issues and some others fixed [see first post].
Epic collective fail: No one who has tried it out had seen the spelling error in "Time Remaing" :P Gazza pointed it out just now. It's now fixed. :P
zakeroph
23-06-2009, 08:13 AM
I must say i really enjoyed it :P
also seeing as it seems to be the standard...Chippit is a ****
sorry it's the peer pressure I didn't want to say it, really i didn't
dammit
23-06-2009, 09:54 PM
:P Thanks zakeroph.
Just an update: what has been fixed (definitely, I've double checked this time)
- The looping of the high scores is a thing of the past. Ending the game will bring you to the first page where you can either replay it or exit.
- Sniper no longer moves through walls
- Scouts now move better
- "Time Remaing" changed to "Time Remaining"
I've just finished a second more complex puzzle, and hoping to get two more done over the weekend. And then, when I'm done, I'll be neatening up the exact locations of the bullet spawns as well as some non-vital elements.
Expect a new version fairly soon.
Up to 14 levels total, with two being true "puzzles" however, the last level is giving me a few hassles and I'm getting some repetition of messages for no reason I can figure. Will hopefully have this sorted by the weekend.
dammit
28-06-2009, 08:58 AM
Well, to my mind, the game is as finished as it's going to get before the deadline but I'm outta cap so I'll upload the final version on the first. Prepare for Awesome and Win and Stuff.
dammit
01-07-2009, 04:36 PM
Okay, my final version for the comp entry is up. It's not perfect, I won't lie, but now, at least there are a number of complex levels :)
One issue I have failed to fix (mainly because I have no idea why it is occuring) is that the meet the engineer message loops for a bit. I promise, if you keep pressing okay, it stops and you can carry on playing.
Another thing, level 9 [right after the spy level] will show a demoman with a sticky on top of him. I honestly didn't notice this when I played it through, but it's not a serious mistake. The level is definitely still winnable, though it will be impossible to kill the demoman if you were planning on approaching this level this way.
I have not managed to add any sounds to this version either, mainly because I didn't find any decent free online sounds and I'm not quite ready to take Nandrew's advice and make my own. Soon, though, because this game is still a work in progress.
zakeroph has also requested I include an epilepsy warning for the aqua-coloured-background level. :P
I'm going to add that regardless of the fact that this game doesn't quite match up to everyone else's in the comp (especially not the dating sim :P ) I'm am particularly proud of myself ^___^ Thanks to everyone who helped me out :) This is definitely not the last you've seen of me.
zakeroph
01-07-2009, 08:23 PM
As per my agreement with dammit i can now sign off on this game as play-worthy...
tbh i enjoyed the heck out this game as well as a few people at my work. It is really a great game dammit(the exclamation not the person) and dammit (the person not the exclamation) you did a great job on this one, next time ask me for sounds..I'm great with them (not really but yea)
Anyway i recommend this one for people to play it kept me outta work for quite a while.
I forgot to mention, after much peer pressure I'll also be entering the next comp :)
I can't wait
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