View Full Version : Comp 19: Suicidal
Bonezmann
02-06-2008, 01:39 PM
http://i306.photobucket.com/albums/nn254/Hirok99/Logo.jpg
thought I'd post this so no one else can accidently steal my idea :)
Goal of the game: Bring your Character to the end point.
Gameplay:
Suicidal - The name says it all, to get through a level the character needs to commit suicide several times. When the character commits Suicide, the character turns into a ghost. While being a ghost, the player must quickly find a suitable host for the character to reposess before the character is taken to the "afterlife". While a ghost the character can move through certain platforms and "fly" up to unreachable platforms. There's also a strategic side, the character must commit suicide at the right time, you can't be a ghost forever.
Any comments/suggestions welcome. :)
Prototype soon...
[UPDATE]
Here is the Prototype: Prototype (www.bonezmanngamez.zzl.org/Suicidalv0.1.zip) 1.2MB
Move with the arrow buttons
Press the "K" button to commit suicide
press the arrow buttons to move the ghost in the desired direction.
The Counter on the top when you're a ghost is obviously the "life" counter, if this counter reaches "0" your soul is lost forever. However for the prototype, I made it so that when the counter reaches "0", you turn back into the character.
NOTE:
Before being able to turn back into a ghost, your depression level must be above "50"
Problem
While in the air and pressing "K" button, the ghost seems to fall through the floor
While editing this post I FINALLY had my epiphany for the week in terms of getting that timer up and running correctly.
[UPDATE]
Suicidal v0.2 (http://www.mediafire.com/?betrwxsjt2m) ~1.5MB
Here's version 0.2, I'll add more info later.
Some quick info:
The Emo level is now a bit longer
I added a Terrorist and a level
Count down fixed
Added a Sound effect (for testing purposes) to the Terrorist level
There are more changes, check it out ;)
[UPDATE]
Due to no internet connection for some time, v0.3 was not released so I just skipped it :)
Suicidal v0.4
Self Extractor package (http://www.cononiah.com/Suicidalv0.4.sfx.exe)
RAR file (http://www.cononiah.com/Suicidalv0.4.zip)
There's been quite a few changes, be sure to check it out. :)
Any Questions and suggestions are welcome. :)
[UPDATE]
Suicidal V0.5 is now available for download here (http://www.gamedev.za.net/filecloset/data/files/527/Suicidal0.5.zip).
I fixed most of the problems mentioned in your comments and suggestions from the previous version and I'm still tweaking some of the changes I made. The final version should be up by tomorrow at around 5pm at the latest.
The jumping mechanism for the Terrorist is VERY buggy and I'm working on it. I'll have to check out some tutorials again in order to get it right :)
Here is a quote of the README.txt file that comes along with the game:
Suicidal v0.5
Welcome to Suicidal...
The goal of the game is to bring your character to the end point of the game without losing your soul.
By pressing the "K" button on your keyboard, your character will commit suicide, turning him into a ghost. The ghost can move through some of the walls and can reach places the normal character can't. However, the character can't stay that way forever. If he can't find a substitute body* fast, his soul will be lost forever.
* Substitute bodies are not yet available in v0.5 instead the ghost turns back into the character.
Characters:
There are two different Characters in "Suicidal".
The Emo has a depressing life and wants to get to the black marsh.
The Terrorist has a mission of his own to carry out
Both will have different "styles" of commiting suicide*
Controls:
[Normal Character]
Left button: move left
Right Button: move right
"K" button: Commit Suicide
[Ghost character]
Left button: move left
Right Button: move right
Up button: move up
Down button: move down
Terrorist Level 3 is extremely buggy, I'm struggling with the jumping mechanism.
NOTE:
By making this game I am in no way considering or encouraging suicide, the game is made for the soul purpose of fun.
Bonezmann
Evil_Toaster
02-06-2008, 02:29 PM
Cool.
I made a really crap game like, 10 years ago called Death Quest, where the objective was to kill yourself in a variety of ways. It was simplistic to the point of being just 'click on thing and die'. I'm interested to see what you do with the idea. :)
Cyberninja
02-06-2008, 02:31 PM
Great idea Bonez. I'm looking forward to the prototype. =]
Fengol
02-06-2008, 03:25 PM
But why would I want to commit suicide? You should maybe make the point to bring your soul to a certain place in the level (al la bring Mario to the castle at the end of the level). That way I have a motivation to move and I kill myself (while avoiding being killed inappropriately) which frees me of my mortal coil for a short time period and possess another body.
LOL @ Mario idea! Imagine possessing Goombas and Koopas, they have their own abilities which you now control and can kill off other enemies running around who will now hurt you.
Cloud_Ratha
02-06-2008, 03:25 PM
Flip man. This sounds so similar to my idea... But then again im not 100% sure how i want my game to go.
EDIT: your idea is exactly the same as mine... ****ies!
DukeOFprunes
02-06-2008, 03:30 PM
EDIT: your idea is exactly the same as mine... ****ies!
Excellent - giving you the opportunity to get an even bettererer idea!
Bonezmann
02-06-2008, 03:33 PM
Flip man. This sounds so similar to my idea... But then again im not 100% sure how i want my game to go.
EDIT: your idea is exactly the same as mine... ****ies!
It's why I decided to Post mine early ;)
Cloud_Ratha
02-06-2008, 03:39 PM
Ill brainstorm some more! All i know is that my sprites will make yours look like an abortion ;)
thats what happens when you subconsciously steal people's clever ideas
Bonezmann
02-06-2008, 05:10 PM
Ill brainstorm some more! All i know is that my sprites will make yours look like an abortion ;)
thats what happens when you subconsciously steal people's clever ideas
LOL, you're right. I can't make sprites. But my sprite ideas are FRESH... ;)
Thaumaturge
02-06-2008, 07:00 PM
That sounds like a pretty cool idea, Bonezmann. ^_^
(Come to think of it, given your user name, this competition seems made for you... Not to mention your description field! ;))
Hmm... If I may suggest, perhaps it would be a good idea to introduce the player to the game concepts via two or so early forced deaths, one to show that they continue on, and to direct them to finding a new body, and one in which it's carefully cut a little close, to indicate the limitations of the ghostly state.
Gazza_N
02-06-2008, 07:11 PM
That sounds like a pretty cool idea, Bonezmann. ^_^
My reaction exactly. ;) Now that Bonezmann has some platformer experience, I'm itching to see what he comes up with.
Bonezmann
02-06-2008, 08:34 PM
Making the game is the easy part, it's creating the damn sprites that's so hard. Although there is one that I think is done excellently.
There will be two playable characters, I'm not going to say what they are but I am planning to make their suicides as violent as possible later. Each having their own suicide "style". If you know me well by the forums, you -might- know what I'm talking about. I don't want to say too much, people might take my ideas.
*glares at Cloud_Ratha* :p
Bonezmann
03-06-2008, 09:59 PM
That sounds like a pretty cool idea, Bonezmann. ^_^
(Come to think of it, given your user name, this competition seems made for you... Not to mention your description field! ;))
Hmm... If I may suggest, perhaps it would be a good idea to introduce the player to the game concepts via two or so early forced deaths, one to show that they continue on, and to direct them to finding a new body, and one in which it's carefully cut a little close, to indicate the limitations of the ghostly state.
Believe me, you'll know you have limitations as soon as you turn into a ghost. ;)
Aval4nche
05-06-2008, 04:01 PM
I have to say I'm looking forward to this.
Bonezmann
05-06-2008, 10:35 PM
First post has been updated (http://forums.tidemedia.co.za/nag/showpost.php?p=101548&postcount=1)
Thaumaturge
05-06-2008, 11:48 PM
So far, so good. ^_^
I did note two things, however:
First, pressing the jump key during a jump seems to produce odd behaviour. Specifically, it seems to arrest the jump very briefly, but visibly, which produces especially odd-looking behaviour when the key is pressed rapidly and repeatedly.
Second, the ghost timer seems to drop distressingly quickly. o_o
That said, 'tis a good start, I believe. ^_^
Bonezmann
06-06-2008, 08:02 AM
First, pressing the jump key during a jump seems to produce odd behaviour. Specifically, it seems to arrest the jump very briefly, but visibly, which produces especially odd-looking behaviour when the key is pressed rapidly and repeatedly.
I'll look into it, thanx :)
Second, the ghost timer seems to drop distressingly quickly. o_o
I fixed that after I uploaded the prototype. I know use an "alarm" instead of a "step".
Bonezmann
09-06-2008, 09:12 AM
First post (http://http://forums.tidemedia.co.za/nag/showpost.php?p=101548&postcount=1) updated, V0.2 is out :)
Thaumaturge
09-06-2008, 04:03 PM
Unfortunately, the download doesn't seem to be working for me - I'm getting a "size mismatch" error when attempting to download the new version (having tried three times). It may, of course, be an error on my end, but it may well be worth checking.
Secondly, your link to your first post is broken - it looks as though you may have omitted the colon in "http://", which resulted in it not being recognised, and another "http://" prepended to the URL. :P
Bonezmann
09-06-2008, 04:24 PM
I think it's a problem with my Website provider, the site doesn't work and I can't access it via ftp.
Where else can I upload my files?
Thaumaturge
09-06-2008, 04:46 PM
I'm inclined to suggest filecloset (http://gamedev.openhazel.co.za/filecloset/), but for some reason that doesn't seem to be working either... o_0 [edit] (For me, at least)
Bonezmann
09-06-2008, 05:36 PM
I chose to use MediaFire, filecloset didn't work at my end either. :(
Anyways, here's the link:
Suicidal V0.2 (http://www.mediafire.com/?betrwxsjt2m)
I'll update the first post too :)
[edit]
It should work now :)
[edit again]
I fixed both Download links and the work fine now, enjoy :)
Thaumaturge
09-06-2008, 06:23 PM
Aah, there we go. ^_^
Well, it seems to be coming along. There's little gameplay yet, by the looks of things, but the movement seems smooth, and the ghost-timer runs at a much more reasonable rate now (although I recommend testing it further once you have more gameplay and more complex levels - you may find that you want to speed it up or slow it further). ^_^
By the way, you might want to be careful with your representation of an Islamic terrorist (as he appears to be at the moment) - you could potentially cause quite a bit of offence with that character, I suspect.
Bonezmann
10-06-2008, 09:16 AM
you could potentially cause quite a bit of offence with that character, I suspect.
So do you think I should just change him up a little? Or remove him completely?
Cloud_Ratha
10-06-2008, 12:17 PM
Let me know if you want to change it
\o/
Thaumaturge
11-06-2008, 03:57 AM
So do you think I should just change him up a little? Or remove him completely?
It's hard to say, to be honest.
I think that, as long as he's present, there's some danger of someone taking offence... But then again, given the premise of the game, I don't think that you're likely to get away from carrying some, albeit small, risk along those lines. Additionally, I think that there may be a point at which it's better to not bow to such perspectives, depending, I suppose, on your intentions.
If you want to keep him as essentially the same character, then I would suggest making it very clear that (if I presume correctly) the game is not serious, partly by exaggerating the character further, and perhaps partly by including an explicit message. The idea, I think, is to indicate that (again, if I presume correctly) you're not trying to suggest that this character is anything but an exaggeration of a particular sub-group or perception.
I know, this may seem a little silly, but there are, I think, some sensitive people out there. Ultimately, I'd suggest going with what you think is right, whether that's what I suggest, or not at all. ^_^
Personally, I'm not particularly bothered by the game; I just want to offer a means to reduce the risk of your receiving negative results from others. ^_^
Bonezmann
11-06-2008, 10:24 AM
The fact that the game is not serious, is stated in the game help-file by pressing F1 and in the README too.
There is another game in the Competition using a suicide bomber too, so I doubt I'll have too much trouble as I state in the Readme and Game info files that the game is made for the soul purpose of fun.
dislekcia
11-06-2008, 04:28 PM
Thaumaturge, I think you need to relax about people taking offense and possible legalities a little... It's really not a big deal. Art can and will offend people, that's one of the ways we re-evaluate our society.
-D
Bonezmann
11-06-2008, 04:37 PM
Either way, the suicide bomber stays ;)
Thaumaturge
11-06-2008, 07:27 PM
Thaumaturge, I think you need to relax about people taking offense and possible legalities a little...
Perhaps - in terms of legalities, however, I'm inclined to think that it's a good idea to start at least keeping copyright in mind before it becomes important, in order to reduce the probability of encountering problems later on. True, small games, that get little exposure, are very probably in the clear, at least as a result of not being likely to be noticed. However, if one were to reach the point of becoming more widely recognised, without having such habits, one could end up having a project into which a lot of effort has gone be shut down, or at least suffer delays while elements are replaced, as a result of the owner of some piece of IP deciding to take action.
Art can and will offend people, that's one of the ways we re-evaluate our society.
True, but I think that one can end up giving more offence than intended. Evaluating the level of offence given is surely also a good thing.
Either way, the suicide bomber stays ;)
Fair enough. ^_^
Bonezmann
17-06-2008, 11:03 AM
This is just a thread bump, but I'll give you an update anyways:
Right so Suicidal v0.3 is on it's way, I'll release it tomorrow or the day after as I still need to fix a bug or two. Although I'm still waiting for my animations, the updates are going strong and I'm adding more stuff each day. Following is a preview of what you can expect in v0.3:
- one animation
- more levels
- tutorial
I'm struggling with the possession thing(Need sprites for them too), it's not working the way I thought it would., but I'm working on it/tweaking it etc.
I am giving slightly more attention to the bomber/terrorist than the Emo. I'm starting to think that the Emo isn't needed that much(making the character more emo;) ), I think I'll give some attention to the Emo tonight and see what happens :)
Thaumaturge
18-06-2008, 01:15 AM
Well, if you do find that one works much better in your game than the other, then perhaps you should consider factoring out the less interesting or useful character, and give full focus to the other.
Bonezmann
18-06-2008, 11:04 AM
I dunno, I guess I gave more attention to the suicide bomber because I already had some kind of suicide animation for him and knew more or less how it'll work. I'm going to try and make the game balanced between the two :)
Thaumaturge
19-06-2008, 12:42 AM
Fair enough - I look forward to the next version either way. ^_^
Bonezmann
23-06-2008, 05:20 PM
The next version will be up tomorrow, my interwebz @ work R bakk! yay!
Bonezmann
24-06-2008, 09:27 AM
Right, I updated my first post. v0.4 AVAILABLE! :D
Don't forget any Q's and C's :)
Thaumaturge
27-06-2008, 12:58 AM
First of all, good work! ^_^
The font is good, the suicide animations are very good - the "emo" character's in particular - and that same character's ghost too is visually pleasing. I'm tempted to suggest that the suicide bomber use the same ghost form, but on the other hand his ghost's form and expression might perhaps be considered suitable. It might be better as it is. ^_^
That said, I did notice a few issues that I think worth mentioning.
Firstly, the "emo" character's walk animation seems to jerk a little - specifically, it appears that his body has the same position for three consecutive frames, and the suddenly jumps forwards in the fourth - I'm guessing that the anchor point for that frame (or whatever term is used in GameMaker) is a little off. Similarly, it appears that, when ceasing to walk left, the "emo" character doesn't stop animating, leaving him walking on the spot.
Secondly, it seems to be possible to fall off of the edge of the level - perhaps consider adding collision with the level ends (or, of course, adding a suitably terrified scream as the character falls off of the edge of the world ;)).
It also seems that, if the player is holding a direction key when a message box appears, and releases it before it disappears, the character continues to move in the indicated direction until the key is pressed and released again. I'm guessing that the message box takes the "key released" event and doesn't pass it on to the main game.
When committing suicide, it appears that pressing a directional key will cancel the suicide animation and have the character walk, suddenly becoming a ghost (or exploding and becoming a ghost, in the bomber's case) shortly afterwards, presumably at the point at which the suicide would theoretically have ended (what a strange thing to say!).
Finally, I think that the font sized used most commonly in the help section is perhaps a little big.
All in all, however, good progress, I believe. ^_^
Kensei
27-06-2008, 01:11 AM
Secondly, it seems to be possible to fall off of the edge of the level - perhaps consider adding collision with the level ends (or, of course, adding a suitably terrified scream as the character falls off of the edge of the world ;)).
It also seems that, if the player is holding a direction key when a message box appears, and releases it before it disappears, the character continues to move in the indicated direction until the key is pressed and released again. I'm guessing that the message box takes the "key released" event and doesn't pass it on to the main game.
Finally, I think that the font sized used most commonly in the help section is perhaps a little big.
I started with version 0.4 and can say it all looks very promising :D
I love the animations but itterate what Thaumaturge said above.
For the falling off the edge, you could either use the 'Out of Boundary' Event (with screaming :P ) or create another object that is hidden and then when the sprite collides with that, he stops (See platform tutorial on GM)
I also encounter that keep moving after text thing
Font size must be smaller, please :(
Bonezmann
27-06-2008, 11:04 AM
I'll do the updates in lunch time and post v0.5 this afternoon :)
Thanx :)
Tr00jg
27-06-2008, 02:11 PM
Hehe, love the characters. :)
I think Thauma covered everything. I walked off the level at first not realising I had to press "k" to commit suicide. Suppose you can tell people that without having to go into the "help" section?
Another thing. In the 2nd terrorist level, the "bomb bar" wasn't there.
Anyway, keep it up.
Bonezmann
27-06-2008, 02:34 PM
Thanx will do. Apparently the deadline has been moved to the 1st of July so that gives me the weekend to work on the mentioned bugs and add some more levels. :)
dislekcia
29-06-2008, 03:48 PM
Thanx will do. Apparently the deadline has been moved to the 1st of July so that gives me the weekend to work on the mentioned bugs and add some more levels. :)
The deadline was moved? ;)
-D
Bonezmann
30-06-2008, 08:49 AM
V0.5 is available here (http://www.gamedev.za.net/filecloset/data/files/527/Suicidal0.5.zip) or in the first post. :)
Thaumaturge
02-07-2008, 04:51 AM
The new level in the suicide bomber campaign is cool, and the introduction of jumping is a good idea, I believe. ^_^
I'm glad to see that the animation looping bug in the emo seems to have been fixed.
I did find one new bug: If I press a horizontal movement key while moving upwards during a jump, my vertical movement ceases and I start to fall, descending in the direction pressed, which I found a little jarring and, I think, counter-intuitive.
As you probably know, the issues that I mentioned previously seem to still be present (save for the animation looping bug mentioned above), although I don't think that I tested them exhaustively, this time.
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