Udo progress

Published May 07, 2007
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Appreciate that it is a bit daft posting screenshots of a game I've developed before, but never mind.

Random Scene


Udo is back in the level with his current full complement of moves. He can run, duck, jump and perform a spin attack like before.

The pickup stars are back in, and the present blocks that you bash from below to release the objects inside.

I've just put back in the firestar. When you get it, Udo catches fire and can shoot fireballs by hitting jump when in the air.

To be honest, quite a lot of the process has been copy-pasting in code from the last version of this project, but there have been some improvements. I'm quite pleased that the background layer in the distance now repeats along the X axis, so you can have a single fairly short background map that will just repeat, Scooby-Do-Running-Down-A-Corridor style in the background. You don't really notice when playing and it saves me some design work, which is a current priority.

Code is generally a bit neater as well, so hopefully I'll get a bit further with this project this time.

[EDIT]

Thought I might as well bung up a DEMO as well. Have a scan of the ReadMe.txt first.

[EDIT]

Updated screenshot and updated demo to include smashable glass blocks and animated water.

[EDIT]

Don't like the glass blocks any more. Need to think of something better. Don't think the fish is going to make it into this version either. Shame really since it was a cool little animation. If anyone wants it for a fish-based game, let me know. [smile]
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0 likes 13 comments

Comments

ukdm
Tested it on Windows Vista 32-bit edition and it works fine. Only constructive criticisms I have are the fire effect on your character could do with being smaller. It obscures your whole character at the moment, where as you just need a hint your have fireball abilities. It would also be nice to be able to fire a fireball without having to jump.

Nice little demo, interested to see how it progresses. From reading your journal entry looks like its a re-make, but I haven't played the original.

ukdm.
May 07, 2007 04:47 PM
Aardvajk
Appreciate the comments and glad it runs okay.

I kind of like the over-the-top fire effect on Udo when he has the fire power, to be honest.

The ideas behind making you jump to fire a fireball are:

1) it balances the power of the fireballs a little - this isn't meant to be a shoot-em-up and if you didn't have to jump to fire them it would be too easy to clear a path through enemies.

2) it means you continue using the same buttons as before - I couldn't get comfortable with introducing a "fire" control as well as a "jump" control.

Thanks for the comments anyway though. Sorry to be responding to them so negatively [smile].

(Oh, and yes, this is take two of a game I was writing a few months ago and gave up on. I've found a new motivation to write it again but decided to start from scratch rather than hack about with the old mess of a code base).
May 07, 2007 05:01 PM
Drilian
I missed that Udo is coming back!

Wooooooot!

That's awesome :D
May 07, 2007 05:04 PM
ukdm
No problem :-) I can see why you kept fireballs on jump. The only other way round it would be to limit their use - but then you run into the other problem of needing an extra button still.

My comment about the fire effect was just because you lose the character in it. If it ends up being a limited time use thing that's fine, but if it is on all the time you won't get to see the character very much. Nice fire effect though, also like the effect when you collect stars.

ukdm
May 07, 2007 05:07 PM
Aardvajk
Quote:Original post by ukdm
My comment about the fire effect was just because you lose the character in it. If it ends up being a limited time use thing that's fine, but if it is on all the time you won't get to see the character very much.


I do hear what you are saying. Thing is that the FireStars are quite powerful pickups that won't be very common in the finished game so you'll play most of the game looking at the normal Udo sprite.

I reckon by the time you pick up a FireStar, the sort of burnt-looking Udo will be quite a novelty.

The Udo engine has the ability to set any of the free objects on fire at any time and the blackened effect looks quite good. I'll be putting some enemies in next that you can set fire to with the fireballs then hopefully you'll see what I mean.

May 07, 2007 05:17 PM
Aardvajk
Quote:Original post by Drilian
I missed that Udo is coming back!

Wooooooot!

That's awesome :D


Cheers, Drillian. I'm really happy by the reaction to this from all the people who have been reading my journal for a while.
May 07, 2007 05:19 PM
mattdev
Very cool, I too am glad you're carrying on with Udo :)
May 07, 2007 05:22 PM
HopeDagger
Glad to see Udo unearthed and breathing fresh air. [smile]
May 07, 2007 05:36 PM
ildave1
Great little demo! Things run really smooth.

Keep up the great work.
May 07, 2007 05:37 PM
Julian90
Nice to see Udo's back, one thing I noticed is its confusing what you have selected in the in game menu, because theres only two things I keep getting confused weather the dark or bright menu option is the one slected.
May 07, 2007 10:57 PM
Aardvajk
Quote:Original post by Julian90
Nice to see Udo's back, one thing I noticed is its confusing what you have selected in the in game menu, because theres only two things I keep getting confused weather the dark or bright menu option is the one slected.


Fair comment. It is only really a problem when there are only two menu options and eventually there will be more options in this menu so hopefully that will stop the confusion.

Thanks for all the comments.
May 08, 2007 02:28 AM
Programmer16
I missed Udo lol; cute little bugger.

The demo ran smoothly on my pc. I really like the background scrolling; it looks nice and it's smooth.

Keep up the good work!
May 08, 2007 04:09 AM
rip-off
Worked well, good stuff. Effects are really nice.
May 08, 2007 01:42 PM
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