Platform Builder Forums

Projects => Works in Progress => Topic started by: WidgetKitty on September 15, 2022, 08:27:46 AM

Title: Duty:Ridiculous - Demo V 1.3
Post by: WidgetKitty on September 15, 2022, 08:27:46 AM
My game doesn't have its title yet - that's usually chosen halfway through my projects. But in the day since I made my intro post, I've gone wild working on this game, with a bunch of new graphics, custom objects, and levels. So, the game should have its own post now.

Plot & Premise
Spoiler
You play as a spy girl on a mission to infiltrate the island base of a mad scientist, building an army of monsters. She is shipwrecked by cannon fire before the game opens (perhaps I'll make an opening scene?), and has to begin her mission on the opposite side of the island, with no gear - earning upgrades as she clears a path to the castle base atop the island's volcano. The story is simple of course - I really just wanted to make a game with a punk-looking girl with several attacks, jumping around and beating the crap out of skeletons and monsters in fantasy and tech locations - this fits the bill pretty well!

So, this game will be like crossing Mario, Metroid, & Donkey Kong from the SNES era, with James Bond, & Tomb Raider, and other spy, sci-fi, and adventure tropes. I'm planning on 25+ levels and forts on one large open map, with lots of bonuses, secrets, and challenges. Take a look at my map screenshot up ahead for an idea. Probably will be a while before I actually put out a demo, maybe when it's about 1/4 done.

Custom Objects/Mechanics
Spoiler
I figured out how to make breakable bricks that can also contain items like in Mario, invisible coin/item boxes, and a shop with an inn (well, a "Sleep" item that's free in the player's boat or friendly NPC houses, and various costs at inns).
(https://i.ibb.co/YTbqNtJ/Clearing-Shop.jpg) (https://ibb.co/XkVvWz6)

I'll be adding several projectile weapons and ability items to help progress through the game's branching paths.

Custom Graphics/Music
Spoiler
I'll be drawing all custom enemies, blocks, and items eventually. These are most of what I got done over the last two days:

(https://i.ibb.co/x35bV5X/Custom-Graphics.jpg) (https://imgbb.com/)

These are my bombs, bats, bees, and skeletons (Powcherries, Stingbats, Vovems, and Skelwards, respectively), techy item boxes & message boxes, and my map icons so far.

I'll also be writing the game's soundtrack. I'll be going with an SNES action feel, have a bunch of ideas for melodies ready, just no finished songs yet. But I'm no stranger to this, I've been writing instrumental music all my life - I'm currently  50+ songs into a soundtrack for an RPG Maker game I'm working on. If you'd like a sampling of my music, most of the RPG OST WIP (UGH!) is posted to my Sound Cloud: https://soundcloud.com/widget-kitty/tracks

Screenshots:
Spoiler
Lastly, here's some screenshots of what I have done so far.

My world map, which will have three main branching paths after the first fortress:
(https://i.ibb.co/vsxcL5V/World-Map.jpg) (https://imgbb.com/)

Second level, desert with a short cave:
(https://i.ibb.co/D1zVh9K/Sandy-Sinkhole.jpg) (https://ibb.co/9pc86bY)

The first "Challenge Zone" has you riding a platform around an obstacle course:
(https://i.ibb.co/tDbyDLP/Challenge-Zone.jpg) (https://ibb.co/89jF9Y4)

Getting one of the yellow keys in the first fort. My forts will be a bit similar to the ones from Zelda 2 on NES:
(https://i.ibb.co/608zPfn/Fort-Interior.jpg) (https://ibb.co/23Sxtfn)

Level 4 is a maze inside a dried-up well full of bees:
(https://i.ibb.co/hRhM06L/Infested-Well.jpg) (https://ibb.co/Z6tJ9jG)



OK, that's all I've got so far - plenty more work to do! I'll update this thread with new screenshots, music, etc as I go along. Thanks for having a look!
Title: Re: Spy Girl Story (Name Pending)
Post by: Gizgord on September 15, 2022, 08:53:29 AM
very nice. your game looks real fun.
I really dig the story and custom design you're coming up with. screenshots don't look half-bad..  :D
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on September 16, 2022, 03:41:03 AM
very nice. your game looks real fun.
I really dig the story and custom design you're coming up with. screenshots don't look half-bad..  :D

Thank you! This is really easy to work with compared to stuff I've tired in the past, and just started using a better program for sprite editing. I'm envisioning a decent 40-level game, maybe done by end of winter. Just a lot to flesh out still
Title: Re: Spy Girl Story (Name Pending)
Post by: Antikore on September 17, 2022, 04:04:49 PM
Very cool looking game! Keep up the good work! :)
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on September 21, 2022, 07:34:24 PM
Very cool looking game! Keep up the good work! :)

Thanks very much!

So, I've finally go more work done on the game, bunch of new sprites and screenshots to show.

World Map:
Spoiler
(https://i.ibb.co/JtG30GT/World-Map.jpg) (https://ibb.co/xLBFPBb)

I'm now up to 8 levels, one fort, an airship and a train. We're just starting on the three branching paths to the final level - Underground tunnels on the left path, through the town and headquarters in the middle, and over mountains on the right. Of course, the map is free roaming, and to really complete the game you'd want to beat every level and get every upgrade.

New Sprites:
Spoiler
(https://i.ibb.co/9tX9VpH/New-Sprites.jpg) (https://imgbb.com/)

Got a few more enemies done - replaced Puglits with Torchers and Flying Torchers, Bipis with Bumpermites, and Statix's with Jolters. Also a giant Powcherry who serves as a boss in the airship and train - which you can see the icons for there. I'll have three each of those levels, plus tanks, I just haven't made those icons or levels yet.

Last is my new weapon system. These boxes give you an energy weapon to use in that level - 30 of them. The blue box and item refill the ammo. So far I have boomerangs (that collect items), grenades (that destroy crates), and fireballs. Might make more, but three is pretty good.

Level Screenshots:
Spoiler


Level 6, beginning of the mountain path. Torchers' fireballs can activate Powcherries, like in this case to make it harder to get that 1-Up:
(https://i.ibb.co/Z6xQDNP/Level-6.jpg) (https://ibb.co/8D9yZXp)


The first train level. A light wind blows you back throughout, and it's covered in robot enemies:
(https://i.ibb.co/3zhF7ms/Train.jpg) (https://ibb.co/DpKMtfb)


I also made my third challenge bonus a train, with stronger wind. Making those spinning wheels was a lot of work, so I'm getting good  use of them:
(https://i.ibb.co/XzcWzfY/Rail-Challenge.jpg) (https://ibb.co/mHfRHrN)


Level 8, a haunted forest, is technically optional, but opens an area with an extra shop and two bonuses. There'll be a few optional levels like this, that only unlock a few extras:
(https://i.ibb.co/Pz6dXy5/Level-8.jpg) (https://ibb.co/HpHjwyr)


The airship level. No wind here, but these will be more complicated, with more enemies and cannons:
(https://i.ibb.co/Ssqv144/Guardship.jpg) (https://ibb.co/HFmgMff)

I also added a soundtrack - all songs I wrote for another game, but I had music suitable for every area, so they'll be placeholders until I start writing this game's own soundtrack.

Thinking I'll make a few more levels and graphics - get the game about 1/3 done, to my estimation - and put a demo up on the explore section. It's just that I'm getting a lot of crashing on entering or exiting levels when testing the whole game. Not sure if that's something I'm doing wrong or my computer, or if it's an actual bug.

Anyway, let me know what you guys think of the new stuff; hopefully I'll have something playable released soon!
Title: Re: Spy Girl Story (Name Pending)
Post by: Gizgord on September 22, 2022, 02:57:37 PM
Thinking I'll make a few more levels and graphics - get the game about 1/3 done, to my estimation - and put a demo up on the explore section. It's just that I'm getting a lot of crashing on entering or exiting levels when testing the whole game. Not sure if that's something I'm doing wrong or my computer, or if it's an actual bug.

Anyway, let me know what you guys think of the new stuff; hopefully I'll have something playable released soon!
I dig the new stuff, especially the variety in enemies and tile-sets. I like overworlds and the one you're making is really good so far. eight levels are plenty for a demo, and what was it about branching paths? fun idea.
it's unfortunate that fatal errors keep bothering you. all you can do right now is to report the codes (paste the codes in, that makes things a lot easier), either in the form on the website or here.. and power through. big thumbs up, good luck and take your time  :D
Title: Re: Spy Girl Story (Name Pending)
Post by: Antikore on September 22, 2022, 03:38:25 PM
Must say everything looks fantastic! :)
Sorry about all those bugs, it's actually a problem with the program, don't worry.
Title: Re: Spy Girl Story (Name Pending)
Post by: War on September 22, 2022, 07:31:05 PM
Wall of screenshots showing off insane progress done on the game
Could this be the first major PB game post-price change alongside Antikore's Adventure
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on September 22, 2022, 10:18:09 PM
I dig the new stuff, especially the variety in enemies and tile-sets. I like overworlds and the one you're making is really good so far. eight levels are plenty for a demo, and what was it about branching paths? fun idea.
it's unfortunate that fatal errors keep bothering you. all you can do right now is to report the codes (paste the codes in, that makes things a lot easier), either in the form on the website or here.. and power through. big thumbs up, good luck and take your time  :D

Thank you! Though the pixel drawing can be a lot of work, making the custom enemies and blocks is one of my favourite parts! Two weeks ago I found this open source alternative to MS Paint, called Pinta, and it's made this a lot easier.

So the map is pretty open, but after the first fort it splits into three paths to the end - one underground, one through a settlement, one over the mountains. You can pick a path to the end and beat the game, or clear all three and get every upgrade and bonus.

Think I'll make a tank and two more regular levels before putting out a demo, that way the three paths will have the same number of levels.

Eh, I can tolerate occasional errors. I mean, some of my other experience is making house and dungeon mods for Skyrim, a few years ago, and their Creation Kit is so ridiculously bug ridden, you need a barrel full of patience to get anything finished! I'll report the bugs, but can work through it in the meantime...

Must say everything looks fantastic! :)
Sorry about all those bugs, it's actually a problem with the program, don't worry.

Thanks very much! Yeah, bugs are just something that comes along with a program this complicated and versatile. And Ting Thing's been really good at ironing things out - he's fixed three bugs for me since I registered, like 9 days ago. It'll only get better, I'm sure.

Could this be the first major PB game post-price change alongside Antikore's Adventure

Hmmm, could be - didn't know I was getting into this at such a pivotal moment! If all goes well I'll have it finished this year, and my second game started - a sci-fi Metroidvania is brewing in my head for the next one.
Title: Re: Spy Girl Story (Name Pending)
Post by: Alley on September 24, 2022, 08:16:31 PM
Hello!

Your game looks very beautiful and attractive, to be honest! :)


An interesting fact is that when I would have continued actively working on my project I would make a level with skeletons and graveyards. This would mean, I would have needed to design my own skeletons also but I already imagined how they should look.  ::)  Your made skeletons look just like that so if the mentioned level will ever comes I probably ask for your skeletons rather than designing them by myself completely.  :D
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on October 02, 2022, 05:02:17 PM
Hello!

Your game looks very beautiful and attractive, to be honest! :)


An interesting fact is that when I would have continued actively working on my project I would make a level with skeletons and graveyards. This would mean, I would have needed to design my own skeletons also but I already imagined how they should look.  ::)  Your made skeletons look just like that so if the mentioned level will ever comes I probably ask for your skeletons rather than designing them by myself completely.  :D

Thank you! Yeah, skeletons aren't all that original, I wouldn't mind if you wanted to use them. Let me know if that day comes, and I can send you the sprite sheet, or put it in a resources thread.


I didn't get too much work done this week, was kinda sick and had a few things to figure out with the game, but got a few more levels and graphics done yesterday. I have the temporary soundtrack put together, enough for a demo, until I make the game's actual OST (again, just taking my music from my RPG for now). Not enough done to the world map yet to show it off, but here's a few things:

Graphics:
Spoiler
(https://i.ibb.co/ZfLwKcf/New-Sprites-3.jpg) (https://imgbb.com/)

I finally changed the Gruppies, into "Goons", which are little monsters wearing hoods, and the rest are robots introduced in the mine levels (I reused those wheels a lot, but figured these were all designed by the same mad scientist). First are Ragecarts, which can only be attcked from the top, are fast, and have high HP, but you get silver or gold coins if you defeat them. The orange guys are Grintorches, my first enemy with commands; you have to attack them from the side three times, then their torch goes out, they speed up and run away - but after 7 seconds they light up and chase you again. Last are the Torquen, mining drills that move across girders, and can only be killed by weapons. Then I made my map icon for tank levels, and redid the train and airship icons; they didn't stand out much. Finally, a giant version of my flying Torcher, the second boss on each path.

Screenshots:
Spoiler

Panicked Park is the first level on the map's middle path, which takes you through a city overrun with robots and monsters:
(https://i.ibb.co/4Rf8djL/Park-Level.jpg) (https://ibb.co/Wv3ktcX)


The first tank stage, which is an auto-scroller. I made a ground block with just horizontal lines to maintain the illusion that the tanks are moving, like they did in SMB3:
(https://i.ibb.co/GTBHs7S/Tank-Level.jpg) (https://ibb.co/6BVXvYC)


This is the shop you can access after beating the optional level 8 (previous screenshot post). The inn is cheap here, which'll be useful later when you have higher max HP:
(https://i.ibb.co/RDDStHN/Cove-Shop.jpg) (https://ibb.co/0GGX1JK)


The mountain path on the East side of my map starts with a fast paced, rainy level, blowing you uphill:
(https://i.ibb.co/16FVrWJ/Rainy-Level.jpg) (https://ibb.co/pyYDfFr)


Finally, the underground West path begins with an abandoned mine. It's a large level in one section, with three stories and a gate puzzle:
(https://i.ibb.co/c8JBVsz/Mine-Level.jpg) (https://ibb.co/Jpn1gSX)



OK, I've got to get some sleep, but I'll probably work on this again later. Just have to do some more testing, finish a couple more bonuses, and maybe put out a demo later this week - let me know how it looks so far!
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on October 22, 2022, 12:35:59 PM
Got some time to work on my game this week, including an update on the world map:

(https://i.ibb.co/fq59Jvm/World-Map-3.jpg) (https://ibb.co/VJZx6mX)

Now you can see the three different paths better. The centre one through town and forest (easiest), the mountain path on the West side with a desert (medium), and the underground (hardest path). I'm done up to level 12, next up is three fortresses to make for each path, that ends with an upgrade (ground pound, double jump, and wall jump), then I'll probably put the demo out.


New Enemies:
Spoiler
(https://i.ibb.co/wKpJ48C/New-Sprites-4.jpg) (https://imgbb.com/)

A couple new colours for my Goons, then I made thorn-spitting cacti and floating Pharaoh heads for the desert levels, and bulldozer robots and masks that chase you for the city levels. And a special version of a Stingbat that's on fire. These ones were pretty fun to make!


Screenshots
Spoiler
Just a few new levels made:

(https://i.ibb.co/dKQkGnP/Abandoned-Camp.jpg) (https://ibb.co/MNRPMqc)

(https://i.ibb.co/3WMt9Xg/Collapsed-Cliff.jpg) (https://ibb.co/J2yXwLD)

(https://i.ibb.co/wpTq7dn/Camp-Challenge.jpg) (https://ibb.co/p4gTQ1H)

(https://i.ibb.co/SmLY8J2/Tower-Challenge.jpg) (https://ibb.co/1XSy5b3)

(https://i.ibb.co/7Xyf4wy/Lava-Challenge.jpg) (https://ibb.co/R9HFyxH)



Future Level Sketches:
Spoiler

I needed a break from my screens, so I sketched out plans for my three upcoming fort levels, thought you guys might be interested:

(https://i.ibb.co/k2GhxMm/City-Fort.jpg) (https://ibb.co/zVmSrN6)

(https://i.ibb.co/P9kmfTF/Canyon-Fort.jpg) (https://ibb.co/s67mM5b)

(https://i.ibb.co/8PGX1hq/Cave-Fort.jpg) (https://ibb.co/ZcvNqZ5)



Thanks for looking! I have a few kinks to work out and a little more to make, and this will be about 1/3 done, and worthy of something playable.
Title: Re: Spy Girl Story (Name Pending)
Post by: Gizgord on October 22, 2022, 10:44:53 PM
the new enemies are quite creative, and they look good - as per. bulldozer is a fun concept, never crossed my mind as an enemy.  :o
sketching on paper is the best, isn't it?
I really want this game to come out well, keep us in touch  O:-)
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on October 23, 2022, 07:50:40 AM
the new enemies are quite creative, and they look good - as per. bulldozer is a fun concept, never crossed my mind as an enemy.  :o
sketching on paper is the best, isn't it?
I really want this game to come out well, keep us in touch  O:-)

Thank you! Well, there'll be warehouse and construction style levels, I thought the bulldozer robot would be appropriate. Half the enemies are supposed to be construction/mining robots being controlled by an AI.

Oh yeah, I do more traditional art than anything else; it's so nice to plan something out in a sketchbook before trying to do it in the program.

I'll keep you guys in the know, but by the next update hopefully I can release a playable demo!
Title: Re: Spy Girl Story (Name Pending)
Post by: Alley on October 27, 2022, 08:07:32 PM
Thank you! Yeah, skeletons aren't all that original, I wouldn't mind if you wanted to use them. Let me know if that day comes, and I can send you the
Your game is looking very good but also I like how you can edit sprites so those would look like new ones but original to the PB so it keeps the feeling of PB. Should I get ready to add skeletons to any of my projects I will let you know and consider your name to be added to the Credits. I have never had a problem at all adding other names in addition to mine because I like to give players a feeling that a game was made by a team/company. Also, I like heartbreaking beautiful endings after intense fights and long Credits after all that. O:-)
Title: Re: Spy Girl Story (Name Pending)
Post by: WidgetKitty on November 02, 2022, 04:07:33 AM
Your game is looking very good but also I like how you can edit sprites so those would look like new ones but original to the PB so it keeps the feeling of PB. Should I get ready to add skeletons to any of my projects I will let you know and consider your name to be added to the Credits. I have never had a problem at all adding other names in addition to mine because I like to give players a feeling that a game was made by a team/company. Also, I like heartbreaking beautiful endings after intense fights and long Credits after all that. O:-)

I could upload a tileset of the skeletons in a resource post or this thread, maybe later this week, just need to make a version without my other enemies on it.


HEY GUYS!
FIRST DEMO IS OUT!
Check the Explore section!

Everyone is welcome to comment and critique in this thread, or chat with me on the Discord - I'll make a post for my game in the project section too, for a place to discuss any problems found.

If you like, let me know what you think of the level designs, enemies, and music (the soundtrack especially means a lot to me, I wrote most of these songs years ago for another game, but haven't had a chance to use them).

Think I'm going to take a break from PB'ing for a week or so - I have a cartooning project to work on anyway - but I've made some progress on future levels, and have a ton of ideas. Hope you guys like what I've made so far, it's been a blast making it, and I'm really looking forward to building the rest!
Title: Re: <DEMO OUT> Spy Island (Name Pending)
Post by: Gizgord on November 06, 2022, 11:50:35 AM
I recommend trying the first demo to everyone. the game is very good and there's plenty of content (even at this stage).  O:-)
Title: Re: <DEMO OUT> Spy Island (Name Pending)
Post by: WidgetKitty on November 09, 2022, 11:13:22 AM
I recommend trying the first demo to everyone. the game is very good and there's plenty of content (even at this stage).  O:-)

Thank you so much! For those who haven't seen it, Gizgord uploaded a 2-hour video of gameplay, for anyone who wants a better look before playing - lots of great moment in it, too. I'll embed it here:

Spoiler

I have several small corrections to make, then the first major update will have to be out with said corrections, and then I'll do some gameplay vids of my own, showing off all the secrets, like a guide. Until then I don't really have any game updates, but levels are being worked on. Speaking of YouTube though, I decided to upload some of the game's soundtrack, but the full versions of my songs. I had to chop the tunes up to make them loop properly, but the full ones will be in an unlockable sound room level.

In the meantime I made a few "music videos" for these full-length songs - well, some scenes made in Platform Builder - hope TingThing doesn't mind, but I put a link to the PB Steam page in the descriptions. So far this one is my most popular song; it's one of my favourites too:

I'll put a few more here in a spoiler, but there's eight altogether so far on my YouTube channel: https://www.youtube.com/channel/UCbiNqgKIqp_3Um6OM9Fu76Q

Spoiler

The only thing I've really worked on for the game itself is a rising-lava climbing section, with custom enemies as the rising lava. The actual level will be more complicated than this, but this was just a test to make sure it can be done:

Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on November 14, 2022, 02:59:09 PM
~Version 1.2 Update~

(https://i.ibb.co/HF1Lktn/Title.jpg) (https://imgbb.com/)

I just updated and fixed several small things in the game, and a tiny bit of new content. This is not a major update, mostly fixing things I noticed watching @Gizgord 's play through.

Here's what's been updated:

Some easier levels:

Spoiler

-A few levels have been made a little easier, especially levels 4, 7, and 11; they're supposed to be the easiest path, and were a bit challenging for that. Level four especially has changed a lot, with the wind element removed and platforms not so tiny:

(https://i.ibb.co/fGQhpPw/Unwelcoming-Wall.jpg) (https://ibb.co/BKwXZSM)


Zoom and item fixes:

Spoiler

Many athletic-style levels are zoomed out a little more, to see what's ahead (while the Camp Challenge was zoomed in, to focus on each trap), so stages like level 9 are better. Also some item problems were fixed, and you can't cheat to get that 1-up anymore:

(https://i.ibb.co/3BpMp7N/1-Up-No-Cheat.jpg) (https://ibb.co/yW6Y6Xy)


New first Challenge Zone:

Spoiler

My first "Challenge Zone" was kind of rough to start, so it was moved up, then swapped with an easier one, then I made a new level to be the first challenge instead, so now there's eight of them. This one is an easier start to this "side quest":

(https://i.ibb.co/Mf770Zb/Gully-Challenge.jpg) (https://ibb.co/5kLLHGd)


Other small fixes:

Spoiler

-Some hidden or far-out areas have more rewards.
-The boomerang message command in level 4 now works, explain that it collects coins & items
-A few enemies with sporadic movements were fixed, so they do as intended now
-Some unfair enemies removed
-Armoured skeletons can be jumped on now
-Minecart enemies have less HP - easier to get their coins


Progress:

Spoiler

Not much yet, I'm in the midst of designing the next three forts still, tweaking the music, and adding some features. Thinking I'll have these forts and six-to-eight new levels ready for the next big update, beta v 2.0 - and I intend to pick a title for that one! Planning this update for the end of the month, and I'll post other progress in this thread.

For now, here is how one of the forts is coming along:

(https://i.ibb.co/5sdC5Gr/Canyon-Fort-1.jpg) (https://ibb.co/mhmdHb9)

(https://i.ibb.co/dg2HJ8k/Canyon-Fort-2.jpg) (https://ibb.co/Hdz9p5G)


Thanks for taking a look guys! If anyone wants to try the game out, or update and see if it's any better, let me know what you thing, or if you find anything that needs fixin'!

WidgetKitty out!
Title: Re: Spy Island - Demo V 1.2
Post by: Alley on November 16, 2022, 02:26:00 AM
I played now a whole thing(to a time when it reached another version). Didn't update because it would have ruined the whole progress. From what I played I saw it is really special, and enjoyable, definitely a game over a long time that I bother to play just to get an experience from start to end. :) Although, I suspect you are not the best at making a system but from what your skills are you are using those better than most people or even better than I do. You are very good at design and with your other skills that may not be the best, it is enough to make you able to make one of the best games. I have seen some good developers and some not that-good ones but didn't expect some of these ones who can put all their skills together so professionally it makes that good result. The only problem is that I think it is unbeatable because I seem to have beaten every single level in a row but nothing happens. However, I think it is not up to you completely because this is what is the one reason why I lost my motivation next to other problems. Although PB is a fantastic editor it is made basically by one person and when one thing gets fixed another thing may get bugged and so our games must be improved over and over.
I thought I am ready now to update your game but won't play again for now because time is limited and your game is not the easiest one which is not bad but I want to do more things also. When time passes and I am ready to try again I try to let you know about the problems. :)

Note that I am even not sure if you really are not that good at making your own system because I have even no idea how did you make your wasps and am even not sure if I know how you made your pink enemies on a bike. Just the bosses and some other things seem simpler and more classic than some other projects which made me think you are a rather very dedicated person rather than ready for action... You are still very good also with timelines, command prompt, and stuff... Just for not letting you think I would think you are not in making customs. :D
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on November 17, 2022, 11:26:42 AM
Thank you so much @Alley , I really appreciate your comments!

While it's true I'm not good at making systems - I'm no coder - I've been designing levels and game mechanics since I was a little girl. I used to maker paper dolls with clothes and accessories, but after seeing my cousins play Super Mario Bros, I switched to drawing a hero, enemies, items, and platforms, and made my own games and levels on a coffee table. I did this for years - just wanted to make my own game so bad! So...  I have a LOT of material in my head for platform game ideas. Decades of them. Actually a lot of what's in this game are enemies I remember drawing, and songs I wrote during music lessons as a kid, intending to use them in a game (I just started making songs for real about three years ago, this is my first time using them for a real game).

The game is about 1/3 finished, this is just a demo of my beta. The three white fences, in front of three unfinished forts on the world map, block off areas that aren't done. Hoping to have it 2/3 done next month and put another demo out.

The wasps are pretty simple, just flying enemies that follow arrows, and some chase you. Those pink bombs are a whole set of different enemies that switches types depending on how many times they're hit, or a timer. So they seem like one enemy with changing behaviour, but they're really changing enemies. I'm going to add a little more to their AI later with some commands.

I've got a little more made now - here's level 14, "Cactus Crawl", which is right after getting the wall jump upgrade - and this level forces you to use it a lot:


In this video there's also new enemies, music, sounds effects, and new level start/complete songs. I'm making progress quicker than I expected!
Title: Re: Spy Island - Demo V 1.2
Post by: Alley on November 19, 2022, 09:37:44 PM
I suspected what wasps in your game may be but wasn't sure as I have seen quite a lot of different-looking wasps. You probably have edited quite a many sprite sheets for your game then because, in my opinion, PB doesn't allow making custom enemies that can follow arrows. Your game, however, has no flying birds. :) Your pink bombs are looking to work like my Invasion project bosses that change behavior depending on health practically just by changing to another enemy but I am not very sure if I would merge such types of bombs in a first attempt. Your game may look more complicated than it is actually but this proves you are able to use your skills, application features, and limits very well to mix up the best possible result.
I thought your game has a problem because I designed my own games always complete even when it's not finished and that is why I probably expected your game to get beaten also but when you just didn't waste your time on making endings before your final levels should be done then you can ignore what I mentioned before. It is not a bug but just won't tell if the game is finished. :P

There are 2 surprises for me to know now about you. One is that you are practically born with an interest to play and make games like me. I often drew monsters and worlds and when I played my first PC games I started to think that these are made by some people and asked myself if it would be possible and affordable for me to do something like this. And for some type of reason, I even could think if it may be possible to edit games that have no built-in editors as Battle Tank and some other NES games have. I think I was just 8 years old when I dreamed about my own games but before this, I already loved to think of games to play with friends outside, think of what they must do in order to beat my games somewhere in a forest, etc. The drawing was later replaced by drawing with programs and making animations etc.
The second is that I expected you to be a boy or man because we can't find that many female indie developers especially have such interest and skills in PC.

Your next revealed level looks very nice as well and a completely different world when looking at new enemy types. I see you are also a very good gamer. I hope I will be not much worse when it will be my turn to play at your next levels. :D Also, I suggest you contact Ting_Thing! Your game is not finished but I think it is worthy to be in a "Featured" category already and I am very sure Ting_Thing would accept your request if only he deals with such things yet. ;)
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on November 20, 2022, 07:26:42 PM
Thanks for the lovely comment, @Alley - I'll answer it here, without the quote.

Yeah, for this game I drew over the original sprite sheets - the wasps took over the Tilbubs' spot. I saw this recommended here on the forums before I started, that replacing the enemies rather than the "Extras" make them behave better with commands and arrows? I'm not sure, it's just the route I took, and it works, lol!

Yup, no birds - I like bats and wasps more!

I actually did a lot of lurking here, reading old posts and update logs, before I dove into my game -  that and PB is similar to other programs I've tried, so I just got comfortable with it quick. But yeah, it really isn't that complicated under the hood so far - just basic commands.

There'll be  a lot of ending bonuses once the game is finished - such as a music test level, credits level, etc. All that will have to wait, but sorry that I didn't mention in game about the dead ends, and it being a beta demo - I only put it in the description. I'll be sure to add a note to the next beta demo.

Hah, well I can address both of those surprises at once. True, it's rare to see women in video game development, though we have been involved since the early days of arcades & Atari - just rare. As for me, I'm an only child in a family of mostly men who were mechanics and carpenters by day, and gamers by night. So watching games fascinated me since I was about 4-5, though I hardly got any good at them (really, I might just look good at my own game because I test levels constantly). I can beat easier platformers on Nintendo, but these days I prefer SIM & tycoon style stuff. Making games for me is more of a medium; it combines three of my biggest passions - art, music, and solving puzzles/challenges. So I became obsessed early on with making my own games too, because it seemed like every step would be fun. And I was right!

Anyway, I actually finished three more levels last night, completing the next section of the medium path that comes after the demo's dead end. I just felt like making this one before the easy path, and get my desert theme out of the way (the next part of the medium path ironically takes you through a snowy mountain, but that'll be far later, near final release).

So I played these four new levels (including "Cactus Crawl" that was posted above, though it's been altered) and uploaded it to YouTube. First is a long fortress with some upgrades, then after level 14 is a pyramid with a mini boss that kills me twice, and finally the second tank level. There's also more new enemies, music, and two new bosses.

It came out to almost half an hour long - perhaps I'm making my levels too big? But this is what I was envisioning! I want the final game to be 8-10 hours of gameplay, roughly. Here it is, if anyone wants to skim through and see the progress:


That was a stressful playthrough! It's supposed to be the second level of difficulty after all, it should be a bit tough. Well, I need some rest from this, let me know what you guys think!
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on November 26, 2022, 05:15:31 PM
A couple new updates. First I'm making a new kind of extra level, which will add some content to the early parts of the game that will need to be replayed after the next update:


ENEMY ARENAS: Spoiler


These are "test centres" for all the enemies. I'm doing this instead of a bestiary, so the first room is a little lab with some info, and perhaps an NPC. Here's four of them:


(https://i.ibb.co/XW96sJs/Test-Centres.jpg) (https://ibb.co/Fh9cw7w)


Behind the black door is a short level full of just that enemy, and you have to defeat them all to complete that course.


(https://i.ibb.co/GtLz3BH/Tarpy.jpg) (https://imgbb.com/)


The first one, for the common "Tarpy", is the easiest of course.


(https://i.ibb.co/JsgrhGJ/Torcher.jpg) (https://ibb.co/nLtQWYJ)

(https://i.ibb.co/hCvp4wP/Stingbat.jpg) (https://ibb.co/0Q3P6vg)


They'll get longer and more complicated, the more threatening the enemy is. The next demo coming out will have 15 different enemies, so there'll be 15 of these places scattered around the map. The final game should have 20-25 altogether, and I'm thinking the reward for beating them all will be upgrades to your attack power. Maybe one upgrade halfway through, and another (or like, a sword...) for all of them.



The world map is also finished now, with all the main levels placed, even though only about 35% of them are actually made. The game will be almost half finished for the next demo. So this map is subject to change of course, but have a look at the potentially finished map if you like:


FINISHED WORLD MAP: Spoiler


(https://i.ibb.co/JzFD4Lh/World-Map.jpg) (https://ibb.co/wKr5XHv)


The halfway point in the game is the little house in the middle. The three paths can connect there if you've played them all up to that point, but branch off again into easy (the city), medium (snowy mountain), and hard (mines and lava caves). The the final "world" has you taking on a tower sequence to enter the walls, and a few fort levels in a row before the final stage - though there'll be a few surprises in their designs.


(https://i.ibb.co/DwYVVGc/World-Map-Worlds-Labelled.jpg) (https://ibb.co/GC9xxsY)


That's basically how the world and path structure is laid out, although these world might not be mentioned in game, as it plays like one big map. I calculated some totals too; the final game should have 51 main levels, and about 20+ each of optional challenge zones, arenas, and bonuses. That's a lot to complete, but the shortest possible path to the end should be just 22 levels. There'll be a few different ways to beat it (and therefore several endings).

But that's looking ahead, I have plenty to design in the meantime! Hopefully the next demo will be out before the holidays, lots of levels to make. Thanks for looking it over, and any advice is appreciated!

Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on December 02, 2022, 04:18:21 PM
Small update, I just got the next four levels of my easy path finished, getting closer to the city area. I took some screenshots of their best sections, zoomed out:


NEW LEVELS: Spoiler


(https://i.ibb.co/t3tXg1z/Forest-Fortress.jpg) (https://ibb.co/cxHL0sw)

This path's fort is log style. It's just a bit more complicated than the first fort.

(https://i.ibb.co/Nyf9d5Z/Deserted-Depot.jpg) (https://ibb.co/W27k4Zg)

Outdoor town themed level, a deserted depot.

(https://i.ibb.co/x25WLV3/Mad-Warehouse.jpg) (https://ibb.co/RgHfbL7)

Third is a warehouse (with a "new" background I made, with layered girders), with a twisting path, but pretty standard run through. Not searching for keys in a maze like the previous two.

(https://i.ibb.co/DgnVm4r/Wasteland-Guardship.jpg) (https://ibb.co/XkT26XY)

Last is the easy path's airship - a lot more forgiving than the airship in the current demo (on the hard path)

Thanks for taking a look!




I have a few more new mechanics to work out, and some old levels need an overhaul. Then I need to make five more levels - and a handful of challenges and bonuses - and that'll connect all three paths at the game's midpoint. Then I'll release the second demo, which'll be about twice the length of the current one. Probably be another week, but I'll post any relevant updates here.
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on December 04, 2022, 09:23:52 AM
Quick update with a video of one new level:


This is a level on the hard path, right after getting the double jump upgrade.

There's new music, and new sound effects for the checkpoint and extra life.

Also, new enemy - well, it's just a Stingbat that's on fire, and shoots fireballs, but still pretty dangerous!

Anyway, the hard path is coming along; these levels are just longer to build of course, but I'm still pretty on track to have a new demo out before the holidays.
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on December 07, 2022, 09:59:37 AM
Hello guys, another update here since I got more done than expected yesterday. The extension to the hard path is just about done now, with its four levels. First is a long fort, which I recorded a video of, posted below. The second level is the video in the previous post. And the last two, I'll just do some screenshot of the levels zoomed out.


This is the longest castle in the game yet. There's a finished rising lava section starting at 9:00


(https://i.ibb.co/Nx1bD7N/Fungus-Tunnel.jpg) (https://ibb.co/dBbxC7p)


Fungus Tunnel, kind of an open maze one, with a few hidden gems (some literal) if you search it all.


(https://i.ibb.co/WntHmqb/Runaway-Mine-Train.jpg) (https://ibb.co/PxQrq37)


This is the first bit of the hard path's train level, which is not only underground, but you start at the engine this time and have to work your way left, to the back. Made a custom layered background too, so those wood beams zoom by.

That train level is almost done, but I still have arenas, stores, challenges, and bonuses to make. Maybe 20 or so altogether, but those don't take nearly as long. Still planning the second big demo release before Christmas, making the demo twice as long, ending at the three paths' halfway point where they join up again. It'll have new content and quality fixes to the old levels and map areas too, so there will be plenty of new content out for this in a few weeks.
Title: Re: Spy Island - Demo V 1.2
Post by: WidgetKitty on December 15, 2022, 09:40:48 AM
Another update, I'm getting very close to having the next demo ready - not much more to make. I know nobody has replied to my last 4-5 posts here (and a lot of that is because the forums are very slow). While I'd appreciate more feedback on my progress, this thread is really to track how much I'm getting done. After this one I'll probably take a break from PB for a day or two, been working on it constantly. So, new stuff made this week.


Challenge Zones: Spoiler


(https://i.ibb.co/f0DcXPj/Cactus-Challenge.jpg) (https://ibb.co/F7HPhjR)


(https://i.ibb.co/f9P0N4p/Factory-Challenge.jpg) (https://ibb.co/FXj7Ygw)

^^ This factory challenge is a longer one, since it unlocks a shortcut.

(https://i.ibb.co/xgTBmfH/Airship-Challenge.jpg) (https://ibb.co/JpJGxyQ)


(https://i.ibb.co/JHwXFbp/Rail-Yard-Challenge.jpg) (https://ibb.co/Zxpy1wg)

^^ This one's unique, where you have to look around this rail yard and its buildings for three keys to complete it.



Arenas and Bonuses: Spoiler


(https://i.ibb.co/n6n2msN/Jolter-Arena.jpg) (https://ibb.co/BcrD3V5)

(https://i.ibb.co/txQXbjf/Watchyoo-Arena.jpg) (https://ibb.co/1d769yV)

^^ More of the new "enemy arenas". There will be 15 of these, and an award for beating 10 of them.

(https://i.ibb.co/d0bbr3y/Storage-Yard-Bonus.jpg) (https://ibb.co/vxssHr8)


(https://i.ibb.co/GxwQmjx/Train-Bonus.jpg) (https://ibb.co/yfTF2Jf)

^^ This bonus on a train is a fast moving auto-scroller, so you have to be quick and careful to grab those coins!



Thanks for having a look guys - not much more to go, them a new beta demo twice the size can be released