Author Topic: 2D mech game project  (Read 4316 times)

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Offline Cherno

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Re: 2D mech game project
« Reply #15 on: June 27, 2015, 08:53:33 PM »
If you don't know about it, take a look at Steel Empires / Cyber Empires, a top-down mech game from the early 90s with company-sized fights on battlefields as well as an optional risk-like stragegic world map where you could conquer sectors and build fortresses and factories to produce mechs. A fine game, the mech design was strongly influenced by BattleTech; Some are virtual copies (Catapult, Marauder and Archer). What engine are you using?


Offline JLZ

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Re: 2D mech game project
« Reply #16 on: June 28, 2015, 10:30:59 PM »
Holy shit. Thanks for introducing me to that game.
Both the Amiga and the PC intro are amazing.

I'm using Game Maker, with the Windows YoYoCompiler add-on.
« Last Edit: June 28, 2015, 11:03:27 PM by Bad guy »

Offline Cherno

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Re: 2D mech game project
« Reply #17 on: June 29, 2015, 02:55:56 AM »
My brother used to play it on the Amiga back then. Should you ever want to play it for inspirational or other reasons (DosBox should get it to work), Here are some tips:

The Dragon light mech can win against heavies like the Titan and Hercules if played skillfully; He can stay between the big guns of the larger mechs, get close and use his flamer to overheat them. Especially effective in lava zones.

The Crossbolt is good as a support mech when besieging a fortress; Let the AI handle it and it will wear down the defensive walls

There are only three mechs you really need in the whole game: The Mercury (3 light lasers) for early game, the Mars (fast and cheap, lightly armored, but has a PPC) which is your work horse and can hold it's own with some cover against long range missiles, and in the end game, when you have resources to spare, the Titan (or Achilles/Hercules for a cheaper alternative).

The large center city (titania or whatever it's called) provides a big amount of Credits each round, but it will be attacked almost every turn, sometimes multiple times, so large parts of it will lie in ruins, reducing it's output. It repairs itself, as all cities do, over time, though.

Offline JLZ

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Re: 2D mech game project
« Reply #18 on: June 29, 2015, 02:49:33 PM »
Gameplay wise it's different. No time to play it. But it was nice to hear a bit about it.

TITAN tits!
« Last Edit: July 28, 2015, 08:47:46 PM by Bad guy »

Offline JLZ

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Re: 2D mech game project
« Reply #19 on: July 20, 2015, 10:47:40 PM »
Enemy medium and heavy mechs are now in. Also did many various small things.
There are now 9 test-levels. I will begin to create missions soon.

Testing first SFX. Enemy rocket ammunition is currently non-functional.
Turrents get destroyed when stomped on.
« Last Edit: September 13, 2015, 08:29:53 PM by Bad guy »

Offline JLZ

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Re: 2D mech game project
« Reply #20 on: September 07, 2015, 06:39:24 PM »
Working on levels now.



« Last Edit: September 13, 2015, 08:50:40 PM by Bad guy »

Offline JLZ

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Re: 2D mech game project
« Reply #21 on: September 13, 2015, 08:50:06 PM »


Latest version:
-- OLD, LINK DELETED --

New levels
Title screen music
Deploy ammo-truck with "M"

Needs a menu
« Last Edit: October 27, 2015, 07:33:35 PM by Bad guy »

Offline JLZ

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Re: 2D mech game project
« Reply #22 on: October 29, 2015, 08:56:50 PM »
Stomping and shooting trees.


Offline Bill

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Re: 2D mech game project
« Reply #23 on: October 29, 2015, 11:31:26 PM »
Nice one dude, I've re-remembered my idea now btw dude.

I'll shoot you a pm over the weekend (if I don't call me something vulgar in a message of your own), most likely sunday, explaining it. I'll have to utilise my terrible mouse drawing abilities, but eeeeeeeeeeeeeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh it'll be funny.

Offline JLZ

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Re: 2D mech game project
« Reply #24 on: October 30, 2015, 08:16:33 AM »
Oh yeah, I'm highly interested in what you got.
Your idea may not make it into the first game, because I'm nearing the end of Navpoint Alpha. (2 more levels to do, from 23)
But (big butt) I already have a list of ideas for Navpoint Beta.

Damn the green level looks grey on the TNscreen here at work. At home it looks more lush.
« Last Edit: October 30, 2015, 06:38:21 PM by Bad guy »

Offline Bill

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Re: 2D mech game project
« Reply #25 on: October 30, 2015, 03:19:46 PM »
That's cool G, no rush and the like.

Offline JLZ

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Re: 2D mech game project
« Reply #26 on: November 28, 2015, 10:38:30 PM »


FINISHED THE GAME download: http://melerski.itch.io/navpoint-alpha
« Last Edit: November 29, 2015, 02:51:14 PM by Bad guy »

Offline Askis

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Re: 2D mech game project
« Reply #27 on: November 30, 2015, 03:31:30 PM »
Uh... Is that first level supposed to end when you stand on the green square?
Or is there some other way to move on, because I can't find any... :/

Also, not too fond of buildings being represented by just a small light gray outline.

Offline JLZ

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Re: 2D mech game project
« Reply #28 on: December 01, 2015, 05:42:13 PM »
The green square turns blue when there are no enemys left.
And when you stand on the blue square, the level ends.

The grey buildings don't pop out in the grey tutorial level as much as in the proper (colourful) levels.
Someone else also complained about the buildings, and said I should "fill them in".
Maybe I should make them black inside?
On the other hand I think it's easy to know once you ran into one in the tutorial, and I think grey looks nicer in the later missions.

Edit:
Buildings in the tutorial level are now dark. Uploaded.

« Last Edit: December 02, 2015, 01:07:16 AM by Bad guy »

Offline JLZ

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Re: 2D mech game project
« Reply #29 on: September 11, 2017, 07:36:03 PM »
Navpoint Alpha recieved a small update about a week ago.

Also I began a sequel a few days ago with a young pixel artist and GameMaker user.
It's my first ever gamedev collaboration. Feels wierd.
« Last Edit: September 11, 2017, 07:44:34 PM by JLZ »