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RadioactiveToast

  • KoKo5oVaR
  • February 3, 2007 at 9:25 PM
  • KoKo5oVaR
    • February 3, 2007 at 9:25 PM
    • #1

    I wasn't sure where to post this, since mapcore doesn't have any "2D games WIP"

    But anyway, since 2 weeks i'm currently developping all by myself a 2D platformer/shooter in the path of metroid/cavestory and so many of them ..

    I already got story ideas, some concepts, and a start of platformer engine under Allegro .

    That project really motivates me, way more than making a custom map/model can be, cause i touch every aspect of a videogame conception : graphics/sounds and especially code and gamedesign.

    and i love pixel art.

    So i'll use this thread to post WIP from time to time, concepts, sprites, gamedesign ideas ..

    And if any of you guys are interested in helping me on this game somehow, don't hesitate shoot me a pm, i'll put my sexy underwears and i will be GRATEFULL

  • KoKo5oVaR
    • February 3, 2007 at 9:28 PM
    • #2

    So here are all the concept till now

    the game hero

    [Blocked Image: http://kokosovar.free.fr/radioactivetoast_phil.jpg]

    his fighting partner

    [Blocked Image: http://kokosovar.free.fr/radioactivetoast_morgane.jpg]

    i'm not sure who she is for now

    [Blocked Image: http://kokosovar.free.fr/sarah.jpg]

    the baad guyyys

    [Blocked Image: http://kokosovar.free.fr/radioactivetoast_empiresoldier.jpg]

    first sprite of the hero

    [Blocked Image: http://kokosovar.free.fr/playeridle.gif]

  • KoKo5oVaR
    • February 3, 2007 at 11:33 PM
    • #3

    [Blocked Image: http://kokosovar.free.fr/empire_soldier.gif][Blocked Image: http://kokosovar.free.fr/empire_soldier_zoom.gif]

    the hard part will be animation ..

  • D3ads
    • February 4, 2007 at 1:21 AM
    • #4

    Omg Koko you're amazing, I look forward to seeing this finished!

  • von*ferret
    • February 4, 2007 at 2:43 AM
    • #5

    unf

  • st0lve
    • February 4, 2007 at 3:15 PM
    • #6

    Why not make them in higher res, since when ingame, those will be tiny! (imagine a 1600x1400 monitor or something!!!1)

  • KoKo5oVaR
    • February 4, 2007 at 3:54 PM
    • #7

    i'm making them for a 320*240 resolution stolve, snes resolution

  • Nysuatro
    • February 4, 2007 at 4:06 PM
    • #8

    I will support you spiritually KoKo5oVaR ^^

    You got a great project there

  • Rick_D
    • February 4, 2007 at 4:46 PM
    • #9

    awesome

  • hessi
    • February 4, 2007 at 5:27 PM
    • #10

    SNES was even lower

    quote from wikipedia:

    Resolution: between 256×224 and 512×448. Most games used common resolutions like 256×224, 256×240, 512×224 pixels.

  • e-freak
    • February 4, 2007 at 6:46 PM
    • #11

    do the code in qbasic screen 12 for 640 or screen 13 (media) in 320*240

    this stuff looks amazing - keep it up

  • KungFuSquirrel
    • February 4, 2007 at 8:06 PM
    • #12

    Man, too bad you're not doing higher res, that'd kick ass for an Alien Hominid/Castle Crashers style.

    That said, still awesome. Looking forward to seeing how this turns out.

  • zaphod
    • February 4, 2007 at 9:48 PM
    • #13

    thats awesome! I can't wait to see more.

  • KoKo5oVaR
    • March 4, 2007 at 9:57 PM
    • #14

    Not really much to see there, but here's a little update of the project : i finally decided that i will make the game in a 3d isometric view in the path of a so called fallout tactics.

    And then, before actually touching anything related to the gameplay, i'm making my own level design tools.

    And here's a pic of it , i'm still wondering how i could make the collisions

    [Blocked Image: http://kokosovar.free.fr/leveleditor.jpg]

    [Blocked Image: http://kokosovar.free.fr/leveleditor1.jpg]

  • Minos
    • March 5, 2007 at 1:27 AM
    • #15

    Very hot kokos, I love your style.

  • st0lve
    • March 5, 2007 at 3:42 PM
    • #16

    Too hot for school

  • Warby
    • March 5, 2007 at 5:20 PM
    • #17

    i was about to drop you a mail that i want to contribute i FUCKING love 2d games but i hate isometric levels D: sure you dont want to make it say super metroid ish ???

  • KoKo5oVaR
    • March 5, 2007 at 6:26 PM
    • #18

    Thanks guys ! and warby, i'll try to explain you my global idea of the gameplay, but i'm not totally sure of it yet, because at the moment i'm rather working on more technic issues like collisions, physics and all that.

    Actually i want to make a TopView Shooter using RPG elements, something like fallout tactics but with RealTime action if you see what i mean, using the mouse and the keyboard to control the character

    like this infact

    [Blocked Image: http://kokosovar.free.fr/radioactivetoastidea.jpg]

    I already got a wip working version of the player controls i could send you if you see what i mean

    The problem with this type of gameplay (and especially because it's a top view shooter) doesn't leave me many choices to choose the type of graphics i will use

    i can't use this kind of perspective for example

    [Blocked Image: http://home.arcor.de/minako.aino/sd3/Seiken-Densetsu-3-03.png]

    well i could, but the perspective isn't as accurate as an isometric view can be for a shooter and that's the main problem i'm facing

    So i thought it will be better to use isometric levels

    [Blocked Image: http://www.123abc.cz/download/grafika/fallout-tactics-4.jpg]

    but i'm open to any suggestions, nothing concerning the gameplay is really fixed infact

  • Seldoon182
    • March 7, 2007 at 1:14 PM
    • #19

    Et la vue à la première personne Koko ?

  • KoKo5oVaR
    • March 7, 2007 at 1:34 PM
    • #20

    Au diable les fps très cher

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