I Wanna Be The Forums!

IWBTG => Other Games! => Topic started by: YoSniper on August 09, 2010, 11:04:44 pm

Title: Detonation Zone V2
Post by: YoSniper on August 09, 2010, 11:04:44 pm
Well, after taking almost two years hiatus from this game, I've decided to completely rebuild it from scratch. In doing this, I also incorporated multiplayer mechanics (just 2-player local, but better than just single player, right?)

Just so everyone knows the current status of the game, I am working on re-designing a lot of stages to create a better difficulty curve, and likely get rid of the need for the tutorial stages. Also because I have had so few ideas and input regarding survival stages and boss rounds, I think I'm just going to scrap those concepts and leave them out of the game.

However, there is also good news: I have added some new elements into the game, namely launch pads, lava, and electric fences that turn on and off. In addition, I do intend to continue with the concept of multiplayer down the road, and at some point I hope to add in some versus modes (maybe even including 4-player?)

I will leave up the link to alpha 8.1 in the meantime just so people have it as a sort of benchmark.


Alpha 8 is ready, and includes 10 single player levels as well as 4 co-op levels. Level 5 of single player is a laser survival level, and level 10 features the first boss (although the sprites are very primitive right now.)
EDIT: A couple of bugs were discovered in alpha 8, namely problems with the control scheme involving the mag boots and gravity bomb, as well as only one player dying in co-op when the timer struck zero. Said bugs have been fixed as far as I can tell.


Download alpha 8.1:http://www.mediafire.com/?e607n3rb18nnd4c

Video Preview: http://www.youtube.com/watch?v=lTjSEwYBWfY

Default controls:
Player 1
Left, Right, Up, Down: Arrow keys
Jump/Confirm: Z
Throw/Cling/Cancel: X
Crouch: C
Pause: Esc

Player 2
Left, Right, Up, Down: Numpad 4, 6, 8, and 5 respectively
Jump/Confirm: J
Throw/Cling/Cancel: K
Crouch: L
Pause: Backspace

Level Editor
When you save a level, the game will generate a file in the User Levels directory with a .dzd extension. If you wish to submit a level to me (which may end up in the final main game,) then send me the .dzd file to yosniper@gmail.com.

To import someone else's level into your library, save the .dzd file in the User Levels directory, then open up userlevels.txt and add the level name and author name to the list as per the instructions at the end of the file. Save userlevels.txt, and the next time you go to your user levels in the game, the level will be listed and you can play it.

Premise
Taxpayer dollars are no longer used to fund prisons, and as a result, the conditions in prisons have become extremely violent and savage. Convicts now have an alternative option to living out their sentence in these horrible facilities, and that is to survive the obstacles of Detonation Zone. If they win, they earn their release. If they lose, well then nobody will have to worry about feeding or tending to them again anyway.
This is the basic storyline, but honestly, I'm done trying to write a thrilling, action-packed script. I'm not a playwright or a Theater major, and I've decided to go back to a comic-book style story sequence with a fuck-ton of blanks for the player to fill in.

PROPER CREDIT GOES TO...
Tony A. Saele, Indigo, CincinnatiKid (Sprites and Backgrounds)
Roland La Goy (Sound and Music)
tealgamemaster (Voice Actor)
arcticfox, MetaKnightKirby2, Rawrzaur (Testers)
Title: Re: Detonation Zone *Work In Progress*
Post by: Indigo Blue on August 09, 2010, 11:10:56 pm
cool, i have seen the progress of this game already on your youtube account, i think is a really grat game so far, and i think is going to be really hard (at least for me, i suck at puzzles)

keep on the good work.
Title: Re: Detonation Zone *Work In Progress*
Post by: YoSniper on August 11, 2010, 04:22:58 pm
Ok, so first obstacle out of the way. The player can now rotate the chamber with the Mag Boots power-up just fine. I'll start implementing more power-ups and the first beta could be just a month away.

I finally got the spoilers and images to work, so here are some previews:

: show
(http://img517.imageshack.us/img517/9291/dz001.png)(http://img822.imageshack.us/img822/96/dz002.png)
(http://img837.imageshack.us/img837/6686/dz003.png)(http://img830.imageshack.us/img830/3261/dz004.png)
(http://img204.imageshack.us/img204/2564/dz005.png)(http://img72.imageshack.us/img72/8788/dz006.png)

Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: Indigo Blue on September 11, 2010, 09:55:56 am
its an Amazing game, and i think im going to LPit (if my computer doesnt decide to fuck everything up)
i love the puzzles in the game, the music is fantastic and i lold at charmeldancar when you beat the level xD.

but you should add some shadows of some sort, because sometimes jump its confusing because i dont really know how close or far the next platform im jumping on is

sorry for my english >.<

but overall its a grat game
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: YoSniper on September 11, 2010, 10:23:33 am
but you should add some shadows of some sort, because sometimes jump its confusing because i dont really know how close or far the next platform im jumping on is

I understand, and yes I will be adding shadows in subsequent betas. I just have so much work ahead of me that I want to make sure that all of the objects work before I worry about the shadow sprites.

ALSO TO ANYONE WHO'S INTERESTED, I NEED SPRITES FOR THE BACKBOARD IN THE CHAMBERS FOR THE FOLLOWING COLOR SCHEMES:

Metallic blue
Green house
On fire
Dark tunnel

IF YOU FEEL LIKE DRAWING SUCH A SPRITE, MAKE SURE THAT IT'S 640X640 PIXELS AND NOT JUST A BLAND COLOR LIKE MINE. THANKS TO ANYONE WHO CONTRIBUTES.
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: Storyyeller on September 11, 2010, 11:43:37 am
This looks like a potentially cool game, but why is the camera so choppy?
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: YoSniper on September 11, 2010, 11:45:22 am
This looks like a potentially cool game, but why is the camera so choppy?

I'm in the process of coding a good camera. I know the current auto camera sucks, but at present I am at a loss for a better system. I recommend just using the manual camera for now and control it with IJKL.
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: Indigo Blue on September 11, 2010, 11:58:10 am
First part of My LP of your game :p

im going to make the whole beta

http://www.youtube.com/watch?v=A6yW5HyvUag (http://www.youtube.com/watch?v=A6yW5HyvUag)

its going to be in HD like in 2 minutes or so
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: YoSniper on September 16, 2010, 03:46:59 pm
PROGRESS REPORT:

After the release of the 1st beta, I have managed to accomplish the following:

- Automatic camera that is NOT choppy. It may not necessarily be the optimal solution, but it's loads better than the beta 1 automatic camera.

- Ladder objects are now complete. The player will not travel straight through them while coming in at any particular angle (unless arcticfox1985 figures out a way.)

- Encrypted levels. The main levels in the game will be encrypted in "dzd" files (Detonation Zone Data,) which means that messing with them will pretty much destroy the game. In short, don't do that.

- There is now one tutorial level ready to go (the basics.) I just need my voice actress to provide certain sound bits to complete it. I'm hoping to include more than one tutorial in the 2nd beta, but that depends on whether or not my sprite artist can get me the plasm cloud sprite.

- A fifth track has been added to the list of possible tracks that play in the main chambers. There is also a title theme for the main menu.

SHORT TERM GOALS:
- Incorporate moving platforms and switches.
- Make episode 01 available for 2nd beta
- Create save/load files (also encrypted.)
- Create level editor so you guys can help provide puzzles at your leisure.

I hope you guys are enjoying the game so far. Beta 2 should be out by Halloween, though I would hope for a sooner release date.
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: Indigo Blue on September 16, 2010, 03:52:52 pm
PROGRESS REPORT:

After the release of the 1st beta, I have managed to accomplish the following:

- Automatic camera that is NOT choppy. It may not necessarily be the optimal solution, but it's loads better than the beta 1 automatic camera.

- Ladder objects are now complete. The player will not travel straight through them while coming in at any particular angle (unless arcticfox1985 figures out a way.)

- Encrypted levels. The main levels in the game will be encrypted in "dzd" files (Detonation Zone Data,) which means that messing with them will pretty much destroy the game. In short, don't do that.

- There is now one tutorial level ready to go (the basics.) I just need my voice actress to provide certain sound bits to complete it. I'm hoping to include more than one tutorial in the 2nd beta, but that depends on whether or not my sprite artist can get me the plasm cloud sprite.

- A fifth track has been added to the list of possible tracks that play in the main chambers. There is also a title theme for the main menu.

SHORT TERM GOALS:
- Incorporate moving platforms and switches.
- Make episode 01 available for 2nd beta
- Create save/load files (also encrypted.)
- Create level editor so you guys can help provide puzzles at your leisure.

I hope you guys are enjoying the game so far. Beta 2 should be out by Halloween, though I would hope for a sooner release date.

are you going to add a shadow sprite for the player >.<
because is REALLY confusing
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: YoSniper on September 16, 2010, 04:28:01 pm
are you going to add a shadow sprite for the player >.<
because is REALLY confusing

NO WAY!!!

Just kidding. Of course I will. That will also be in the next beta. I just forgot to list it.
Title: Re: Detonation Zone *Work In Progress* (1st beta!)
Post by: Indigo Blue on September 16, 2010, 04:45:47 pm
are you going to add a shadow sprite for the player >.<
because is REALLY confusing

NO WAY!!!

Just kidding. Of course I will. That will also be in the next beta. I just forgot to list it.

THANKS!!!

 :P
Title: Re: Detonation Zone *Work In Progress* (2nd beta!)
Post by: YoSniper on September 24, 2010, 08:48:12 pm
PROGRESS REPORT:

Reported glitches in beta 2:
Ladder warp --> If you approach a sideways-facing ladder from a certain angle, you can warp to the top or bottom
Pass through ladder --> If you are next to a sideways facing ladder, but facing frontwards or backwards (perpendicular to the ladder), then you can pass through it (usually from the right side)
Explosion during Rotation Error --> If the crystal is destroyed, as by spikes, and the chamber is rotating when the player explodes, then an error occurs.

ALL THESE GLITCHES HAVE BEEN FIXED IN THE GMK FILE SO FAR.

Additional Progress:

- Plasm Clouds working
- Nudge camera feature (With auto camera, the controls can still nudge the camera a little bit. The camera springs back when those keys are released. This will also likely replace the option of auto camera vs. manual camera.)
- Three levels of episode 2 have been created.

GOALS FOR BETA 3:
- Level editor option, to allow beta testers and other willing puzzle-makers to contribute their own levels.
- All tutorial levels available
- Episodes 0 through 2 complete

REQUESTS FOR THE FORUM:
- I need backboard sprites while my sprite artist is busy working on cutscenes. The current backboard sprites are my work and THEY SUCK. Please contribute a 640x640 square image that corresponds to one of the following color schemes:

1) Plain gray metal
2) Scabs all over (Think of it like the blood of previous players decorates the surfaces.)
3) Cold and blue (Deep blue color scheme, maybe a blue skull on a silver background?
4) Green house (Emerald-like pattern)
5) Hot foot (Fiery orange, red, and yellow blazes)
6) Dark Tunnel (Dark gray, maybe a light towards the end of the tunnel?)
7) Rubik's Cube (White face with a slightly noticeable pattern across it.)

THANKS IN ADVANCE TO ANYONE WHO CONTRIBUTES. YOU WILL BE MENTIONED.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: arcticfox1985 on October 30, 2010, 09:22:24 am
This version looks so much more polished than any of the previous ones. I'm just concerned that being able to see through some blocks may generate massive lag. It may be my computer though.

I think you should add a practice mode of some sort in future versions. I should be able to start explaining any kinks I find sometime tonight.

Good luck with (real world) work! I'll try my best to learn the level editor to supplement what time you can't dedicate to this game.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: Fred-eye-inc on October 30, 2010, 01:48:25 pm
It sounds really good and from what i've seen it looks good. My comp is broke and i can't download anything on this one so that sucks >.>

I'll grab it when i can!
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: YoSniper on October 30, 2010, 03:05:29 pm
There is at present ONE KNOWN PROBLEM WITH THE LEVEL EDITOR. You have to be careful placing your spikes, because if you try to delete an instance of spikes, then there's a chance that the game will delete two spike objects that are next to each other, but not necessarily at the same x and y.

Other than that, please feel free to try it out and report any bugs you feel are significant. I will get back to working on this game in a week or two.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: Indigo Blue on October 31, 2010, 12:26:24 pm
Making a level its kicking my ass, but i think im getting better at it
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: YoSniper on November 01, 2010, 04:24:02 pm
GOOD NEWS!

I may have a new voice actress after all. I was lucky enough to get a reply on the GMC forum.

As for further contributions, I just need the following background sprites:

"Green House" (I'm looking for a background that looks like shiny smooth green emeralds protruding in different directions.)
"Hot Foot" (Obviously based on fire. For an added challenge, try making the fire look like four different flames superimposed on each other such that no matter how the chamber is oriented, the fire looks like part of it is flickering upward.)
"Dark Tunnel" (Basically a faint white glow that becomes more blurry and obscured as it goes toward the edges of the background, which are a dark shade of gray/slate.)


A big thank-you to those who have already contributed backgrounds, namely yayyayyay09, cincinnatikid and Indigo.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: arcticfox1985 on November 01, 2010, 07:27:48 pm
http://en.wikipedia.org/wiki/Detonation_Zone (http://yosniper.wordpress.com/2010/11/01/game-3-detonation-zone/)

No one can say this game doesn't exist! It's on wikipedia!
Edit: The content was deleted for not being encyclopedic. Link redirects to the Detonation Zone post on the YoSniper Games blog.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: Storyyeller on November 01, 2010, 08:44:05 pm
Not for long.
Title: Re: Detonation Zone *Work In Progress* (3rd Alpha)
Post by: arcticfox1985 on November 02, 2010, 08:23:25 pm
yeah that's my bad. I encouraged YoSniper to make the article without realizing wikipedia is opposed to blatant advertising.

The article has been moved to here: http://yosniper.wordpress.com/2010/11/01/game-3-detonation-zone/ (http://yosniper.wordpress.com/2010/11/01/game-3-detonation-zone/)
Title: Re: Detonation Zone *Level Titles/Ideas Needed*
Post by: YoSniper on January 06, 2011, 01:10:05 pm
Bump for attention to announcement.
Title: Re: Detonation Zone *Level Titles/Ideas Needed*
Post by: tealgamemaster on January 07, 2011, 07:35:14 am
show me which levels need titles and what the titles of the other levels are (just screen shot of each level will do) and i'll come up with something interesting for you, you dont have to use it if you dont like it of course but yeah i'll try come up with some names for you :D
Title: Re: Detonation Zone *Level Titles/Ideas Needed*
Post by: YoSniper on January 07, 2011, 11:34:01 am
show me which levels need titles and what the titles of the other levels are (just screen shot of each level will do) and i'll come up with something interesting for you, you dont have to use it if you dont like it of course but yeah i'll try come up with some names for you :D

What I actually meant was that someone gives me a title and maybe a short list of details and I would in turn design a level around it and name that person as the author of the level.

For example, sicrow7 gave me the title idea "Deja Vu" and from that I'm going to make a level with a whole bunch of Crystal Disruptor power-ups, where if the player hits one, he must start all over again because the crystal warps to a spot where it cannot be reached.
Title: Re: Detonation Zone *Level Titles/Ideas Needed*
Post by: Shr1nkyd1nk on January 07, 2011, 09:55:35 pm
Well about that...

I can come up with good level names *takes out theasaurus* just send me some pics and i'll figure something out, it's just that i dont feel like beating or just playing another game now cuz im stuck with boshy, but i promise i'll play it later!

About the level designing, hmmm, well i can do some O K levels, depends how difficult you want me to make them, lets just say i'm not so creative, but i'll figure something out when i get some free time
Title: Re: Detonation Zone *ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: YoSniper on January 10, 2011, 07:31:01 pm
Message to give attention to alpha 6.1 because 6.0 had flaws.

Also, my sprite artist has told me that the cutscene went nowhere near what he was envisioning, so I will be editing that for alpha 7 when it comes around.
Title: Re: Detonation Zone *ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: Indigo Blue on January 11, 2011, 01:22:00 pm
Message to give attention to alpha 6.1 because 6.0 had flaws.

Also, my sprite artist has told me that the cutscene went nowhere near what he was envisioning, so I will be editing that for alpha 7 when it comes around.

i think i have kind of the same opinion, i think the cutscene gows too fast, and it needs more images and animation, so if you got to skype i can help you more, i can improove what i did or help you whit more parts for the cutscene.

PD: i think your problem was thta you made the cutcene go too fast, sometimes it feels like it just teleports to other locations and it feels weird XD
Title: Re: Detonation Zone *ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: Fred-eye-inc on January 11, 2011, 01:28:25 pm
"Mirror Madness" A level where your controls are reversed.

"Reactor Rewind" Start at the reactor and do the level backwards returning to the start. Controls are not reversed.

"Losing Light" The level slowly dims to a black screen after about a minute or so. The level's interior should be white for impact.

"Physics Pandemonium" Play the level with an increasing randoms set of physics. One second gravity might be so much you can't jump the next you could be zooming at the speed of light with your new found walking speeds.
Title: Re: Detonation Zone *ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: YoSniper on January 11, 2011, 02:29:15 pm
i think i have kind of the same opinion, i think the cutscene gows too fast, and it needs more images and animation, so if you got to skype i can help you more, i can improove what i did or help you whit more parts for the cutscene.

PD: i think your problem was thta you made the cutcene go too fast, sometimes it feels like it just teleports to other locations and it feels weird XD

Yes, I have an idea of how to make the cutscene better, especially given that teal's speech only gives me so much time to work with. My sprite artist suggested that I overlay certain sprites over the audience (which would be the main shot) to emulate a comic-book-like window (which you would also see in Japanese animes.)

The scene with the guards walking to the cell, and the scene with the player in the cell could be extended. The scene where the armor gets bolted onto the player is supposed to be another comic window, but I'm not entirely sure how to fit it in now.

However, I definitely want the last two shots of the cutscene to stay the way they are.

"Mirror Madness" A level where your controls are reversed.

"Reactor Rewind" Start at the reactor and do the level backwards returning to the start. Controls are not reversed.

"Losing Light" The level slowly dims to a black screen after about a minute or so. The level's interior should be white for impact.

"Physics Pandemonium" Play the level with an increasing randoms set of physics. One second gravity might be so much you can't jump the next you could be zooming at the speed of light with your new found walking speeds.

I can definitely see Mirror Madness being a level. You will need to be a little bit more specific regarding Reactor Rewind, because that could be anything. If I were to incorporate "Losing Light" or "Physics Pandemonium" into the game, even though they are great ideas, it would involve putting even more options in the level editor and the level scripts. If I get a high demand for such levels in the future, I will definitely reconsider, but at present, I think the game is complicated enough.

I greatly thank you for your input.
Title: Re: Detonation Zone *NEW POLL, ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: YoSniper on January 16, 2011, 09:19:22 pm
Everyone, please take the time to participate in the poll. Also, any other suggestions regarding game graphics are welcome.

Thanks!
Title: Re: Detonation Zone *NEW POLL, ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: Fred-eye-inc on January 17, 2011, 11:25:29 am
Spatial orientation wasn't a major problem I encountered when playing I must admit but I found myself in a couple "wtf?" situations. I voted yes for adding them back the way they were. A sperate object for the grids that you could turn on and off would be handy.
Title: Re: Detonation Zone *NEW POLL, ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: Storyyeller on January 17, 2011, 12:02:56 pm
Here's a suggestion: Why not convert it to true 3d?
Title: Re: Detonation Zone *NEW POLL, ALPHA 6.1, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: YoSniper on January 17, 2011, 12:06:15 pm
Spatial orientation wasn't a major problem I encountered when playing I must admit but I found myself in a couple "wtf?" situations. I voted yes for adding them back the way they were. A sperate object for the grids that you could turn on and off would be handy.

Good thinking. I could add that option to the next alpha.

Here's a suggestion: Why not convert it to true 3d?

I considered that. I really did. But now:

1) I've gone too far to go back now and

2) I have next to no clue of how to use the 3D environment in Game Maker. I've looked at it and it might be good for something like a Hover! remake, but not for this.
Title: Re: Detonation Zone *ALPHA 7.0, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: YoSniper on January 22, 2011, 11:36:22 am
Alpha 7.0 is ready!
Title: Re: Detonation Zone *ALPHA 7.0, LEVELS, TITLES, AND IDEAS STILL NEEDED*
Post by: Fred-eye-inc on January 22, 2011, 05:55:52 pm
Glad to see you added optional gridlines ^^
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: YoSniper on March 02, 2011, 06:02:38 pm
See the first post for:

- Deal regarding DZ levels in exchange for streams

- Responses to recent "complaints" about DZ

- Final public alpha and download

- All other details about the game.
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: pserafi on March 10, 2011, 06:29:35 pm

___________________________________________
ERROR in
action number 1
of  Step Event
for object editObjectMarker:

In script getString:
Error in code at line 187:
                     str += string(nextPoint)+string(harmful)+"
                                                        ^
at position 55: Unknown variable harmful
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: YoSniper on March 10, 2011, 09:39:20 pm

___________________________________________
ERROR in
action number 1
of  Step Event
for object editObjectMarker:

In script getString:
Error in code at line 187:
                     str += string(nextPoint)+string(harmful)+"
                                                        ^
at position 55: Unknown variable harmful


Might have been fixed in later alpha. I'll probably end up doing a final final alpha release. Just no new episodes added or anything like that.
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: pserafi on March 10, 2011, 11:54:14 pm

___________________________________________
ERROR in
action number 1
of  Step Event
for object editObjectMarker:

In script getString:
Error in code at line 187:
                     str += string(nextPoint)+string(harmful)+"
                                                        ^
at position 55: Unknown variable harmful


Might have been fixed in later alpha. I'll probably end up doing a final final alpha release. Just no new episodes added or anything like that.
if you wanna know how i did that, i changed shift to z, z to x, and x to c
i try to load a custom level and when i press z it says that, so i cant load a level
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: YoSniper on March 11, 2011, 08:56:11 am

___________________________________________
ERROR in
action number 1
of  Step Event
for object editObjectMarker:

In script getString:
Error in code at line 187:
                     str += string(nextPoint)+string(harmful)+"
                                                        ^
at position 55: Unknown variable harmful


Might have been fixed in later alpha. I'll probably end up doing a final final alpha release. Just no new episodes added or anything like that.
if you wanna know how i did that, i changed shift to z, z to x, and x to c
i try to load a custom level and when i press z it says that, so i cant load a level

I don't think it has anything to do with the controls. My guess is that the level you were trying to load had at least one plasm cloud in it. I'm pretty sure I've fixed this in the gmk so far, but I will make sure to release another version soon.
Title: Re: Detonation Zone *ALPHA 8.1, LEVELS IN EXCHANGE FOR STREAMS*
Post by: pserafi on March 11, 2011, 12:36:33 pm

___________________________________________
ERROR in
action number 1
of  Step Event
for object editObjectMarker:

In script getString:
Error in code at line 187:
                     str += string(nextPoint)+string(harmful)+"
                                                        ^
at position 55: Unknown variable harmful


Might have been fixed in later alpha. I'll probably end up doing a final final alpha release. Just no new episodes added or anything like that.
if you wanna know how i did that, i changed shift to z, z to x, and x to c
i try to load a custom level and when i press z it says that, so i cant load a level

I don't think it has anything to do with the controls. My guess is that the level you were trying to load had at least one plasm cloud in it. I'm pretty sure I've fixed this in the gmk so far, but I will make sure to release another version soon.
yep
Title: Re: Detonation Zone *ALPHA 9.0, LEVELS IN EXCHANGE FOR STREAMS*
Post by: YoSniper on March 19, 2011, 12:02:27 am
Bump for 9.0 attention.
Title: Re: Detonation Zone *ALPHA 9.1*
Post by: YoSniper on February 12, 2013, 04:03:12 pm
Well, here we go. I'm bringing back this game. See the original post for the demo. Hopefully I do things right this time.
Title: Re: Detonation Zone V2 Alpha 1
Post by: [redacted] on February 12, 2013, 05:22:16 pm
Is there no story mode anymore? I kinda loved that setting D:. The story it had was pretty simple but great.
Title: Re: Detonation Zone V2 Alpha 1
Post by: YoSniper on February 12, 2013, 05:40:23 pm
Is there no story mode anymore? I kinda loved that setting D:. The story it had was pretty simple but great.
There will be a story mode. I just need to add in the sprites and stuff for cutscenes later. It will all basically be the same game (there will be a separate story for co-op.) Just needed to start fresh and make sure all the mechanics worked correctly.
Title: Re: Detonation Zone V2 *ALPHA 3, WITH LEVEL EDITOR*
Post by: YoSniper on February 27, 2013, 10:20:12 pm
Well, it's taken a long time, but I've finally completed the LEVEL EDITOR! I welcome you all to create your own levels and submit them. They may end up in the main game!

See original post for details.
Title: Re: Detonation Zone V2 *ALPHA 3, WITH LEVEL EDITOR*
Post by: MetaKK on March 02, 2013, 04:46:25 am
You might wanna make the player invincible during the building of the level. The coordinates of every former object placed are saved, so when you try to place the Player, he dies and completly screws up the editor.

http://www.youtube.com/watch?v=g29xI8lGkKU (http://www.youtube.com/watch?v=g29xI8lGkKU)

EDIT: Also, trying to save a Level twice freezes the window and the only way to quit it is to Alt+F4 out.
Saving the level once like you're supposed to, rewrites the userlevels.txt wrong, so you get an error trying to load it.

: show

___________________________________________
ERROR in
action number 1
of  Step Event
for object world:

Error in code at line 27:
                                   userLevelName[numUserLevels] = b;
                                                 ^
at position 48: Array index >= 32000


Same thing when you try to load a previously made level in the editor.

: show

___________________________________________
ERROR in
action number 1
of  Step Event
for object world:

Error in code at line 362:
                                       userLevelName[numUserLevels] = b;
                                                     ^
at position 52: Array index >= 32000


If ignored it seems to work just fine though.

www.youtube.com/watch?v=63zgAFssjig (http://www.youtube.com/watch?v=63zgAFssjig)



Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: YoSniper on March 03, 2013, 01:47:07 pm
Thank you very much for the bug report. I will look into each of these errors and update the game soon.

EDIT: Alpha 4 now available. All of these bugs should be corrected now.
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: MetaKK on March 06, 2013, 10:07:21 pm
Okay, I probably should've mentioned some of these errors earlier, but oh well.


1. The cursor in the "Delete Object" menu doesn't move at all, also DELETE itself doesn't light up if chosen.

2. Whenever you exit out of the Editor to level and then go back to it, the "Are you sure you want to exit" message is still up, nothing major, just a little annoying. (Maybe add a "Test Level" feature, so you don't have to leave the editor everytime you want to test if your chamber works?)

3. An "Edit Object" option would be nice, also if you create a big chunk of spikes for instance, you need to find the ONE spike you originally moved there to delete it again which can be tricky, it might help to highlight it a bit.

Actually, the entire Delete function feels a bit clunky, I'm having a hard time deleting almost everything except for blocks and single spikes because I don't know which spot to target.

4. Plasm clouds are somehow automatically always as big as the room as soon as you exit the editor, the option on "Radius" is always not available, so this is likely on purpose, still.

5. It would be helpful to have the camera following the object I'm currently placing in a similar fashion as it does when you move around the player. If that's not possible, at least have it change when rotating the chamber. Editing objects on the ceiling, let alone building a decent level structure on it, is nearly impossible right now.

6. Fans seem to completly ignore the Z coordinate unless it's on 8 in which case it does react by changing it's angle and moving to 8, but no change of Z can get it back from there.

7. Kickers don't work if their direction is set on CCW and it's placed on the right, or CW on the left. While this is obviously logical, it took me some time to figure out why that damn kicker wouldn't work and I almost posted here "Kickers don't work at all", so you might wanna indicate that in some way.

8. The "Power-up Chain" Doesn't work at all. You can't change anything besides the X coordinate and you can't even cancel out with X, so you have to F2 out, leaving all your progress lost.

9. Also, sometimes when I tried to test my level, it just faded out about 5 seconds in. Since nothing else seemed to fix that, I had to restart the game. I can't seem to reproduce that error though.

10. I don't really like the whole "highlight X ... move it, highlight Y ... move it, highlight X again, ... move it, highlight Z, ... move it"-thing, buttons mapped to move the objects right away would be nice, but I guess for an Alpha it works.


Aside from that, I haven't encountered any error messages. (If you don't count the ones i got from manually deleting my level files and editing the Userlevels.txt since there is no Delete level feature yet)
____________________________________________

Hope I'm not too nitpicky.
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: YoSniper on March 07, 2013, 06:02:59 pm
Okay, I probably should've mentioned some of these errors earlier, but oh well.


1. The cursor in the "Delete Object" menu doesn't move at all, also DELETE itself doesn't light up if chosen.

2. Whenever you exit out of the Editor to level and then go back to it, the "Are you sure you want to exit" message is still up, nothing major, just a little annoying. (Maybe add a "Test Level" feature, so you don't have to leave the editor everytime you want to test if your chamber works?)

3. An "Edit Object" option would be nice, also if you create a big chunk of spikes for instance, you need to find the ONE spike you originally moved there to delete it again which can be tricky, it might help to highlight it a bit.

Actually, the entire Delete function feels a bit clunky, I'm having a hard time deleting almost everything except for blocks and single spikes because I don't know which spot to target.

4. Plasm clouds are somehow automatically always as big as the room as soon as you exit the editor, the option on "Radius" is always not available, so this is likely on purpose, still.

5. It would be helpful to have the camera following the object I'm currently placing in a similar fashion as it does when you move around the player. If that's not possible, at least have it change when rotating the chamber. Editing objects on the ceiling, let alone building a decent level structure on it, is nearly impossible right now.

6. Fans seem to completly ignore the Z coordinate unless it's on 8 in which case it does react by changing it's angle and moving to 8, but no change of Z can get it back from there.

7. Kickers don't work if their direction is set on CCW and it's placed on the right, or CW on the left. While this is obviously logical, it took me some time to figure out why that damn kicker wouldn't work and I almost posted here "Kickers don't work at all", so you might wanna indicate that in some way.

8. The "Power-up Chain" Doesn't work at all. You can't change anything besides the X coordinate and you can't even cancel out with X, so you have to F2 out, leaving all your progress lost.

9. Also, sometimes when I tried to test my level, it just faded out about 5 seconds in. Since nothing else seemed to fix that, I had to restart the game. I can't seem to reproduce that error though.

10. I don't really like the whole "highlight X ... move it, highlight Y ... move it, highlight X again, ... move it, highlight Z, ... move it"-thing, buttons mapped to move the objects right away would be nice, but I guess for an Alpha it works.


Aside from that, I haven't encountered any error messages. (If you don't count the ones i got from manually deleting my level files and editing the Userlevels.txt since there is no Delete level feature yet)
____________________________________________

Hope I'm not too nitpicky.

I will address each of these points as I am able to get to them. Regardless, I appreciate the feedback.
Bold = Need to implement

1) I have fixed the cursor and the highlighting for the Delete menu. You will see this in the next release, whenever it happens.

2) I have also made it so that when you exit the editor and come back, you will see the main editor menu and not the "Are you sure" prompt.

3) Yeah, placing the target over the right spot on the object is not really intuitive just yet. The origins on the objects are usually the front, top, leftmost corner of the object, unless the chamber is oriented at a different angle than when you start, or the object itself is oriented at a different angle. I'm thinking of putting a black or red dot on the origin point of each object so you can locate it with your cursor when trying to delete an object.

The Edit Object option is a good idea, and I will likely put that in at some point. However, selecting the object to edit will have to use the same process as when you're trying to delete an object.

4) Had a problem factor of 32 in there. Whoops. Should be fixed next release.

5) Yeah, I had a feeling having the P2 directional controls for the camera wouldn't work out in the long run. I'll try implementing this for the next version. Great idea!

6) Thanks for catching that. Added some code to tie the fan's z coordinate with that of the editor.

7) I have not idiot-proofed the editor, nor do I really intend to for the most part. Ensuring that reactors, kickers, flippers, fans and switches are always on surfaces and not floating in mid-air seems like an awful lot of work at the moment. If I do implement safeguards to prevent things like wrong-side kickers or floating triggers, it's not going to be for another couple of alphas.

8) Had a bit of an if-else mix-up there. Again, should be fixed in the next alpha.

9) That fade-out was also reported by my sprite-artist. It happens when you fail Killer Crystal due to the Crystal Bomb going off. I failed to reset certain variables, so the game would fade out of any chamber  thereafter until you restarted the game. I have already fixed that for the next release.

10) This system I want to keep right now because I want to adapt it to a controller kind of style. In the original Detonation Zone, the level editor was extremely complicated, where almost every key on the keyboard was mapped to a different function, such as selecting an object, rotating it, deleting it, and so on. While the current system is tedious, I want to keep it because on the off chance that this game actually gets ported somewhere, there will be no complications mapping buttons to functions.

Thanks again for the feedback! I'll see how soon I can get the next release out. Hopefully all of the bugs will be gone then and I can finally release a tutorial video on how to use the editor without cocking everything up.
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: MetaKK on March 09, 2013, 01:39:24 pm
7) I have not idiot-proofed the editor, nor do I really intend to for the most part.

Excuse me?

: show

This one works,
(http://s14.directupload.net/images/130309/temp/8wdrqxyk.png)

: show

This one doesn't, go figure.
(http://s1.directupload.net/images/130309/temp/agraov8j.png)


Random objects floating in the air are obvious mistakes, but things not working because of one simple setting in the object options not so much.

10) This system I want to keep right now because I want to adapt it to a controller kind of style. In the original Detonation Zone, the level editor was extremely complicated, where almost every key on the keyboard was mapped to a different function, such as selecting an object, rotating it, deleting it, and so on. While the current system is tedious, I want to keep it because on the off chance that this game actually gets ported somewhere, there will be no complications mapping buttons to functions.
It would still be nice to have the option, but i guess this statement is final. Alright then.
_______________

Looking forward to public Alpha 5!
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: YoSniper on March 10, 2013, 10:50:58 am

Excuse me?

: show

This one works,
(http://s14.directupload.net/images/130309/temp/8wdrqxyk.png)

: show

This one doesn't, go figure.
(http://s1.directupload.net/images/130309/temp/agraov8j.png)


Random objects floating in the air are obvious mistakes, but things not working because of one simple setting in the object options not so much.
Fair enough. This was brought up in Rawrzaur's stream as well. I do plan on adding additional visual aids such as arrows to indicate which face of a 2-dimensional object should be facing outward. For the reactor, this is obvious, but for objects like fans, kickers, flippers, and floor switches, it is not.

Somewhere down the line, once I have established enough of a stable foundation, I will work on "idiot-proofing" the editor so kickers cannot go wrong face in, objects aren't floating out in space, and players and crystals don't spawn inside of blocks or spikes. But that will be a way down the road.

It would still be nice to have the option, but i guess this statement is final. Alright then.
Well, just think about it. If you were using a controller instead of a keyboard, wouldn't the current setup make more sense?
But I'm also taking into account the fact that most objects in the game rely on more than just x, y, and z coordinates. Some need a relative angle to the chamber, others need speeds and delay times, and so on. I don't want to go back to having a different key mapped to each function because I did that in version 1, and it required a lengthy manual (and we all know how everyone loves to read manuals :-P)

I'm not ignoring you, or degrading you. These are just the reasons I have for creating the new and current system.

I have my work cut out for me for alpha 5 (including making a few more levels,) but it'll be out soon enough. I really do appreciate your feedback, and I'm glad you are helping me to improve this game.
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: MetaKK on March 11, 2013, 09:59:44 am
Played around for a bit with the Alpha 4.5 you posted in Rawrzaur's stream.

I don't know exactly what caused this problem, but there's something wrong with the spikes if you place them in a 270° angle on a wall and die to them. After dying and trying to test it again it transforms into a big pool of spikes that doesn't interact with the player at all and causes horrible lag. Also the Spike Object itself doesn't seem to be editable anymore.

Video showcase: http://www.youtube.com/watch?v=QDtjSYuG__o

Whether or not the conditions for saving a level are met doesn't seem to matter. Also this only occurred in the "Test Level" feature, saving and loading it from the User Levels menu like you normally would doesn't affect the spikes at all.
________________________

(Though this is probably already fixed and it's my own fault for using and unfinished Alpha, but I guess it can't hurt to report it anyway.)
Title: Re: Detonation Zone V2 *ALPHA 4, WITH LEVEL EDITOR*
Post by: YoSniper on March 11, 2013, 10:46:46 am
Played around for a bit with the Alpha 4.5 you posted in Rawrzaur's stream.

I don't know exactly what caused this problem, but there's something wrong with the spikes if you place them in a 270° angle on a wall and die to them. After dying and trying to test it again it transforms into a big pool of spikes that doesn't interact with the player at all and causes horrible lag. Also the Spike Object itself doesn't seem to be editable anymore.

Video showcase: http://www.youtube.com/watch?v=QDtjSYuG__o

Whether or not the conditions for saving a level are met doesn't seem to matter. Also this only occurred in the "Test Level" feature, saving and loading it from the User Levels menu like you normally would doesn't affect the spikes at all.
________________________

(Though this is probably already fixed and it's my own fault for using and unfinished Alpha, but I guess it can't hurt to report it anyway.)

Thank you for finding this, and your timing couldn't have been better. I was just about to release alpha 5. I found what was causing the trouble and the issue appears to be rectified for alpha 5, along with every other bug that was reported during the stream.

I am a little concerned about the lag issue, which appears to be resurfacing despite the revamped drawing plan. Spikes are particularly a culprit because I have to layer them behind each other so that depth perception issues don't arise. However, I think I can circumvent the same kinds of issues with blocks if I take out the transparency thing I have going now.

Would you be opposed to having blocks be completely opaque all the time? The player's and crystal's shadows should pinpoint their locations and depths fairly well.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 11, 2013, 07:56:49 pm
Some bugs i came across:

1. I have no idea why, but sometimes when the player dies (tested with plasm clouds and spikes) it doesn't fade out even after the timer reaches 0 so i had to F2 out several times. This seems to happen completly at random, sometimes it works, sometimes it doesn't.

2. The "Edit Object" feature doesn't seem to work a lot of times even though the crosshair is placed correctly, deleting on the other hand works just fine. (I had this issue mainly with blocks)

Also, The targeting system needs to be improved. It's already kind of difficult to find the correct depth, so targeting a little black dot doesn't help much.

3. The radius on plasm clouds is still not editable, I'm just going to guess it's a severe coding error that takes a lot of time.

However, I think I can circumvent the same kinds of issues with blocks if I take out the transparency thing I have going now.

Would you be opposed to having blocks be completely opaque all the time? The player's and crystal's shadows should pinpoint their locations and depths fairly well.

Well the problem with that would be that level structures like this:

: show

(http://s7.directupload.net/images/130312/jvf9vlts.png)


Wouldn't be possible anymore because they're unplayable (Yay for not seeing the player).
On the other hand, this is just a guess but, i think it's the drawing of the sprites with the transparency that's causing problems like this in the editor

: show

(http://s14.directupload.net/images/130312/rtenlkdw.png) (The spikes are actually behind the blocks)


So my best guess would be to have transparency work similarly to the old Alpha 9.1, only around the player, rather than taking it out completly. It's an important gameplay element after all.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 12, 2013, 04:41:25 pm
Some bugs i came across:

1. I have no idea why, but sometimes when the player dies (tested with plasm clouds and spikes) it doesn't fade out even after the timer reaches 0 so i had to F2 out several times. This seems to happen completly at random, sometimes it works, sometimes it doesn't.

2. The "Edit Object" feature doesn't seem to work a lot of times even though the crosshair is placed correctly, deleting on the other hand works just fine. (I had this issue mainly with blocks)

Also, The targeting system needs to be improved. It's already kind of difficult to find the correct depth, so targeting a little black dot doesn't help much.

3. The radius on plasm clouds is still not editable, I'm just going to guess it's a severe coding error that takes a lot of time.

So, I think I've been able to identify the root cause of all 3 issues reported here. I will spend the next day or so developing a method to improve the targeting system so that you don't have to locate a black dot in space.

As for the transparency issue, I think what I'm going to do is make the entire block partially transparent if one or more players are directly behind it (which is more complicated than you might think, given that blocks are layered along the z axis in order to improve depth perception.) I can't do the transparent window around the player because unlike v1, a single block object can be any size, pretty much. This way, I reduce the number of objects present in a chamber.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 12, 2013, 09:47:42 pm
I can't do the transparent window around the player because unlike v1, a single block object can be any size, pretty much. This way, I reduce the number of objects present in a chamber.

Yeah, I already kind of figured something like that would be the case, I have no idea of programming.
_________________

I got an error trying to place down a flipper.

: show

___________________________________________
ERROR in
action number 1
of Draw Event
for object world:

In script drawHologram:
Error in code at line 47:
                     getRelativeCoordinate(x, y, chamber.angle, 1) - z*camera.vert/30, b.xsc, 1, b.angle, make_color_rgb(0, 96, 0), 0.5);
                                                                                                                   ^
at position 114: Unknown variable xsc


The room looked like this if that helps any, I may have just placed it inside the block or something.

: show

(http://s14.directupload.net/images/130313/4lgorpcj.png)
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 13, 2013, 10:44:48 am
I got an error trying to place down a flipper.
: show

___________________________________________
ERROR in
action number 1
of Draw Event
for object world:

In script drawHologram:
Error in code at line 47:
                     getRelativeCoordinate(x, y, chamber.angle, 1) - z*camera.vert/30, b.xsc, 1, b.angle, make_color_rgb(0, 96, 0), 0.5);
                                                                                                                   ^
at position 114: Unknown variable xsc
Thanks for finding this. I found the cause of the error right away and corrected it. I also found a few more bugs on my own that I managed to correct (like a floating crystal if you die and you had the crystal magnet power-up.)

Also, you appear to be right about transparency in the blocks and spikes causing much of the lag. I took out the transparency for the spikes alone, and the induced lag was significantly reduced (the game ran at 25 fps instead of 17 for a particular level.)

I know you mentioned that certain configurations of a level would be made much more difficult if I took out the transparency in the blocks as well, however I feel that down the line I might just do that anyway, and consciously design levels so that the player is visible for the majority of the level. In the original Blast Chamber, I definitely recall levels where certain objects like switches were completely concealed because no blocks were ever transparent.

It's still really early in the game right now, but that's what I'm thinking for the long term.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 13, 2013, 11:29:01 am
(...) and consciously design levels so that the player is visible for the majority of the level.

The thing about level editors is that the line between making absolutely sure nothing will ever go wrong in the editor and robbing the aspiring level creator of the possibilites to implement his creativity exactly as he wants is extremely thin.

By that you pretty much force a whole lot of possible levels out, and thus probably a fair amount of level makers.

From what I got so far the only real issue is lag, but other than the one bug with the spike pool which is fixed by now, I haven't experienced any at all. The only halfway decent solution I see is making the transparency an option that can be toggled off if needed.

On the other hand that would mean that you can't take any levels that rely on transparency into the full game because players that have it toggled off wouldn't be able to finish them. A whole other story would be to have 2 level packs, one with transparency, one without.

But all of these things would probably bring more lag with them than they are actually supposed to prevent. I just wanted to throw some ideas in on the off chance that maybe one of them is actually possible.
_______________________________

I'm a big fan of level editors but more often than not you're way too limited in them (you can look at Super Smash Bros. Brawl for an example of this). If nothing else helps, I guess the only real possibility is to take the transparency out like you said, and an unplayable game isn't of use for anybody, but i don't know I just really like it.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 13, 2013, 02:38:50 pm
Yeah, making the blocks fully opaque definitely did the trick. Levels are now running between 27 and 30 fps now.

I know I'm probably going to get some dick levels down the road where people either put a block at the very front that completely conceals the player, or has a bunch of concealed objects, but I feel that this is the right move. I'm now looking at the new selection process for editing/deleting objects in the editor. Should be ready by the end of the week.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 18, 2013, 11:53:42 pm
So I've searched around for a bit and it seems like there is no way to turn spikes in an angle towards the camera (Like the fan does if you put it all the way to the back, right on top of the wall, I don't really know how to describe it). Adding that for future releases would be nice.

EDIT: I got the same error i got earlier with the flipper, but this time with a reactor.

: show

ERROR in
action number 1
of Draw Event
for object world:

In script drawHologram:
Error in code at line 67:
                                   getRelativeCoordinate(x, y, chamber.angle, 1) - z*camera.vert/30, 1, ysc, angle, c_white, 0.5);
                                                                                                        ^
at position 103: Unknown variable ysc

I'm just gonna assume it has the same cause and is therefore fixed already, but again, it can't hurt to report it.

Hopefully the next version won't crash every 2 seconds. I have some nice ideas for levels, but if you're almost done, just need to save and something like this happens - It's more than aggravating i can tell you that much
_______________

Looking forward to Alpha 6 and an improved Level Editor!
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 19, 2013, 09:04:56 am
By "crash every two seconds," are you referring to the errors that keep popping up? Or does the game literally stall and crash? I'm really hoping it's the former.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 19, 2013, 11:11:53 am
Nah i was just exaggerating a bit. I meant the errors by that and they're not really that common, but always seem to pop up as soon as i think "So, I've tested out everything and avoided every bug i know of. Now let's test th- ... " *crash*.

Can you already provide a date for the next release? Don't wanna rush you or anything, take your time, I'm just asking.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 19, 2013, 11:56:14 am
Nah i was just exaggerating a bit. I meant the errors by that and they're not really that common, but always seem to pop up as soon as i think "So, I've tested out everything and avoided every bug i know of. Now let's test th- ... " *crash*.

Can you already provide a date for the next release? Don't wanna rush you or anything, take your time, I'm just asking.

I don't have a date set just yet. Basically, I want to make some headway on either a boss/survival level or a cutscene before I release the next alpha. I've gotten started on some cutscene details, although it's really rough because I'm drawing these myself for the time being.

Feel free to pitch ideas for a boss/survival segment as well (and I'm talking to the entire community, of course.) I have some ideas, but no idea what to draw for them, and I fear my own lack of artistic skills.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: MetaKK on March 20, 2013, 09:54:28 am
First of all I just wanna say that it's really a shame that seemingly nobody cares about this game. Fun and innovative puzzle game concepts are so rare these days, and when finally a really good one rolls around, everyone ignores it. A simple opinion is all you need to express people! At least try it out...
_____________________________

As for the boss ideas I have a few questions:

- The timer is always present in the levels and therefore is probably an important part in the game engine, so are we (Again, people, say something! Such an opportunity doesn't come every day D:) limited with the ideas on an endurance boss or is it possible to provide some ideas that ignore the time?

- Are the plotline and the cutscenes fully planned out already or can we suggest some of these as well? (A certain boss needs a fitting introduction, I have some ideas for that but the concept isn't finished yet so before i work on it any further I just wanna make you sure you even accept them)
_____________________________

Sadly I can't help you out with the artwork as I'm probably worse at drawing than you are. (No offense though, I really love the simple design of Zoop/Brisulph in your fangames!)

Hopefully you'll find someone for that.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: YoSniper on March 20, 2013, 10:58:35 am
- The timer is always present in the levels and therefore is probably an important part in the game engine, so are we (Again, people, say something! Such an opportunity doesn't come every day D:) limited with the ideas on an endurance boss or is it possible to provide some ideas that ignore the time?
  • Not that a time limit for a non-endurance boss wouldn't be possible, quite the opposite actually, but whether or not there's a time limit greatly influences the pattern the boss has to have in order for it to be beatable.
The timer will always be present in strictly puzzle levels and user-generated levels. It does not necessarily need to be present for boss levels, so boss ideas are not limited to simply endurance. I could take the timer out for those levels if the idea for the boss would require it.

Current ideas I have for boss/survival stages include:
- A Thwomp-like boss that scouts back and forth and tries to crush the player. For this, I was considering having the player collect Crystal Bomb power-ups and then deposit the crystal into the boss before it explodes in order to do damage (3 or so hits would do it.)
- A survival segment where electric streams generate at the back of the level and move forward. The player would have to rotate the chamber to find the right area to stand in order to avoid all of the streams.
- A robot boss at the back fires homing missiles, and the player must use the missiles to destroy power cores that provide power to the boss within a limited amount of time.

- Are the plotline and the cutscenes fully planned out already or can we suggest some of these as well? (A certain boss needs a fitting introduction, I have some ideas for that but the concept isn't finished yet so before i work on it any further I just wanna make you sure you even accept them)

Bits and pieces are set in my mind, but very little has been put into the game yet. Right now, I have the introductory story written out (the one that plays when the game starts up,) and at least one midway cutscene.

The storyboard for the intro cutscene is as follows:
: show

Image 1: Tank in foreground and silhouettes of airplanes in the sky (war zone)
The year is 2120. War and corruption are endless, and with all of the recent military upgrades, worse than ever.

Image 2: Bus exploding on a city intersection
Terrorism continues to creep up all over the world, more commonly now within our own borders.

Image 3: Chamber being constructed as military personnel oversee the project
To counteract the domestic threat, the government has come up with a new way to make an example of the terrorists and combat the threat.

Image 4: Convict running through a chamber, fear in his eyes
Terrorists are made to fight for their lives while a live audience watches on, eagerly awaiting the explosion. The only thing driving the convicts to succeed is the faint glimmer of hope that they can earn their release by overcoming the obstacles.

Image 5: Explosion in chamber in background, camera zooms out to cheering crowd in foreground
But every time that bomb goes off, justice is served.... or so I once thought.

Image 6: Silhouetted government onlookers behind glass in surveillance room
Little do these people in the audience know how corrupt their own government has become, and what they will do to silence those who oppose them.

Image 7: Poorly-lit shot of player in cell. Eyes open
I know, because I'm the next contestant...
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: [redacted] on April 13, 2013, 05:18:11 pm
: show

Image 1: Tank in foreground and silhouettes of airplanes in the sky (war zone)
The year is 2120. War and corruption are endless, and with all of the recent military upgrades, worse than ever.

Image 2: Bus exploding on a city intersection
Terrorism continues to creep up all over the world, more commonly now within our own borders.

Image 3: Chamber being constructed as military personnel oversee the project
To counteract the domestic threat, the government has come up with a new way to make an example of the terrorists and combat the threat.

Image 4: Convict running through a chamber, fear in his eyes
Terrorists are made to fight for their lives while a live audience watches on, eagerly awaiting the explosion. The only thing driving the convicts to succeed is the faint glimmer of hope that they can earn their release by overcoming the obstacles.

Image 5: Explosion in chamber in background, camera zooms out to cheering crowd in foreground
But every time that bomb goes off, justice is served.... or so I once thought.

Image 6: Silhouetted government onlookers behind glass in surveillance room
Little do these people in the audience know how corrupt their own government has become, and what they will do to silence those who oppose them.

Image 7: Poorly-lit shot of player in cell. Eyes open
I know, because I'm the next contestant...


10/10 Storyline.
Title: Re: Detonation Zone V2 *ALPHA 5, WITH LEVEL EDITOR*
Post by: Sephalos on May 18, 2013, 03:01:22 am
This game really reminds me of The Blast Chamber, a old classic for the playstation. Really cool.
Title: Re: Detonation Zone V2 *ALPHA 6 [PRIVATE]*
Post by: YoSniper on June 08, 2013, 09:45:01 pm
Alpha 6 is ready, but private. I'd like to limit the number of people who can see future alphas, so if you're interested in testing and being a part of the team, PM me.
Title: Re: Detonation Zone V2 *ALPHA 6 [PRIVATE]*
Post by: YoSniper on June 25, 2013, 11:50:22 am
For those interested in the furthering of this game, I've been given some advice from my sprite artist that I feel I should relay to you and spark a discussion.

I know that the introductory cutscene in alpha 6 is cheesy. The graphics are poor, and the narration is definitely sub-par. And given the current trends, I don't see any improvement on cutscenes in the future.

My sprite artist recommends that I take out the cutscenes altogether and replace them with different gimmicks so the player can put the pieces of the story together in their own mind if they so choose to. Such new gimmicks would include digital billboards in the background that change depending on the situation or the stage.

I want your input on this because I don't want to slave away at drawing graphics if the end result is not going to bring the hits.
Title: Re: Detonation Zone V2 *ALPHA 6 [PRIVATE]*
Post by: [redacted] on June 25, 2013, 02:36:40 pm
For those interested in the furthering of this game, I've been given some advice from my sprite artist that I feel I should relay to you and spark a discussion.

I know that the introductory cutscene in alpha 6 is cheesy. The graphics are poor, and the narration is definitely sub-par. And given the current trends, I don't see any improvement on cutscenes in the future.

My sprite artist recommends that I take out the cutscenes altogether and replace them with different gimmicks so the player can put the pieces of the story together in their own mind if they so choose to. Such new gimmicks would include digital billboards in the background that change depending on the situation or the stage.

I want your input on this because I don't want to slave away at drawing graphics if the end result is not going to bring the hits.
I think I rather take the cutscenes. I don't see any point in taking them out, they really appeal to me.
Title: Re: Detonation Zone V2 *SEEKING BOSS/SURVIVAL INPUT*
Post by: YoSniper on July 05, 2013, 04:58:57 pm
Currently seeking boss/survival ideas. The floor is open.

And sorry, Starz0r, the cutscene thing is just too much work and the majority of feedback is telling me they're not worth the effort. The storyline is too deep, and it would be much easier to have a loose framework for the story and have the user fill in the blanks.
Title: Re: Detonation Zone V2 *SEEKING BOSS/SURVIVAL INPUT*
Post by: [redacted] on July 05, 2013, 06:54:46 pm
I like the idea of a core in the middle of the room while it beams electricity at you.
Title: Re: Detonation Zone V2 *ALPHA 8*
Post by: YoSniper on November 06, 2013, 12:28:08 pm
After a long debate with myself, I figured I should post an update to this game here, no matter how little feedback I get for it.

For those of you who follow the game closely, I thank you for your patience and input.
Title: Re: Detonation Zone V2 *ALPHA 8*
Post by: patrickgh on November 07, 2013, 07:02:31 pm
Take all this with a grain of salt because I'm nowhere near an expert on game design. I'm probably wrong about some things.

I finally decided to try this game out after seeing it now and then, and it was more fun than I expected. I feel like levels 7 and 9 captured the spirit of the game. They were a nice mix of challenging platforming / dodging and figuring out what to do. Plus the room flipper kicker things felt integrated rather than thrown on at the end. I feel the same way about levels 1-3, they're good introductory levels.

I really liked the boss design. And the difficulty was pretty balanced. It felt natural figuring out how to damage it, but it took me too long to figure out that I needed to hurt it on all sides twice. I think there should be more feedback when its side gets damaged and destroyed, both visually and audibly.

I feel that most of the powerups are extraneous to exploring the core ideas of the game. I guess the main idea is the room-flipping mechanic, and its sub-ideas are solving puzzles with it and doing platforming / challenges with it, and another general idea of doing all this under time pressure / figuring out how to do it quickly / being skilled enough to do it quickly. If some part of the game doesn't explore these ideas, I don't think it should be in the game, since it makes it feel clunky and overly complicated. Ideally each mechanic should integrate with multiple or all aspects of the game. I think that lot of them wouldn't provide many interesting puzzles or challenges later on, and therefore would feel "gimmicky." Then again, I've only played the tutorial levels for each of them, so it's possible that they would work well with other mechanics in later levels.

Here's a somewhat relevant talk by Jon Blow (creator of Braid, The Witness) called Truth in Game Design. It's the typical super-high-level philosophical (pretentious?) Jon Blow talk, but I found it very interesting. http://www.gdcvault.com/play/1014982/Truth-in-Game (http://www.gdcvault.com/play/1014982/Truth-in-Game)

On a similar note, I personally would prefer it if there were no "tutorials" and instead new mechanics / powerups were introduced gradually throughout the campaign. I'm immediately thinking of Portal. In Portal, 80% of the game is a tutorial, but it doesn't feel like a chore like traditional tutorials do. You're solving puzzles, teaching yourself things, learning as you go.

Ok, enough with game design stuff I guess. I'm very impressed that you made the pseudo-3D graphics in Game Maker. I assume it's super complicated.

Also some thoughts on things. I really love participating in game jams because it's fun, you're with others, and you get to give and receive friendly feedback from your peers. Ludum Dare (http://www.ludumdare.com/compo/about-ludum-dare/ (http://www.ludumdare.com/compo/about-ludum-dare/)) is a huge one that I love, and since coming to college I've been part of a video game development club and talking to friends there about game design, programming, art, etc. has been really really great. Also I don't know anything about GMC Jams other than that they exist, so maybe you'd like those. Point is there are better places for feedback than here I guess. And also do game jams. I know nothing about you or how you feel about this project, but I have felt and have seen others feel really bogged down working on a project over multiple years, and it seems more detrimental to unhappily trudge through and finish the project than to just call it done and move on to other better things. Game jams are also a great way to take a break from a huge project.

Sorry these thoughts are so disorganized
Title: Re: Detonation Zone V2 *ALPHA 8*
Post by: YoSniper on November 07, 2013, 07:50:44 pm
Take all this with a grain of salt because I'm nowhere near an expert on game design. I'm probably wrong about some things.

I finally decided to try this game out after seeing it now and then, and it was more fun than I expected. I feel like levels 7 and 9 captured the spirit of the game. They were a nice mix of challenging platforming / dodging and figuring out what to do. Plus the room flipper kicker things felt integrated rather than thrown on at the end. I feel the same way about levels 1-3, they're good introductory levels.

I really liked the boss design. And the difficulty was pretty balanced. It felt natural figuring out how to damage it, but it took me too long to figure out that I needed to hurt it on all sides twice. I think there should be more feedback when its side gets damaged and destroyed, both visually and audibly.

I feel that most of the powerups are extraneous to exploring the core ideas of the game. I guess the main idea is the room-flipping mechanic, and its sub-ideas are solving puzzles with it and doing platforming / challenges with it, and another general idea of doing all this under time pressure / figuring out how to do it quickly / being skilled enough to do it quickly. If some part of the game doesn't explore these ideas, I don't think it should be in the game, since it makes it feel clunky and overly complicated. Ideally each mechanic should integrate with multiple or all aspects of the game. I think that lot of them wouldn't provide many interesting puzzles or challenges later on, and therefore would feel "gimmicky." Then again, I've only played the tutorial levels for each of them, so it's possible that they would work well with other mechanics in later levels.

Here's a somewhat relevant talk by Jon Blow (creator of Braid, The Witness) called Truth in Game Design. It's the typical super-high-level philosophical (pretentious?) Jon Blow talk, but I found it very interesting. http://www.gdcvault.com/play/1014982/Truth-in-Game (http://www.gdcvault.com/play/1014982/Truth-in-Game)

On a similar note, I personally would prefer it if there were no "tutorials" and instead new mechanics / powerups were introduced gradually throughout the campaign. I'm immediately thinking of Portal. In Portal, 80% of the game is a tutorial, but it doesn't feel like a chore like traditional tutorials do. You're solving puzzles, teaching yourself things, learning as you go.

Ok, enough with game design stuff I guess. I'm very impressed that you made the pseudo-3D graphics in Game Maker. I assume it's super complicated.

Also some thoughts on things. I really love participating in game jams because it's fun, you're with others, and you get to give and receive friendly feedback from your peers. Ludum Dare (http://www.ludumdare.com/compo/about-ludum-dare/ (http://www.ludumdare.com/compo/about-ludum-dare/)) is a huge one that I love, and since coming to college I've been part of a video game development club and talking to friends there about game design, programming, art, etc. has been really really great. Also I don't know anything about GMC Jams other than that they exist, so maybe you'd like those. Point is there are better places for feedback than here I guess. And also do game jams. I know nothing about you or how you feel about this project, but I have felt and have seen others feel really bogged down working on a project over multiple years, and it seems more detrimental to unhappily trudge through and finish the project than to just call it done and move on to other better things. Game jams are also a great way to take a break from a huge project.

Sorry these thoughts are so disorganized
I really appreciate that you took the time to try the game out, and I agree with most of your points.

I could conceivably make the tutorial chambers into their own levels in some regard, although that will likely increase the overall number of levels both in the single-player and co-op campaigns (I would have to figure out how to do that on the co-op side as well.) I'll admit I'm running low on level ideas, and I have very few boss ideas, so that work is a slog right now.

I'm also planning on adding a few more elements to the chambers overall, such as launchpads, lava, and electric fences. I have next to no artistic ability so I have to rely on others for sprites for the most part, and pretty much anyone who is willing to draw for me without getting paid a fortune up front is busy with other stuff a lot of the time.)

Hopefully things will start coming together in due time, though. I'm not a big forum guy, and I don't know how well I would fit in with the Jams you mentioned. I typically don't like signing up for new forums.

Again, thanks for your feedback, and I am hopeful others will do the same. I'm always open to new ideas.
Title: Re: Detonation Zone V2 *ALPHA 8*
Post by: patrickgh on November 08, 2013, 01:55:37 am
I really appreciate that you took the time to try the game out, and I agree with most of your points.

I could conceivably make the tutorial chambers into their own levels in some regard, although that will likely increase the overall number of levels both in the single-player and co-op campaigns (I would have to figure out how to do that on the co-op side as well.) I'll admit I'm running low on level ideas, and I have very few boss ideas, so that work is a slog right now.

I'm also planning on adding a few more elements to the chambers overall, such as launchpads, lava, and electric fences. I have next to no artistic ability so I have to rely on others for sprites for the most part, and pretty much anyone who is willing to draw for me without getting paid a fortune up front is busy with other stuff a lot of the time.)

Hopefully things will start coming together in due time, though. I'm not a big forum guy, and I don't know how well I would fit in with the Jams you mentioned. I typically don't like signing up for new forums.

Again, thanks for your feedback, and I am hopeful others will do the same. I'm always open to new ideas.

Yeah no problem, I enjoyed playing DZ.

As for future levels, I think what I was trying to say was that I think you should try to do unique and interesting things with the mechanics the game already has rather than adding new mechanics just to add to the level count. Level design is arguably the most important part of this kind of game. You said you're running low on ideas, which sucks, I know that feeling. To find inspiration for level design I ask a lot of "what if...?" "I know it's absolutely ridiculous, but what if...?" kind of questions, then sketch out levels based on those ideas, play around with them, see what works and what doesn't, and adapt them from there. Some ideas will stick, others won't, and others might make you ask other what if questions. I find this method a lot of fun.

Another way to think about level design is discussed in that talk I linked. Think of design not as inventing something new, but uncovering truths that already existed in the universe. Game design is asking the universe a series of questions, and curating the results such that they form a cohesive product. As an example, I really fucking love The Impossible Game's level design. For one, the game as a whole has good design (at least in my opinion), but two, I feel the level design explores every single possible combination of the level elements. All the block formations, spike formations, patterns, and everything like that feels fully explored. And in addition, Level 2 (gravity flipped) and Level 3 (disappearing blocks) feel like the 2 most important "gimmicks" to explore. I've probably grown to appreciate this since I've sunk so many hours into the game, but watching a video of all the levels should give a pretty good idea. The universe is SO SIMPLE and has SO FEW ELEMENTS, but the level design makes every section of every level feel unique and deserving of its existence in the game. I also find this way of thinking of level design to be fun. (Maybe I just find level design fun? not all the time anyways) Link: http://www.youtube.com/watch?v=vW8nXTzroos (http://www.youtube.com/watch?v=vW8nXTzroos)

I felt that interesting platforming both involving and not involving spikes was unexplored. I can think of a ton of tiny situations like jumping around a pillar on a narrow walkway, jumping diagonally over a pit, utilizing walking on the sides of spikes, landing between rows of spikes, avoiding jumping into ceiling spikes, etc.  I think I just love intricate jumping sections of games, haha.

As for other communities, I'm not a big forum guy myself at all, but recently I've found a lot of IRL people also interested in games and game development to talk to, and I feel like that's been really beneficial. It sucks to develop games proverbially in your mom's basement. Plus game jams are a great way to toy around with stuff and try out skills you don't normally use, as well as hone existing skills. I highly recommend Ludum Dare, there's a lot of people (on average 1400 every jam recently) and they give very positive and useful feedback, both in comments on your games and in their IRC.

Wow, wall of text v2. Wasn't really expecting that.
Title: Re: Detonation Zone V2 *ALPHA 8*
Post by: YoSniper on November 10, 2013, 02:22:15 pm
Just updated to alpha 8.1 for a couple of bug fixes. Haven't done anything with the tutorials or jams yet, but am still keeping that in mind.
Title: Re: Detonation Zone V2
Post by: YoSniper on December 31, 2013, 05:49:18 pm
Just updated the OP for people who are following this topic. Bosses and survival levels will be scrapped, but more elements will be added to make for a steadier, more interesting game.

Future plans also include more co-op levels and versus mode.

I have a potential candidate for drawing up comic-book style cutscenes in return for helping him out with his game, so hopefully this coming year we can make at least some progress on that front.
Title: Re: Detonation Zone V2
Post by: arcticfox1985 on January 29, 2014, 04:58:19 pm
Is it Brett Donnelly? cuz that would be freakin awesome. I haven't seen much of v2, but would it be possible to design the level editor sorta like the Neditor from N1.4/Reality? That was one of the most user-friendly editors ever, not to mention you could edit the level code to make objects do weird things (okay that's probably not a good thing). The N 2.0 editor is too clunky and your original DZ editor wasn't-----actually it was pretty good. It got done what needed to be done if you had an idea of what to do beforehand.

winners don't die
Title: Re: Detonation Zone V2
Post by: YoSniper on January 29, 2014, 06:46:08 pm
Is it Brett Donnelly? cuz that would be freakin awesome. I haven't seen much of v2, but would it be possible to design the level editor sorta like the Neditor from N1.4/Reality? That was one of the most user-friendly editors ever, not to mention you could edit the level code to make objects do weird things (okay that's probably not a good thing). The N 2.0 editor is too clunky and your original DZ editor wasn't-----actually it was pretty good. It got done what needed to be done if you had an idea of what to do beforehand.

winners don't die
No, it's not Brett Donnelly. That would have been too good to be true.

I'm surprised that you found the DZv1 editor user-friendly at all. It had to come with a manual, and I practically exhausted every key on the keyboard for the most ridiculous functions. Frankly, I'd be amazed if anyone else prefers the old editor over the current one.

One of the main reasons why I had to practically start over from scratch is that I needed a lot more modularity in the game as a whole, and I didn't have the flexibility to even have a second player. Starting over has really given me the opportunity to simplify everything, and even now I have to be conscious of potential lag issues...