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Hack and slash platformer game and tutorial in development

A topic by Tadgames created Aug 17, 2022 Views: 2,032 Replies: 36
Viewing posts 1 to 33
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The game will feature various enemies, some that fight back some that don't.
The goal will be to simply find and defeat all the enemies scattered throughout 4 sections of forest.
In the forest there will be a girl who will dance for you if you defeat all the enemies.
This game will be part of the first tabageos video tutorial series, which will go over the making of this game from start to finish.

I've added a custom hud and configured for different scenes. I think what I will do is make the full game first, release it and then release each stage of making it.
I have the initial introduction tutorial generally complete, at the end this will be a full complete game, with a set of video tutorials that go with it explaining step by step how to setup a work environment and basic overview of the library, how to setup the sprite sheet, how to make scenes and animations, and how to quickly code it in JavaScript using tabageos.

This is what it looks like so far;

I have finished the first two parts of the video tutorial series, going over workstation setup for code completion and a general overview of using the library to quickly make a game. Next I'll be recording the first sprite sheet video which will also have two parts, the second showing how to plug in the character animation from the sprite sheet. I hope to be finished with those smaller two videos this week, and will release those first four when the sprite sheet two are finished. With the first four parts a good general overview for platformers will be in place. Then I plan on making this a complete finished game before completing the rest of the video series such that the game will come out alongside the full completed tutorial series which may be as much as 10 videos (four 15 min videos so far) stay tuned



The first four videos of the tutorial are online. They go over workstation setup and quickly making a platformer scene and animating the character.
I plan to next release the initial demo of the game. More videos will come out alongside the progression of the game being made.
You can see the first video in the series here; platformer tutorial part 1

I'm beginning work on the next parts in the tutorial series as I work on making the first more involved first scene for the game.
The tutorial will go over drawing the scene from the sprite sheet and lighting effects.
After the stage making tutorials are complete I plan on releasing the game before the rest of the tutorial series.

I've generally finished working on lighting mechanics, next I will be finishing the level design tutorial as I complete the design of the first scene for the game.
I hope to have the scene design videos up soon.


I've finished work on basic lighting. It's adds a nice element of depth to an otherwise plain scene.
I hope to have the tutorial for this along side level and enemy creation up shortly.
Afterwards I plan on releasing the full game, then the last half of the tutorial series.

I'm working on the performance of lighting, and completing enemies, giving them health bars and also making a boss stage.
As I do these things I'm also recording the next parts of the tutorial series which will go over scene creation, lighting and enemy creation.
Stay tuned!

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Also working on a boss stage and boss


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I feel some parallax scrolling would go a long way for the backgrounds!

What's the inspiration for this game? Will it be more level based with arcade action or adventure exploration? Would love details!

It's going to be more adventure exploration, I hope to sit down and spend dedicated time making nice involved scenes,
what you see now are general prototypes. I might do some parallax, but mainly I want to fill the main level scenes with more background scenery and some foregrounds scenery as well.
I do think parallax would be good for the boss stage, perhaps some rock/sand layers in the back, thanks for that suggestion!

The game will be open ended, enemies would only be in your way if you confront them, except for the boss.
It's not shown in the previews so far, but each level also goes up rather far, there is a lot of space that I have not fully used,
I'm aiming for four big levels with all kinds of different little areas to explore, the boss stage would be the third level.

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characaters are looking great. good luck

Thank you!

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Loooks like it will be a good adventure!

Thanks!

I'm now working on the advanced scene creation/basic enemies tutorial video, I hope to have it ready this week. I'm also working on an rpg tutorial series, both series together will give a full overview of using the tabageos library.  This platformer game that goes along with the tutorial series I hope to release by the end of December.

By the end of the month I hope to be releasing many of these things I have been working on. The platformer game will come out with a tutorial, and there will be an rpg game and tutorial too, I've decided to work on both at the same time, mainly because I've gotten really into the creation of the rpg :) With both video series together, one will get a full overview of using the new library to make advanced games.

I hope to release things soon, along the way I've released a couple games. I'm doing a lot of things behind the scenes as I get ready for a major release of updates to the library. There's going to be this platformer, with videos going over advanced scene creation and enemy creation and placement. And an open rpg with a tool to edit it, that's going to be very nice. And an isometric video tutorial.  And there will be some other coding videos.  Stay tuned!

That is what the rpg looks like so far, I've got the whole world map system done, with random fights,
and items and storage, next I'll work on the details of each town and place, the scenery details
and the npc and story line details.

This has turned into two separate major games, as I aim to show every major part of the library in the tutorials for each game.

The open rpg will be completely open source being released with art that can be used and distributed commercially.
And full source code and video explaining the source code, and a tool that makes editing the existing game very easy.
I can't find 16x16 cc0 helmets and shoes, there are 32x32 of such, but not 16x16, if any artist wants to make some sets of 16x16 classic style helmets and shoes
that would be cc0, that would be great. All of the art for the open rpg is cc0, but the art for the platformer one would have to piece together for yourself.
But both will have video tutorials showing how to make them and available code. Stay Tuned!




The next video tutorial in the platformer series will go over parallax and foreground and advanced scene layout,
this is what it looks like so far.  However the very next video tutorial I put out will most likely be the isometric touch screen tutorial
showing how to set up an isometric scene for direct touch control. Stay Tuned!
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I'm still working on this.
There will be three sets of video tutorials to go over almost every element of the library giving a full overview of everything.
I've finished work on the isometric touch example and video,
I plan on releasing the video this week, here is a code pen you can play with if you like,
showing the code that the video will go over; Isometric scene example 

This month should see the rest of the platformer tutorial videos along with the isometric scene tutorial, stay tuned!

I've been working on major updates to the library and other tools related to using it in different environments.
I'm now ready to start releasing the videos with the updated library and tools,
The original platformer has turned into a 4 stage quick platformer, just the initial levels with a cave level that has lighting and the boss stage,
both it and the tutorial showing how to make it should be out by March. Beforehand the isometric video will be out and a few isometric games showing what can be done. Then afterward I'll release the open rpg, which will be a very major undertaking and most likely will include a game jam as I release the tool for making rpgs from just art and strings, stay tuned!

The original platform game for the first tutorial will be out soon.

Along the way during making this series I've updated the library in many ways, and have been working on multiple aspects of it as things come to my attention.
Stay tuned for major updates, the platform game and updated tutorial series, and an rpg game jam!

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I've decided to also do a top down survival shooter tutorial series and game.

Believe it or not, making this kind of game is easier than an advanced platformer.
Also this kind of top down survival shooter style of game is popular these days,
and so I've decided to make a short tutorial series showing how to make it with my basic game objects.

This game will likely come out before the platformer series is finished.
The platformer is more involved, and is still in the works as well.
So coming up will be this top down shooter series, the advanced platform series, then the rpg series, stay tuned!

I'm still working on these, my day job right now is taking a lot of my time, but hopefully I'll be able to dedicate some time to finishing and release these tutorials very soon.  The planned order of releases is the top down shooter first, then the platformer, then the rpg. All three together will give a full overview of the library.

Wow, this tutorial series is turning into another development that I thought would take only a few months but is now going on a whole year.
That's largely because of my day job, which gets very hectic at the beginning of summer. But as things settle down I will have more time to complete and release this series, which will have a total of four game overviews and be everything anyone will need to make similar games quickly using the open source tabageos library.
I plan on releasing major updates to the library today and tomorrow, also updates to the documentation will be released, and there will be a new html and game js outline tool released.  By June I will release at least the initial top down shooter tutorial, along with another introductory tutorial.

I hope to start the releases of all this by the end of this month. I have the platformer and top down shooter complete, and the beginning of those videos, I just need time to sit down and release everything. My day job keeps me very busy right now. Hopefully by the end of the month things will start to finally get released.

Well, now July is coming to a close, but I've finally got some time to dedicate to this again. 

A lot has been finished slowly, and I can start to release things little by little.
The plan is a reworked initial tutorial, then the top down shooter, then the advanced platformer, then the rpg.

A look at the upcoming release of the first intro tutorial game:

The new intro series will go over major points in setting up and programming a game,
using this game as the example made.

The top down shooter will apply things learned in the intro tutorial
to show how to make the open world top down 360 shooter.

Then the advanced platformer will introduce more complex game making aspects,
building upon the previous two tutorials.

The first new tutorial set in the 4 game tutorial series is out.

It goes over how to make Ninja Spike Avoider from scratch using Tads Basic Game Objects.

This is the first part going over initial setup and title and background creation:


In total there are 11 parts in this first new tutorial set.
Next I plan on releasing the top down 360 shooter game with tutorial.
Then the initial game that I showed in this thread at the first, will finally come out alongside its own tutorial as well.
Afterwards there will be the RPG game and tutorial.

The very first game shown in this thread is complex, it morphed into a complex thing with much lighting and much boss code that I would need to explain.
The tutorial for it is going to happen, but first I made the Ninja Spike Avoider tutorial series and game to more quickly give a overview of a complete game.
Next I have to do the top down 360 shooter, because there are people who have been waiting on seeing how that is done, it's easy.
But the top down rouge series will not go over making a title screen, and sounds and publication details, for that, one would have to watch the Ninja Spike Avoider series. I hope to have the 360 shooter series out soon, also the art used for it has changed, it will be cco art so I can distribute the art with the code.

Robot Street Ultra Upgrades is in the works.
It will be the third in the Robot Street series of games.
And the source code and art will be fully open source.
And this will be the game I show how to code from scratch for the 360 shooter video tutorial series.
I hope to have everything released in the next couple weeks.
After this 360 shooter tutorial series, I will return to the original platformer from the beginning of this devlog.
And then probably start a whole new devlog for the rpg game and tutorial series.

Robot Street Ultra Upgrades is almost complete, hopefully sometime this week or next I will release it alongside the video tutorial showing how to code it.
Afterwards I've deviated again and will be doing an isometric tower defense game, that game will just have a video overview of how it was made.
Then finally the platformer from the beginning of this devlog will be released along with its video tutorial series.

It's a month overdue but Robot Street Ultra Upgrades and it's tutorial are almost finished. This tutorial will have a different style than the first two I released, and hopefully will be more engaging. After rsuu I will be revisiting the first adventure platformer from the beginning of this thread. With both Ninja Spike Avoider and the Robot Street tutorial the ground work will be there such that I can concentrate on just explaining the advanced parts of the adventure platformer in its tutorial.
After that is done, I will begin a new devlog for the RPG.


Added lighting to Robot Street Ultra Upgrades to give it more depth, also added some upgrades associated with the lights,
and users will be able to adjust the darkness level from the options screen, it could get totally dark, and that will also put the game into hard mode.
It is turning out to be a fun little game, the rate of upgrades is somewhat up to the player based on which upgrade they choose,
the rate, based on amount of coins, changes when you upgrade to a new gun, otherwise it stays the same, so choosing upgrades less than the next gun
can keep the upgrade choices popping up often.

The tutorial for this game will be done in a different style, there will be time lapses of the full coding of the game,
then a highlighted explanation of each section. I hope to have everything done this week.


The alpha version of Robot Street Ultra Upgrades is out! You can play it here.

I'm working on the video tutorial still but it will be out soon as well.

After this game and tutorial I will revisit the original platformer from the beginning of this devlog, making a video tutorial for it as well.
I've incorporated a new style of tutorial that hopefully will be more engaging than the previous videos.
Robot Street Ultra Upgrades uses basic lighting features that are used in a more advanced way in the platformer.
The tutorials go in order, Ninja Spike Avoider giving a somewhat detailed overview,
then the Robot Street Ultra Upgrades tutorial does not cover for example the code snips and initial workstation setup,
the advanced platformer tutorial will be able to concentrate on the advanced parts, the basics being covered in the first two.

After these I will start another log for the open source rpg that is also in the works.

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The video for Robot Street Ultra Upgrades has been released.
It goes over the whole coding of the game in time lapse.




The video shows all the code, the code and art for the game are on the tabageos github
You are free to reuse the code and even the art, the game is completely open source.

Next I plan on releasing the platformer from the beginning of this devlog. It has been years!
But the library has matured a good bit along the journey.

After the platformer is released I'll be working towards the release of the RPG
which has it's own tool that goes with it, I'm very excited about that.
At that point I will start another devlog.