v2.0 is available here:
http://uzebox.org/forums/viewtopic.php? ... 731#p30731
-------------------------
Hi there,
today I finished a first playable demonstration of my upcoming game "Würgertime" (pronouce same as you think a German would pronouce "Whirrgertime" - "Würg" is German for "Yuck!"). It's an hommage to the famous "Burger Time" from Data East. There are dozens of clones out there, so why don't add another? I plan to put the following things into the game:
* A great number of different levels. Possible by painting them by screen lists instead of maps and "indirect" level composition from those screenlists.
* Random level selection by difficulty choice, levels are named. Bonus levels.
* Animated intermissions between levels
* Different burgers (Simple, Salad, Tomato, TS).
* Stomping burger components once, twice or three times (three times is implemented but buggy for now, the other ones work)
* Possible to get another burger if bonus is still high, player can choose by collecting a spatula icon.
* Hurry mode once bonus time is at 20%, makes both cook and opponents run faster.
* Three different opponents: Sausageman: prefers ladders and tries to hunt the player; Egghead: runs around where burger components are; Mr. Mustard: spills mustard on ladders make the cook slipping through to ladder bottom if he goes down on such a ladder.
* Up to four opponents at the same time.
* Bonus items like soda and fries and a crown.
* some more silly things.
Visual artwork is nearly complete, sounds and music are still needed. Oh, and levels, of course.
Beware the demo is somewhat buggy, once you stomp the tiles on the lowest floor the game gets messed up, I have to investigate why. I plan to release the sources the next days, maybe someone likes to volunteer? The sources are heavily commented and I think very clearly written.
EDIT: found the bug. Please see the updated demo.
NEW GAME ALERT: Würgertime v2.0
NEW GAME ALERT: Würgertime v2.0
- Attachments
-
- Wuergertime-demo-20121005.hex.gz
- (32.15 KiB) Downloaded 705 times
Last edited by Janka on Tue Apr 23, 2019 1:51 pm, edited 7 times in total.
Re: WIP announcement: Würgertime
A classic game looking good on uzebox! Great work Janka, exciting to see this progress. One thing, try doubling the time length of each frame in your walking animation and it should look better in uzem. Keep us posted
Re: WIP announcement: Würgertime
Thanks for praising the artwork. That was what I was not sure of. Please see the updated version without the previous bug.D3thAdd3r wrote:A classic game looking good on uzebox! Great work Janka, exciting to see this progress.
Easy. Only the walking animation or the ladder, too?One thing, try doubling the time length of each frame in your walking animation and it should look better in uzem. Keep us posted
Re: WIP announcement: Würgertime
Uzem only displays every other frame(so 30/sec) or something like that. Basically if you switch a frame back and forth every game tick, you are only going to see one of them. So any animation where a frame length is one change.Easy. Only the walking animation or the ladder, too?
Nice, seems like the hardest part is already done If you are tight on space, compressed sprites @ 2 bits per pixel would save lots of space. Let me know if you are looking for music/sfx help.
- DaveyPocket
- Posts: 378
- Joined: Sun Sep 14, 2008 8:33 pm
- Contact:
Re: WIP announcement: Würgertime
Not trying to hijack the thread or anything...
BTW, nice WIP!!!!
In avr8.cpp for uzem, take this line:D3thAdd3r wrote: Uzem only displays every other frame(so 30/sec) or something like that. Basically if you switch a frame back and forth every game tick, you are only going to see one of them. So any animation where a frame length is one change.
And comment the 'if' statement leaving:if (frameCounter & 1)
SDL_Flip(screen);
This will give full 60/sec. Might run a heavier load on CPU or other things because it's rendering at twice the speed, not entirely sure.SDL_Flip(screen);
BTW, nice WIP!!!!
Re: WIP announcement: Würgertime
Great work so far! Well worth helping you out ironing out all those setups issues. Very promising, the graphics are awesome and unique. I hope you'll have enough space for the enemies and music. Speaking of which, if you need help converting some music I can help too (super burger time music was great btw ).
Re: WIP announcement: Würgertime
Cool, that's going to be a lot of fun with opponents in there. Really nice work on the artwork, too!
Re: WIP announcement: Würgertime
That looks very good. Can't wait to see the finished game.
Life's too short to remove usb safely
Web: www.hwhardsoft.de
http://www.facebook.com/hwhardsoft
YouTube: http://www.youtube.com/user/hwhardsoft
Web: www.hwhardsoft.de
http://www.facebook.com/hwhardsoft
YouTube: http://www.youtube.com/user/hwhardsoft
-
- Posts: 62
- Joined: Mon Jun 13, 2011 7:48 pm
- Location: Benidorm, Spain
Re: WIP announcement: Würgertime
Really cool . Keep it up! and, BTW, add ome kind of feature so you can jump off from the ladders. It's a pain in the butt!
Also, nice tileset. Fits really well with the game.
Also, nice tileset. Fits really well with the game.
I know i'm too young, but it doesn't matters. Maybe i'm a newbie, but i can learn very fastly
Re: WIP announcement: Würgertime
There have been some bugs in the movement of the cook. I think I found them all but I will prepare a new release not until next week.greenpower wrote:Add ome kind of feature so you can jump off from the ladders. It's a pain in the butt!
Have to do other work in the meantime.