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Author Topic: Katey's Quest 2  (Read 1707 times)
Tifu
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« on: September 23, 2007, 01:49:10 PM »

Current demo: Demo 02

*ahem* once again!
Katey's Quest 2, sequal to Katey's Quest 1 (!!!) wherein you control Katey and Sheridan as they go through a bunch of puzzles trying to collect things to open up the exit. The two kid witches each come with different skills which you must utilise to achieve success! The game features awesome things that are awesome.



Darkness and torches you can turn on and off. Something I wanted to put in the original Katey game but just didn't have the skills at the time.


Water is more interesting in this game. It works a little like the gas in the first game, in that Katey and Sheridan can hold their breath for a short time through water, but it has added advantages such as crates and some monsters floating in it, which can be pretty neat Smiley


And uh... light reflection puzzles. Always fun!


More updates to come, and i'll have that demo I promised up in a day or so. I could upload it now, but I figure with the URL change no one is here anyway so no rush Tongue
« Last Edit: September 28, 2007, 02:22:37 AM by Tifu » Logged

Tifu
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« Reply #1 on: September 28, 2007, 02:32:31 AM »

New demo!
demo 02

It shows off six new levels (the old levels are in there too) with some of the new blocks that I have been making. Also there is slight animation, well it's not really animated, but at least when you face left the character you have selected looks in that direction...

Sheridan can now kill Katey with her flame-trail when she dashes, so be careful with that.

I also coded a rather basic level select screen for now. The level you are going to play is the one in the middle of the screen, i'll change that box to a pointer/arrow/thing at some stage. And I have a few ideas to pretty it up a bit...

Controls are same as before:
Z: switch/select/use
X: fire magic
C: drop potion (Katey) dash forward (Sheridan)
Tab: Change character
« Last Edit: October 03, 2007, 02:25:29 AM by Tifu » Logged

dan33333
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« Reply #2 on: October 02, 2007, 12:19:09 PM »

This is looking so good, I can imagine some really good puzzles I could make for this game!

It's a shame this demo won't work for me...I'll keep trying though  Tongue
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Tifu
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« Reply #3 on: October 02, 2007, 03:32:17 PM »

Man I hope that isn't something to do with Vista, it would suck if no one on that OS could play the games... it'd be the same as when windows XP made all my Div Games Studio games useless. Cry

Um... new screenshot from another world in progress!
The Swamp Temple... or Sunken Temple... or Sinking Swamp. Something like that. Is a place where monsters lurk. I'm not sure about the temple roof design, and the teleporter (bottom diamond shaped thing) is ill-fitting so will be used in a different worldtheme.

Still woking on the chase-you AI...



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Tifu
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« Reply #4 on: October 02, 2007, 03:56:24 PM »

OK! I downloaded and installed the latest playbasic patch (I was a few updates behind) - the patch did promise improved vista support, though whether that meant for the programming IDE or for the compiled exes I don't know...

Anyway, dan33333, if you want to try the download again, I re-uploaded it after compiling with the new version, so hopefully that will work now Smiley *crosses fingers*
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dan33333
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« Reply #5 on: October 03, 2007, 08:20:24 AM »

Nah sorry, it goes into full screen for a moment, and then an error message comes up, saying:

"Runtime Error 506 - Could not load image at line 92"

I have no idea whether that would mean anything to you  Cheesy but never mind!


Also, random question, but can the characters swim, or just one of them, so they can move where-ever in the water they like? That would be cool! Smiley
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Tifu
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« Reply #6 on: October 03, 2007, 01:30:19 PM »

Man, the game shouldn't even run in full screen it's windowed. This is weird.

The error message makes sense, but line 92 is a simple "draw image" command. And it's not even the first draw image command, to get to that line it must have successfully drawn two images already so this makes even less sense! Huh?

Well i'll... ponder and try asking in playbasic forums.. er *sorry not much help right now*
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dan33333
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« Reply #7 on: October 03, 2007, 01:39:35 PM »

Well the screen just flashed black for a second...I don't know if it would've gone into full screen.

Don't worry about it too much ok, and thanks  Wink
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Tifu
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« Reply #8 on: October 03, 2007, 01:43:30 PM »

Oh and question I missed:

Water will kill Katey or Sheridan if they stay in too long. There is a spell Katey can cast with the cauldron that will allow her to breathe underwater, but she can't swim.

There is a creature you can summon and control capable of choosing to sink or float in water at will. It's not the most elegent way to swim, but you can use it to go anywhere you need underwater.
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dan33333
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« Reply #9 on: October 03, 2007, 02:07:34 PM »

Oh yeah, that sounds really cool, and it's good that it's made challenging to swim underwater!

I'm gonna love trying it out!!
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Tifu
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« Reply #10 on: October 04, 2007, 03:50:56 AM »

It's not so much challenging as... not good. Actually I think i'll change it so you can swim by holding C and pressing a direction, that'd work much better than just toggling between float/sink.

New trap!
It doesn't look very harmful. Did someone leave their gum here?


Oh no! it's in Katey's hair, she'll never get that out!


Sheridan says magic can get gum out of hair!


It worked but Katey doesn't appreciate the singed hairs.


It's not just Sheridan's fire magic. If Sheridan gets caught, then Katey can free her with her magic. Once caught you can't move though, or fire magic yourself. This is teamwork!?!?!


And some older screenshots:
Darkness
Water
Planets
« Last Edit: October 04, 2007, 03:53:48 AM by Tifu » Logged

dan33333
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« Reply #11 on: October 04, 2007, 08:02:01 AM »

What the heck, the gum was on the floor, how did it get in her hair!?
What a plonker! lol

EDIT: By the way, this is working for me now!

I don't understand why so don't ask  Cheesy

And I'm loving it too, it's gonna be a great sequel!
Also, the levels feel bigger! How big can you make them?
Anywho...

*Carries on playing!*
« Last Edit: October 07, 2007, 05:06:08 AM by dan33333 » Logged
Ripen
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« Reply #12 on: October 07, 2007, 02:19:21 PM »

Wow.... it is so good.
Seems that you have added lots of new elements in the game. I am a big "KQ" fan.
There sure were some tricky levels in the demo but i solved them all anyway.

I wish for your project all fairest ^^
Keep the good work.
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Tifu
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« Reply #13 on: October 07, 2007, 03:51:54 PM »

Thanks thanks and welcome to the forums! Cheesy


Good to know the game worked at last, I had no clue what was wrong Tongue

The levels are indeed bigger. Right now there isn't really a set limit as to how big they can be, though I imagine you'd get tremendous slowdown if you made huge 100x100 levels with three dozen monsters running around!
The largest level in the new demo is the Slime Tower at 50x34 tiles. The KQ1 levels were about 30X22 or so. The KQ1 levels also couldn't handle the number of monsters present in the Slime Tower level.

I've made the level editor easy to use, so that it's not a case of starting to create a level and being stuck with a set size, within the level editor you can extend the level boundary in any direction (or shrink it) with click of a button! Perfect if you are building a complex level and suddenly realise that you could do with more space to fit in some diabolical puzzle Smiley

The options in the middle box relate to specific puzzle settings you can tinker with. Example: In KQ1, the Golems always came to life when you collected all the mirror shards, but in this game you can change what awakens the golem - collecting all items, collecting a specific key, a time limit expires or you can set him to awaken if any magic is cast! Shocked
« Last Edit: October 07, 2007, 03:54:39 PM by Tifu » Logged

Tifu
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« Reply #14 on: October 18, 2007, 03:48:19 AM »

I was away from the comp for a couple of days. But while I was away, I got these done:

4 pages of drawings for just the intro! Plus the sketches I did for the demo to make it look like more Tongue

And i've been working on the level select screen... you can no longer see 5 levels at once, but maybe that was too clustered anyway...

We now have a kind of border around the level which lets you know which worldtheme the level takes place in, and a zoomed out screenshot of the area immediately around Katey and Sheridan (the image changes every few seconds to flick between the two)
The only downside is that it takes a few seconds to load the mini-screenshots... but I think the level select is way too bland without it, and it helps you recognise which ones you have played already at a glance. Quick to load or nifty mini-screenshots... decisions decisions Huh?
« Last Edit: October 18, 2007, 03:49:59 AM by Tifu » Logged

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