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Socoder -> Monkey -> Invisible Munky 2

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Wed, 25 Mar 2015, 09:41
Jayenkai


Levels 17->24 are now in place, and working wonderfully well!
A few more tweaks to the engine, and a couple of other fiddles (like reorganising a couple of the levels due to odd difficulty, and adding more rocks through the bigger levels) and all is back to being "Not broken" again

Tomorrow/Tonight, I'll tackle "Level 25"
Ooooh!

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Wed, 25 Mar 2015, 17:28
rockford
Erm, Jay. You might want to rethink your use of the character sprites with spiky/fuzzy red hair. In a game about monkeys, bananas, with palm trees and day-glo suns they might be seen as racist stereotypes. Don't want you to get any unnecessary attention for the wrong reasons.
Wed, 25 Mar 2015, 17:48
Jayenkai
Ugh.. Ffs, now I need to redraw them.
Geeze...

They're meant to look like spiky Goombas!!!!

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Wed, 25 Mar 2015, 18:16
Jayenkai


There.. Is that any better?!

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Wed, 25 Mar 2015, 20:21
rockford
They're fine by me, I never had an issue with the originals. Just, you know... the internets.

Remember Resi 5? Stoopid.

Prevention is better than cure and all that
Thu, 26 Mar 2015, 05:26
Jayenkai
Today I started thinking properly about the end-boss. I want to try to get him into the game twice. Once at level 25, and again at 50.
I have no real plan, but the idea of him spitting rocks, and you having to hit him with them, seems to be bubbling around in my head.

This is going to be tricky, I imagine!!



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Thu, 26 Mar 2015, 07:30
Jayenkai


LOL!

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Fri, 27 Mar 2015, 08:09
Jayenkai
Sound effects added to Mr Evil Boss, and spent some time rejigging levels, again.
Still unsure what to do at the end of the game. End credits would be nice, but as usual would just be my name over and over again!

*shrugs*

Anyway, I still have 20-odd levels to build, so I guess most of today should be spent doing that, then..

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Fri, 27 Mar 2015, 15:18
Jayenkai
32 levels are in, now. A few background tweaks, and rock vs enemy engine tweaks, but otherwise today's been spent fiddling with level data.

*phew*

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Sat, 28 Mar 2015, 05:58
Jayenkai
9 more levels to go, then a bunch of balancing and difficulty scaling before release.
Aiming for Tuesday!
Woot!!



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Sat, 28 Mar 2015, 07:22
spinal
Why not have the end boss invisible also, with his/her own arrow?

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Sat, 28 Mar 2015, 07:38
Jayenkai
Nah, more amusing to see the big beast! .. I hope folk manage to figure it out.. I'd hate to have to tutorialise it!!

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Sat, 28 Mar 2015, 11:32
Jayenkai
Aw, nuts...
My .apk signing script isn't working.
I bet it was all that pissing about with bloody Unity that's broken it.
Fuck..

Anyway, all levels are in, but need double tested for length/difficulty.
I'll do a complete playthrough tonight, to doublecheck all the levels for bugs and things, and then all things nasty.

Todo
Add mouse/touch controls.
Add some sort of "game complete!" thing
Maybe try to add an extra bg theme or two, to keep things interesting.

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Sat, 28 Mar 2015, 13:14
Jayenkai
Fixed .apk signing issue. The issue was down to Google, in their infinite wisdom, having removed an important piece of the SDK, for whatever the fuck reason.
zipalign.exe is now in the build-tools/"an older sdk"/ folder.
*sigh*

Bloody Android SDK. Every sodding week there's a new bloody issue with it. No wonder Android devices are so sodding fragmented..

OK, time to settle down and play the game right the way through, noting down any issues along the way.

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Sat, 28 Mar 2015, 14:06
Jayenkai
Levels 1->25 triple checked, and tweaked in places. Will rest before doing the next 25 levels, but that took me a good hour to get through the first 25, so that's not bad!

If you're interested, this is what the level data looks like!!



Sure am glad this isn't a type-in!!

Levels start life as little 128x128 pixel doodles, go through a .bmx script which converts and JNKrunch's them down to the text based version, then the game converts that into co-ords, walls, floors, bananas and other stuffs!



Mmmm.. Munky!

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Sat, 28 Mar 2015, 16:19
Jayenkai
Dear god, they've started already!!!



I expect I'll be ignoring this comment a LOT over the next week or so..

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Sun, 29 Mar 2015, 06:04
Jayenkai
Damn! The second half of this game is DEADLY!!
Spent a good ten minutes or so, trying to beat Level 36, before giving up and stripping out the first half of the level!!

Up to Level 40, now! Only 10 more to test!!

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Sun, 29 Mar 2015, 08:27
HoboBen
Yay invisible munky!

REALLY odd request maybe, my brother would love this, but he has coordination problems. Do you think you could add a secret button combination that turns off damage from enemies and instead when you die in water or whatever you just fall back into the game from the top of the screen? Thank you!!

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Sun, 29 Mar 2015, 08:31
Jayenkai
...so, a "no way to die" Easy mode?!

I'll add it to the todo list..

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Sun, 29 Mar 2015, 12:47
Jayenkai
Wasn't expecting that to work..
..
But it DOES!

In the options screen is now an Easy/Normal toggle.
Easy mode gives you infinite lives, and also resurrects Munky on the last floor he touched, should he end up in the water.

The game still kinda works, in that it's still counting bananas collected and enemies killed, and you still need to get 50% of each to unlock the next level. (Easy and Normal have their own unlock scoring, too!!)

There might be complications with some of the levels... I don't "think" I've made any levels where you can kinda get yourself stuck in a weird place and not be able to ever die!!! If that does happen, you can use the old "Escape-Quit" way to kill yourself.

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Sun, 29 Mar 2015, 12:56
HoboBen
Oooh that's fab, thank you!!!!!

edit: I'll probably play it that way too

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Sun, 29 Mar 2015, 15:57
Jayenkai
An extremely Lazy and Hastily done End Credits screen is now part of the game!!

It looks a little like this..
> Reveal 🔎

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Mon, 30 Mar 2015, 06:28
Jayenkai
Munky Release!!!

I think I remembered to put everything in... Maybe!!

https://socoder.net/?showcase=46087

Windows and HTML5 are good to go.

I've uploaded the Android edition, but if you're using touch-controls, they're not the greatest.. iOS is therefore, again, being ignored. A shame, but.. I'm very fussy about my touch controls!!

Just waiting for OUYA review and then all formats will be available.

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Tue, 31 Mar 2015, 14:24
Hotshot
How do you make own Levels data? Do you used tilemap or any other tile editors?
Tue, 31 Mar 2015, 14:38
Jayenkai
Sorry, no way to make your own levels, mostly due to the stupid complexities that come from cross-compiling.

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