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Author Topic: Brettamatowski's Game Concept: Lumberjack Attack!  (Read 26788 times)
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Snowman
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« Reply #30 on: July 01, 2009, 11:27:51 AM »

Is this Lumberjack game going to be a side-scroller like Ghouls 'n Ghosts or something similar to that? Because one neat addition they had in that game, and another idea for yours, was that every attack on the main character that successfully hit knocked off some of his armor. So after a few hits he was just in boxers, and the next hit would kill him. You could maybe do this for your game, either for the main character or enemies?  Tongue
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Darkswift2204
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« Reply #31 on: July 01, 2009, 12:36:52 PM »

WOW WOW WOW WOW lois this is not my bat-man glass..... HOLY SHIZZNITZ thats a word MHM it is! shut up Sad ...... omg dude i LOVE how the new lumberjack looks its fricken amazing! i cant wait till this game comes out....when are you gonna make some animations for the new lumberjack? Oh and some concerns....

EDIT: WHERES HIS MOUTH? o.0 how is he gonna talk? : (
« Last Edit: July 01, 2009, 12:42:26 PM by Darkswift2204 » Logged

brettamatowski
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« Reply #32 on: July 01, 2009, 12:40:51 PM »

I'm currently working on the animations.  I'll put up a template when they are completely finished.

EDIT: His mouth is hidden in his beard and there will be no talking in the game anyways.
« Last Edit: July 01, 2009, 02:03:30 PM by brettamatowski » Logged

Darkswift2204
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« Reply #33 on: July 01, 2009, 12:42:44 PM »

yay! cant wait! XD
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Katatafisch
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« Reply #34 on: July 01, 2009, 05:56:35 PM »

EDIT: Here's the new design for the lumberjack.


holy crap! if you can get this quality to the final game and all the animation, i will be really stunned...it looks fantastic, the design is perfect
aweseome job man! maybe we can work on a tiny game some time in the future Wink
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« Reply #35 on: July 02, 2009, 02:34:03 AM »

Hey y'all.  Your friendly, neighborhood coder-man here.  to give an update along with his animation things, I have completed all of the movement code.  This'll be a big step, because once we decide on speed/jump height we will be able to properly size all of the levels to push Jack to his limits.

Next up on the block:  Accelleration (to make the running feel natural), and linking Animations to keystrokes (at the moment, we have a static symbol being used for the hero.
« Last Edit: July 04, 2009, 07:14:20 AM by supermoose » Logged

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« Reply #36 on: July 04, 2009, 03:20:21 AM »

very cool its coming along nicely. i like the new look to it, especially the lumberjack.  Grin
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« Reply #37 on: July 04, 2009, 04:08:47 AM »

hey i got a question bretta are you going to post a demo or something? or can i be a beta tester? : D
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brettamatowski
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« Reply #38 on: July 04, 2009, 11:22:49 AM »

Once it gets pretty close to finished, I'll put out a beta so that everyone here can play and notify me of quirks.  Everyone can beta test, but don't get your panties in a bunch because we're only in the design stage and simple coding so far.

@ Tophat

Thanks!  I like the new look, too.  Just in the animation process of each keystroke.  Sit tight!  Wink
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brettamatowski
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« Reply #39 on: July 04, 2009, 03:52:04 PM »

Game Update 7/4/2009

Here's the Lumberjack Attack! game cover that I am currently still adding stuff to.  It's unfinished but just a little inkling of what I'm up to.
Shading = unfinished.
Enemies = need to be added
Other stuff = coming sooooooon!




P.S. Happy 4th!


Oh! I almost forgot!
Would anyone be up for a little mini WDA for Lumberjack Attack!?  All you have to do is post your interpretation of Jack the lumberjack here in this thread.

Let's say 2 weeks, to give people enough time with other WDAs as well.  I'm realling interested in seeing turnouts.  The winner's picture will be used in the game at the end of credits.  Sound fun?

Deadline is July 18th!  Get crackin'!
« Last Edit: July 04, 2009, 04:10:10 PM by brettamatowski » Logged

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« Reply #40 on: July 08, 2009, 11:01:44 AM »

                            This is basically a list of things I need to do, priorities really.

                          Lumberjack Attack! Priorities

                          Jack's Animations
                          • Programming and matching keystrokes with correct animations
                          Monster Designs
                          • Animations
                          • Program A.I.
                          Plot/Storyline
                          Environments
                          • Level Design
                          •      Use 5 total layers
                          •           Sky
                          •           Farground
                          •           Background
                          •           Middleground
                          •           Foreground (if any)
                          •      Descriptions for references
                          •      Areas
                          •           Forest
                          •           Woods
                          •           Swampland
                          •           Caves/Darkwoods
                          •           Mountain Range
                          World Map
                          • Design areas for level placement
                          • Each area has 2-3 levels total
                          • Final level of each area is the boss level
                          • Make buttons for level select
                          •      Program level selection


                          That's about it for right now, for what i'm concerned about for the most part.  All the details will be added inbetween each major thing when seen fit.
                          « Last Edit: July 08, 2009, 02:37:48 PM by brettamatowski » Logged

                          Brakken
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                          « Reply #41 on: July 08, 2009, 08:59:33 PM »

                          Looking awesome, dude!

                          Best of luck with the whole thing.
                          Can't wait Smiley
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                          brettamatowski
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                          « Reply #42 on: July 17, 2009, 08:51:26 AM »

                          Game Update 7/16/2009

                          Alright, here's a little update on the game.  I have been working on the world map for a week now, but also some important things in between like enemy design, weapons, upgrade system, and bosses.

                          Here's a little sneak peek for you guys on what the controls and upgrade system will be like.

                          Lumberjack Attack! Controls:
                          Move left/right: Left/Right Arrow keys
                          Jump: Up Arrow key
                          Jump Attack: Up + A and/or S
                          Pick up items: Down + A (Attack)
                          Attack: A
                          Strong Attack: S
                          Defend: D

                          Combo Attacks:
                          Quick Chop: A, A, A
                          Hack Job: A, A, S
                          Strong Ass: A, S, S

                          Experience System:
                          Upgrades will be based off of amount of kills gained.  Each weapon will be upgraded to a better tool.

                          Upgradeable Weapons:
                          Level1 - Stick   0-10 Kills
                          Level2 - Log   11-25 Kills
                          Level3 - Tomahawk   26-75 Kills
                          Level4 - Broad Axe   76-200 Kills
                          Level5 - Medieval Axe   201+ Kills

                          Boss Achievment Weapons (Switchable at the Weapons Shop):
                          Moose Antler = Defeat Moose Boss
                          Bear Claw = Defeat Bear Boss
                          Toad Tongue = Defeat Toad Boss
                          Bat Wing = Defeat Bat Boss
                          Bunny Corpse = Defeat Bunny Boss

                          Each weapon has a unique statistic, such as:
                          Stick = 5% damage dealt
                          Log = 10% damage dealt
                          Tomahawk = 14% damage dealt
                          Broad Axe = 23% damage dealt
                          Medieval Axe = 30% damage dealt

                          Antler = instant kill to Forest animals, 30% damage dealt otherwise
                          Claw = instant kill to Wooded animals, 30% damage dealt otherwise
                          Tongue = instant kill to Swamp animals, 30% damage dealt otherwise
                          Wing = instant kill to Cave animals, 30% damage dealt otherwise
                          Corpse = instant kill to Prairie animals, 30% damage dealt otherwise

                          Designs will be posted soon.
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                          the Deuce
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                          « Reply #43 on: July 17, 2009, 09:45:12 AM »

                          Strong Ass: A, S, S
                            Tongue
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                          brettamatowski
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                          « Reply #44 on: July 17, 2009, 09:45:48 AM »

                          Tongue

                           Wink On purpose.
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