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Title: Project - 2D Side-Scroller
Description: Beyond Good & Evil Downloadable Game


Ugly Duck - June 5, 2006 02:04 AM (GMT)
This will be the continuation of the 2D Side scroller that Alxs initiated a while back. I believe that it has the potential to be as good as, if not better than Codename: Gordon in it's addictiveness and gameplay potential. I personally think that Codename: Gordon was a pretty good fan-game, but ultimately lacked a lot of crucial elements and ultimately seemed like a rush job. It was nicely made and well put together, however, and i think that this is a good game to learn from.

The main thing to remember is that at first, the game doesn't have to be asthetically pleasing, we can make it look nicer in time, but first and most important in this game is making it addictive. So, we don't want to make the game repetative by going round to the same areas and doing the same things such as collecting objects, jumping to higher platforms and pushing buttons. The more innovative it is, the better it is.

I have an idea of making an game that capture the dark, underground BG&E environment and really playing on the stealth element even in a 2D environment. Something like this would be ideal, although it would generally have more detail and be more believable.
user posted image

We'll be using The Game Maker 6.1. This would require:
  • Static Graphics - Background images, obsticles, things that will be a part of the environment and now move. They may need to be duplicated so try not to make them TOO detailed, such as giving them a unique serial number which will then crop up somewhere else as well. However, they have to have some basic detail so try to make them look appealing. Backgrounds should be BG&E-esque by having pipework, grimy backgrounds, light and cast shadows, similar textures to the game and so on.
  • Animated graphics - Walk cycles, tween animations such as going from one position to another, climbing animations, jumping and attacking. Aiming and firing the gyrodisk will be necessary, but the projectile will be separate, so only animate the firing action. This will need to apply to all characters including creatures and animals, as well as mechanical devices.
  • Sounds - Any sounds in the game such as firing the gyrodisk, the disk impacting, against different surfaces, jumping sounds, ouches and so on, all need to be recorded and posted.
Assuming that we are going for the Jade2D Side Scoller, although this may change, we will need;
  • Backgrounds for the warehouses with detail and intigue (must be dark and low on contrast to make it non noticable)
  • Various mid-distance obsticles and items that Jade will have to use and jump over, such as:
    -Vending machine
    -Mdisk machine
    -Heavy machinery and processing units
    -Large chunky things that flash and beep and look like they do stuff
    -Pipework
    -Crates and boxes
  • Animations for:
    -Jade walking, running, turning, crouching, crawling jumping, climing, shimmying, attacking (with combo attacks), firing the gyrodisk (no projectile) and dying
    -Alpha Sections walking, running, creeping, turning, attacking, searching, jumping in surprise, throwing a grenade (no projectile), firing his little blaster (no projectile), falling down (from a busted tank) getting up, stumbling around and dying
    -Crochax flying, swooping, hovering (moving), in attack stance and dying.
    -Rat running, sniffing the air, sniffing the ground, rearing in attack, attacking and dying.
    -Sounds for any of the above.

Alexa - June 6, 2006 02:36 PM (GMT)
Great,I'd love to help ^_^
How big are going to be Jade's sprites and game window?

Ugly Duck - June 6, 2006 11:19 PM (GMT)
Then game window will hopefully be 800 x 600. the sprites won't be very big; about 100 x 100 would be the biggest when you think of attacking swings and jumps, but i think you're looking at 60 x 90 as the actual sprite size. Thing is, we have to think in terms of wether the animations will have to conform to the largest size of image or whether they'll be interchangable. think about it; if the character runs and then ducks, we've got to think that the image won't be automatically re-aligned because it's smaller.

The images snap to the top left hand corner, so it shouldn't matter so long as all the animations are a consistent number of pixels away from that corner... do you follow or do you need me to be clearer?

Jasconius - February 15, 2007 08:33 PM (GMT)
Anything up here anymore?
This screenshot looks so good :(

Alexa - February 15, 2007 08:44 PM (GMT)
Tigeris wanted to mess a bit with my animated model for Flash,but seems,like the project is dead forever :(

G.A.Pster - February 16, 2007 12:16 AM (GMT)
QUOTE (Alexa @ Feb 15 2007, 02:44 PM)
Tigeris wanted to mess a bit with my animated model for Flash,but seems,like the project is dead forever :(

Never say forever; once I get my laptop operational (and get wi-fi for it) (or I’ll have someone else download it for me) I’m going to download that free MS game-making program and check it out, from what I’ve read it’s just drag and drop.



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