spaceweasel (platformer game)

hi there,
as suggested by a friend, i’m posting about current progress of my project “spaceweasel” on this site too.
this is far from being finished and a bit "rough around the edges, but its getting slowly to a usable state…
here’s the jnlp:

http://spaceweasel.googlecode.com/svn/wiki/weasel.jnlp

project is open source, done with Java and using Slick.
Sources can be seen at the same address at spaceweasel.googlecode.com

mandatory screenshot:

http://spaceweasel.googlecode.com/svn/wiki/screenshots/sw2s.png

(more on the googlecode page)

as a side note, i want to make this clear:
most of the resources used (tiles, bgm, sfx, characters) are copyrighted materials i ripped from various sources…
this is because i wanted to focus on the engine first.
this is one of my first java project. i’m learning to code by doing this.
so, i thought there would be no point in loosing much time on original art at first,
when i wasn’t even sure i could get the code part working.
the plan is to remove all thoses copyrighted materials at a later point and replace with original art.

any comments, suggestions welcome
tnx :slight_smile:

I’ve watched this one come from nothing to a pretty cool stage. Good work! :slight_smile:

Kev

hi kev
thanks for the support! :slight_smile:

Very nice work freaks. The game is coming along pretty well.

The jump flip sound effect should only play once, ATM it plays multiple times which is a bit annoying, also is a bit loud and long, toning the volume and length on it a bit might make it better.

The screen scrolling jumps a little when you get on the elevator sometimes, looks a little odd.

Enemy deaths are a bit odd too since they just disappear, maybe they could have an explosion or something when they die instead of just disappearing.

The game has a very nice tense atmosphere and love the exploration aspect to it.

Looks like a very promising start.

@kapta
quite some valid points, thanks for the input !

about the sound files (bgm and sfx) they need to be reencoded and normalized so they all match together in level and quality.
meanwhile you can try to go to the tilte screen>options to adjust things a bit.

the character animation selecter code is horribly messy atm i know i need to fix few things here too :slight_smile:
about the security drones enemies, i was thinking…
maybe to not allow the player to kill them with normal weapon, but just stun them, so they go back to standby mode for autorepair or something ?
later on with a bigger weapon allow to kill them and then make an explosion or display drone “corpse” on the floor… not really sure about all that yet…
and i need to come up with other enemy classes too,
so much things left to do… and they all take so much time ! O_o
:slight_smile:

I like the name, but why webstart? A few of us are resistant to webstart - you’ll get more feedback with an applet!

Awww come on, it’s only a tech demo, and webstart really isn’t a pain for us lot. It’s the end user it (arguably) causes problems for :slight_smile:

Kev

this is also on the slick forum right?

applets, in my opinion are a nice feature of java and can be very convenient,
but for larger projects, it seems to me this isn’t the way to go.
i want my app to be independent and be able to start it without the need of a browser behind it.
at some point, i’ll probably try to distribute this game as an archive, ppl will extract it and everything will be ready to be run from there.
there will be an icon, and providing java is installed, you’ll just click on it and the game will start.
just my 2 cents … i’m not saying applets are bad, i just feel its not the right solution for this project.

can you add Solaris lwjgl libraries?

thanks

sure, i’m sorry i didn’t notice there were solaris libs too
i added them, it should be working now.
can you confirm ?

Hold left, hold right, press up = bug.
Also Space Weasel looks a lot like Samus to me. Maybe you should call it something Metroid, and say it’s a fan game?

few ideas i wanted to do see in future releases,
nothing set in stone but,
the first quest will be to find parts to repairs the ship… with that main quest in the background the player will wander around searching the area.
while doing so, i wanted to have ingame terminals the player can operate to gain access to documents, explaining one bit at a time parts of the scenario.
like why the area is deserted, what happened here etc… the terminals will contains information about some enemies and be used to unlock secured area and thing like that too.

can you describe what kind of bug ?
i tryed holding left, right, and then up arrow… nothing special seemed to happen here…

also, as explained in the title screen > Info, it’s not a clone. and all art is currently ripped from metroid series. that’s why it look alike.
i’m just getting inspired from metroid series (but not only) to create my own game.
this will be different in few aspects from the metroid series.
1st no morphball :slight_smile:
then more rpg elements
and a different storyline…
the character probably won’t be named "samus, and other names will change too… like the planet won’t be called zebes either. etc …
the difference will be more and more visible as the game progresses on and i finally start to include original art in place of presently used copyrighted material.

inspiration for this game come from: demon crest, resident evil and metroid…among probably other titles too but mainly…
like resident evil, there will be a scenario that unfold as player progresses on. and there’s no ingame hud. all need to be monitored from status screen.
and i plan to add different animation for when you are injured. this will be the only ingame detail that show you’re in bad shape… beside status screen of course.
the rpg elements will be somehow similar to demon crest… to a certain extend…

Nice job but I did not find how to break the wall in front of a door.