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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #46  
Old 23rd September 2014, 11:15 PM
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MisterEightySix MisterEightySix is offline
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For obvious reasons, I am obligated to condone this project. But now you're also obligated to actually do it.
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  #47  
Old 24th September 2014, 01:27 AM
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Quote:
Originally Posted by jamesthewiidict View Post
Nope. Nintendo doesn't accept unsolicited business proposals or game concepts from developers on their indie programme.
In my opinion i could ask nintendo for using their ips for indie games be one of the co-directors because DK64 is one my fav N64 game of all time.
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  #48  
Old 24th September 2014, 02:32 AM
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Quote:
Originally Posted by Mombi Jombo View Post
In my opinion i could ask nintendo for using their ips for indie games be one of the co-directors because DK64 is one my fav N64 game of all time.
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  #49  
Old 24th September 2014, 10:44 AM
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jamesthewiidict jamesthewiidict is offline
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Quote:
Originally Posted by Mombi Jombo View Post
In my opinion i could ask nintendo for using their ips for indie games be one of the co-directors because DK64 is one my fav N64 game of all time.
You can't use their IPs just like that in an Indie game. You are going to have to have it published by Nintendo, if they accept your proposal. Even with Miis, they have to review the content of the game and see if it's acceptable.
I had a bad luck trying to secure permission to get Hat Kid to make cameo appearance in my game, but then again, that was Jonas Kaerlev, the guy who caused that SLAG gaming fiasco.
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  #50  
Old 14th October 2014, 06:29 AM
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Coolboyman Coolboyman is offline 1 Highscore
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I should have a playable prototype out by the end of the year. You have health, you can collect "notes", you'll be able to talk to NPC's that will assign you quests, and reward you with "Jiggies" when you achieve the quests. I'll also make a couple of basic enemies and other collectibles that may be needed to complete the quests.

All the graphics will be placeholder. It'll be a simple test level that demonstrates the functionality of the engine, and is not meant to be a level that will appear in the final build.
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  #51  
Old 19th October 2014, 10:08 AM
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Coolboyman Coolboyman is offline 1 Highscore
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Began redoing the engine from scratch this week. Here's what I have so far. (All of the models and textures and whatever are placeholders)

http://i.imgur.com/SrAct4k.png

For now, you can move around and jump. The camera follows you (although it eases into its new position much like the N64 games do). You can rotate the camera around the player, and zoom out if you want. The camera also collides with walls, so you can't move the camera into a wall.

http://i.imgur.com/J4pj0nq.png

It also has fixed camera support. If you enter an invisible radius, the camera will automatically position itself at the "Fixed Camera Location". It'll stay in that position and continue to look at that player until you leave the radius, where the camera will return to normal.

http://i.imgur.com/MwyxE8B.png

Slopes work too. Your character will rotate along the normals. If you are on a slope that has a high rotation, you can still walk up it, but you will slow down overtime until your slide down the slope, which is what would also happen if you walked up a talon trot slope without talon trot.

http://i.imgur.com/pm2RUhN.png

The first three items, bronze silver and gold coins. Bronze gives you 1, silver gives you 5, gold gives you 10. A particle emitter surrounds a coin, but a silver coin will emit more particles than a bronze, and a gold will emit more than a silver. When you run into it, an explosion of particles will burst out, once again bronze has less and gold has more. The hud that displays the coins also eases its way down to its position. If I were to collect a different item before the display time of the coin expired, the second item would ease into a position below the coin counter, and when the coin counter expires, the coin counter would ease out off the screen, and the second item would ease into the position that the coin counter already had, just like Banjo-Kazooie did.

Let me know what you think so far, and what suggestions you have.

I also encourage you all to check out Kiwi 64 if you haven't already. It's a short N64 styled platformer that I discovered a couple of weeks ago. I'm helping the guy prepare a standalone version, and he gave me a couple of pointers regarding his experience developing the game. I also helped him improve the code a little bit.

gamejolt.com/games/platformer/kiwi-64/33914/
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  #52  
Old 19th October 2014, 11:12 AM
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Smouvy Smouvy is offline 1 Highscore
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Already love it; the shadow's are generated by a light source though?
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  #53  
Old 19th October 2014, 07:53 PM
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Looking promising. I like that the test map is identical to BK's; would definitely lead the game in the right direction.

The note value system sounds good. I prefer values to be tiered in the way you described.

I have no suggestions as of yet, but iirc the BK team said in an interview years ago that they came up with worlds by first thinking of "everything you would expect to see" (e.g. for FEP; a snowman, an igloo, Christmas paraphernalia etc.) then adding the oddball elements after. Not sure how useful that piece of advice is for you.

Good luck. Will be following this project.
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  #54  
Old 19th October 2014, 09:50 PM
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Alakazam Alakazam is offline 3 Highscores
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Quote:
Originally Posted by Coolboyman View Post
Bgamejolt.com/games/platformer/kiwi-64/33914/
this is like a ps1 sequel to a beloved but not well-known 16 bit mascot platformer that didn't quite live up to its predecessor
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  #55  
Old 19th October 2014, 09:53 PM
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what would a platform game be without platforms???
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  #56  
Old 20th October 2014, 12:37 PM
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Quote:
Originally Posted by Smouvy View Post
Already love it; the shadow's are generated by a light source though?
Yeah the shadows are generated by a light source. While Banjo-Kazooie uses a generic shadow blob, Banjo-Tooie uses shadows with real time lighting. If you go near a light source in BT (Like a lamp in Glitter Gulch Mine), the shadow's position and scale will adjust based on Banjo's position. That game was truly ahead of its time.

Quote:
Originally Posted by JohnyT94 View Post
Looking promising. I like that the test map is identical to BK's; would definitely lead the game in the right direction.

The note value system sounds good. I prefer values to be tiered in the way you described.

I have no suggestions as of yet, but iirc the BK team said in an interview years ago that they came up with worlds by first thinking of "everything you would expect to see" (e.g. for FEP; a snowman, an igloo, Christmas paraphernalia etc.) then adding the oddball elements after. Not sure how useful that piece of advice is for you.

Good luck. Will be following this project.
The coins (I'm going to change them to a different currency name and model later on) are going to be used to buy items and abilities. Like BK and BT, they're finite, so you can't collect them over and over again. I also have a good idea of what the "Jiggies" of the game will be. It'll make sense to why these specific items open worlds. I'll use BK "Jiggy Depositing" system.

The test map is identical to BK's because it is BK's test map . Later on, I'm going to try my engine out on other Kazooie or Tooie maps to see if I got the right "feel" down. However, I'll want this game to be able to also stand on its own. Kids and adults who never played any of Rareware's gems can still enjoy this game, while also being introduced to the genre.

I know what the theme of the first world will be like. I still need to fully map it out. It's a theme that hasn't appeared in any platformers that I know of. The hub world will be an industrial city surrounded by all sorts of crazy worlds, some of the worlds taking place inside the city's buildings.

Appreciate the support!

Quote:
Originally Posted by Keegan View Post
what would a platform game be without platforms???
Next time, along with vast improvements on the camera system.
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  #57  
Old 23rd October 2014, 07:59 PM
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I've always said the best things about banjo kazooie were summerized in three simple things:
Atmospheric music; the lair theme changing to mumbo mountains intstruments when outside that stage is a perfect example
Controls; including bottles letting replayers skip the tutorial, all buttons working as they should, all jump archs behaving perfectly.
The camera: Most specifically, holding R to keep it behind you.
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  #58  
Old 28th October 2014, 09:09 PM
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hey i just got done playing kiwi 64

there aren't 60 clefs are there
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  #59  
Old 29th October 2014, 02:26 AM
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Alakazam Alakazam is offline 3 Highscores
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Quote:
Originally Posted by Kab View Post
hey i just got done playing kiwi 64

there aren't 60 clefs are there
nope its an ~ epic joke ~
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  #60  
Old 29th October 2014, 02:39 AM
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Originally Posted by Yiffgurl View Post
nope its an ~ epic joke ~
ugh i hate it when you say things yiffgurl
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