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> Defend Your Town!, Bum bum...
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Black Boo
Posted: Jun 12 2009, 12:08 PM
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So I decided to make a small minigame to pass the time now that summer's here. I'm supprised at how well I did on this, seeing as I haven't used GM for months.

So, in this game, you play as Link, trying to fend off Octorocks. There is no time limit or end of the stream.

However, many things are hindering my progress. I need your help to gather:
An actual LOZ icon, and not a brick.

Controls:
Left and Right Arrow Keys: Move
Shift: Swing sword (only while stationary)
Enter: Restart game on game over screen.

SCREENSHOTS

user posted image
Comment: Basic gameplay.

user posted image
Comment: Ooh! What does THIS Kinstone do?

user posted image
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Comment: Well, look who showed up to the party! What will they do? Play and find out.

Enjoy.

Download: http://www.sendspace.com/file/xeni16

Update 6/12/09: Added powerups and narrowed the octorok spawning/spaced them more evenly.

Update 6/12/09: Added sound effects and better death sequence...kinda.

Updete 6/13/09: Fixed glitches with Din's powerup, added town, added failure to protect the town, added fire on buildings. Also, SCREEN WRAP! That should make it a bit easier for you guys if you use it right. Another thing is the health incrament has changed. Now you'll only take half of a heart of damage from an octorok.

Update 6/13/09: Made the HUD look a bit more prettyful, as well as added in a new powerup. (which was a pain in the buttox, let me tell ya.) I must thank Zero Kirby for some council about said powerup as well. And last but not least, I've changed the background music to be something more...fitting.

Update 6/14/09: Implemented the kill counter. I've also added in rupees (this is how you get upgrades) and hearts.

Update 6/14/09: Not a very important update. Just some bugfixes and tweaks, such as one powerup at a time, stopping the "YOU'RE LOW ON HEARTS BRO" sound when you grab a heart and have more than three, etc.

Update 6/18/09: Not too big. Just (hopefully) fixed the giltches with the powerups, and added a new and very useful one.

This post has been edited by Black Boo on Jun 18 2009, 03:23 PM


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Sweden
Boomb
Posted: Jun 12 2009, 12:27 PM
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This could be quite fun, you just need to add more stuff.

Also the Octoroks seam to spawn very randomly, witch makes it too hard (inpossible even) sometimes and sometimes there are no enemies to fight at all.


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Austria
Black Boo
Posted: Jun 12 2009, 12:29 PM
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QUOTE (Boomb @ Jun 12 2009, 12:27 PM)
This could be quite fun, you just need to add more stuff.

Also the Octoroks seam to spawn very randomly, witch makes it too hard (inpossible even) sometimes and sometimes there are no enemies to fight at all.

This is very beta, just a tech demo really. I'll be adding in powerups and weapons too.

The Octorocks? Ah yes...I left that all to chance, really...

So what do you recommend? Should I narrow the focus of their spawning range or just have an alarm?


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United States
Luigis #1
Posted: Jun 12 2009, 12:32 PM
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here you go buddy
http://noproblo.dayjo.org/ZeldaSounds/
use this for all my zelda sound needs wink.gif


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United Kingdom
Joe Inky
Posted: Jun 12 2009, 12:41 PM
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Can't help you for sounds seen as Luigis#1 just posted the best place but.

As for tiles go here: http://www.spriters-resource.com/gameboy_a...nish/index.html
go to backgrounds and maps and click on the one you need, and break it up into tiles yourself,it's not hard, and if you can't do that, just tell me which one you need and i'll tile it.

Ideas for improvements:
-Make it so that link can move in all four directions
-Have a little meter that shows the health of the town, and every time an enemy gets past the towns health decrease. Or you could eve have a little image of the town and it gets detroyed more as the health goes down.
-Add different types of enemies that do more damage to the town but are slower, or ones that are weak but have projectiles etc.
-Make the enemies 'waves' so that you have a counter in the top right which tells you what wave your on, and then every 5 or ten waves, theres a boss wave, and defeating this boss unlocks you a new weapon.
-Make enemies drop hearts, but very rarely


I don't know, they're just some suggestions that I think could make this game more addictive and increase the time in which someone will play it. You probably had all these ideas in mind anyway seen as like you said it was beta but just incase you don't...

This post has been edited by Joe Inky on Jun 12 2009, 12:42 PM


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Boomb
Posted: Jun 12 2009, 12:43 PM
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QUOTE (Black Boo @ Jun 12 2009, 12:29 PM)
So what do you recommend? Should I narrow the focus of their spawning range or just have an alarm?

No need to narrow it down just make an alarm and make sure that Octorock 2 spawn pretty close to Octorock 1.

Maybe you want a exemple?

This post has been edited by Boomb on Jun 12 2009, 12:44 PM


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Luigis #1
Posted: Jun 12 2009, 04:09 PM
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QUOTE (Joe Inky @ Jun 12 2009, 12:41 PM)
Can't help you for sounds seen as Luigis#1 just posted the best place but.


Ideas for improvements:
-Make it so that link can move in all four directions
-Have a little meter that shows the health of the town, and every time an enemy gets past the towns health decrease. Or you could eve have a little image of the town and it gets detroyed more as the health goes down.
-Add different types of enemies that do more damage to the town but are slower, or ones that are weak but have projectiles etc.
-Make the enemies 'waves' so that you have a counter in the top right which tells you what wave your on, and then every 5 or ten waves, theres a boss wave, and defeating this boss unlocks you a new weapon.
-Make enemies drop hearts, but very rarely


1: ^^

2: You make the game now sound like a castle defense game, in a way it is, but it isnt. Then when I got about half way down your list you made it sound like Plants vs Zombies. I laughed when I got that idea.


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Austria
Black Boo
Posted: Jun 12 2009, 04:31 PM
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LN1: THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU
THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU

Joe Inky: Actually, I'm planning on doing half of that stuff. It's just as I said, "a tech demo." However, moving in only two directions is the challenge of it. It's do or die. Being able to go back and hit an octorok would make it much too easy. *evil laugh*

Boomb: No thanks, I think I've got it covered. And with the powerups I've added, (still in beta), it should make it easier.


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Joe Inky
Posted: Jun 12 2009, 04:36 PM
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QUOTE (Black Boo @ Jun 12 2009, 09:31 PM)
However, moving in only two directions is the challenge of it. It's do or die. Being able to go back and hit an octorok would make it much too easy.

Ok, well then youll have to make it so that the octoroks are even spaced ouy on the x side of things, having two octorocks come at the same time on opposite sides of the arena isnt fun.


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Austria
Black Boo
Posted: Jun 12 2009, 07:19 PM
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Okay, updated again.

Just gonna ask for an opinion, but should I take out Din and Nayru or what?


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OniLink10
Posted: Jun 12 2009, 08:13 PM
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Suggestions:
1. Town Health that decreases whenever an Octorok gets by
2. Octoroks sometimes drop health that floats down to meet you
3. Bow & Arrow?
4. "Levels", allowing you to buy stuff to upgrade your Defenses(Money is earned from Octoroks at random)


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Austria
Black Boo
Posted: Jun 12 2009, 08:41 PM
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QUOTE (OniLink10 @ Jun 12 2009, 08:13 PM)
Suggestions:
1. Town Health that decreases whenever an Octorok gets by
2. Octoroks sometimes drop health that floats down to meet you
3. Bow & Arrow?
4. "Levels", allowing you to buy stuff to upgrade your Defenses(Money is earned from Octoroks at random)

Haha, wow. I was planning on adding all of those!

And you'll be making an appearance too. (in theory)


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OniLink10
Posted: Jun 12 2009, 08:46 PM
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QUOTE (Black Boo @ Jun 12 2009, 06:41 PM)
Haha, wow. I was planning on adding all of those!

And you'll be making an appearance too. (in theory)

You mean the Fierce Deity?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 12 2009, 11:03 PM
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QUOTE (OniLink10 @ Jun 12 2009, 08:46 PM)
You mean the Fierce Deity?

Yeah...soon as I can get it working! >.<

Oh and good news everyone! I've found Minish Cap tiles! I'm implementing the town's mechanics now. Expect an update tomorrow. (It's eleven pm here...gimme a break. =_=)


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Black Boo
Posted: Jun 13 2009, 12:42 PM
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Alrighty, new update! I've implemented the town's health, etc. I've also fixed a glitch with Din's powerup. Though my favorite thing of all is the town getting set on fire. C:< Don't ask how only Octoroks do it, I don't know.


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Black Boo
Posted: Jun 13 2009, 11:17 PM
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NEW UPDATE, CHECK OP!

I'm not aiming for two updates a day, they're just landing like that. biggrin.gif


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OniLink10
Posted: Jun 13 2009, 11:43 PM
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Argh, I got the Spinning Powerup and got stuck by the Flowers at one point.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 13 2009, 11:51 PM
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QUOTE (OniLink10 @ Jun 13 2009, 11:43 PM)
Argh, I got the Spinning Powerup and got stuck by the Flowers at one point.

Interesting...those are only tiles...

Were you stuck like that forever or what?

Edit: Oh I see what happened! You pushed shift while you were spinning weren't you? That's my bad. I've fixed it already and will upload a bugfix in a minute.

This post has been edited by Black Boo on Jun 14 2009, 12:02 AM


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OniLink10
Posted: Jun 14 2009, 12:06 AM
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QUOTE (Black Boo @ Jun 13 2009, 09:51 PM)
Interesting...those are only tiles...

Were you stuck like that forever or what?

Edit: Oh I see what happened! You pushed shift while you were spinning weren't you? That's my bad. I've fixed it already and will upload a bugfix in a minute.

Oh wow, I thought it was a WINE error for a second. Glad I reported it!


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 14 2009, 12:12 AM
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QUOTE (OniLink10 @ Jun 14 2009, 12:06 AM)
Oh wow, I thought it was a WINE error for a second. Glad I reported it!

WINE error? What's that?

Anyway, bugfix is up.


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