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Old 03-04-2012, 09:04 PM
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Kazooie in the Treasure Land Demo

This is NOT spam. Just thought of letting you know about an game project i'm working on with Game Maker (version 6.1, as i started it's development on this specific version). Not a fangame of any kind, but the gameplay is sort of similar to that of the early Wario land games, only in top-down view rather than sidescrolling. The point about the game is to locate and bash away moving logs of tree(named Wood-Stocks. Character is (c) W-64) in every level. At the end of each world awaits a boss, which you must beat in some way in order to move on to the next world. Collect as much treasure as possible to get the best possible ending.

Here's a couple screenshots of the game:

image 1
http://i43.tinypic.com/975qpl.png
image 2
http://i43.tinypic.com/16jlzch.png
image 3
http://i39.tinypic.com/4ilog6.png

By now it has come a long way, and things in the project is starting to get more finalized(sacrificing some planned things to speed up the project if really needed). Hopefully I'll be expecting to finish it in a couple days. I myself can't wait to get it out there in it's final form.

Download link to Kazooie in the Treasure Land demo 8.6: http://www.sendspace.com/file/jxhb9f

Page about the project on my blog: http://alliehimself.wordpress.com/mi...treasure-land/
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Last edited by ConkerGuru; 03-25-2013 at 04:42 PM. Reason: Some rewrites to reflect the current progress of the project
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Old 03-04-2012, 09:20 PM
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Not to bash it or anything but Kazooie looks like Woody Woodpecker.

I'll try it out before I say anything else.
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Old 03-05-2012, 07:39 AM
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She looks like Woody Woodpecker? Sounds like coincidence to me, as they're both different characters, even if they look alike. But it's alright, no offence taken.
Let me know after you've tried the demo.
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Old 03-05-2012, 09:09 AM
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It reminds me of Legend of Zelda. The Hearts Life HUD
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Old 03-05-2012, 05:12 PM
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Just checking. How was the game like? Were there any good or horrible things about it? If so, let me know them, be it glitches, design oversights, or anything else, and i'll be getting to it right away.
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Old 03-05-2012, 08:46 PM
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I really like the looks of it so far. I hope it turns out to be perfect!
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Old 03-05-2012, 08:54 PM
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Looking at Kazooie again, for whatever reason I like how you designed her.

What are the controls for this game, I can't seem to start.
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Old 03-06-2012, 07:35 AM
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^Sorry, i forgot to write out the controls in the first post, as i thought you would've of figured them out on your own, but here's the controls:
On the title screen, the arrow keys moves the cursor, and the Space key confirms the choice that the cursor has been positioned on(in this demo, "START" is the only one available). In gameplay, the arrow keys moves the player around. Pressing Space performs a charging dash attack, and is used for destroying boulders, bashing away enemies, and breaking open treasure chests. Enter pauses the game(thinking about putting in a little pause menu in future demos, but i don't yet know how that would be done), and the CTRL key resets the game.

And as for any future updates posted on my blog, they'll be appearing here as well.
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Last edited by ConkerGuru; 03-06-2012 at 07:39 AM.
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Old 03-07-2012, 06:14 PM
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Update 2012/03/07 20.07:
Posting 2 new screens of the coffee table book feature i'm working on finishing:







Edit: Resized the pics. Thanks Skill, for telling me how to do it.
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Last edited by ConkerGuru; 03-15-2012 at 10:05 AM.
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Old 03-15-2012, 04:15 AM
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Old 03-16-2012, 01:05 PM
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Update 2012/03/16 15.05:
Demo 052.1 ready for download: http://www.sendspace.com/file/xq0jra

Note that this is more of a rush release than an actual demo, just to show that there is progress being made. This demo also has debugging tools enabled(rather complex ones, that is). If you yet haven't found the debug menu in the game, then it's accessible in this version. When you start the game, it dumps you straight into the Debug Menu instead of at the logos screen. Use arrow keys up and down to select a option, and Space key to go to that other debug screen. Left and right adjusts settings and variable numbers in the game, such as the number of coins, hearts, and so on. It also let's the user go to any level or room in the game, even test areas which usually is blocked off from normal users, watch all the sprite graphics, look at backgrounds, and play all the sounds. With the Debugger turned on, the following additional controls are made available:
S Key - cycles backward through available debug options
X Key - cycles forward through available debug options
C Key - Performs the option/turns debug parameters/variables on or off
A and Z Keys - sets the value of an option, like object-placement, to the value as seen on the option being displayed.
W key - Goes back to the debug menu.
What more, the room you currently where in is remembered by the game, as it is an general instruction for the transition room(not counting any rooms leftover from an earlier game).

Available debug options:
Option 1 - unstopable= Sets whether the player has infinite hearts. Is used for testing purposes, but is otherwise useful for people who like to cheat.
Option 2 - obj= Enables object placement mode.
Option 3 - sync= toggles synchronization on or off, exactly like the D key.
Option 4 - autodraw= toggles autodrawing. Usually on by default.
Option 5 - gamespeed= sets the game speed. range= 1-100. 60 by default
Option 6 - wallcollide= sets whether walls are solid or passable
Option 7 - woodstock= sets whether getting rid of all enemies in a room will clear it or not. If turned off, the event doesn't trigger, which means the user can continue to explore the area after more treasure until time runs out. Usually used for testing purposes.
Options 8-12= not yet implemented.

One noticable bug to mention here; if "unstopable" is turned on, when the timer gets past 0, the music cuts off as usual, but nothing happens, Kazooie won't be kicked out of the level, and the player can continue on as if nothing happened. It's an generic bug that occurs if "unstopable" is on, and won't be fixed, as it's a debug feature.

If in object-placement, an cross cursor appears on the screen. C key places the object at the position the mouse is on. Do note that if trying to place a nonexisting object, the game will hang, forcing the player to do ctrl+alt+delete and shut down the application. I attached an list of objects as an guide of what every value each object corresponds to.

As for actual content changes, the Coffee book feature has almost been fully implemented, and works very well. In the enemies section, there's several slots not having their descriptions and sprites done yet, instead using existing ones as placeholders. The main menu is functional as well, and one can select any of all the episodes, as well as the currently unfinished ending cutscenes. A couple bugs have been fixed as well, and Kazooie now has a smoke trail behind her whenever she bashes, primarily added in as an little cartoon effect. Also included an actual help file that has yet to be finished, but most of the info is in there, including some additional details about the games development process.

Enjoy this release so far. It sure took a while to get the things i just mentioned working.

Update 2012/03/23 21.12: Working on the AI for the remaining enemy Wood-Stocks. I'm not very good on enemy and boss intelligence, but i better try it out before giving up on it.
Attached Files
File Type: txt kazooie in the treasure land object list DEMO 052.1.txt (24.9 KB, 14 views)
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Last edited by ConkerGuru; 05-03-2012 at 10:35 AM.
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Old 04-27-2012, 12:24 PM
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Update 2012/04/27 14.24
Been sparse on updates recently. A few days after this month already started, i was attacked by the "flu", so i haven't been able to dedicate my time to the game, and it literally took me weeks to fully get back to work. Needless to say, the game is still being worked on, and a handful of new stuffs has been added. Have no demo ready yet, as i still need to work on the rest of the enemies and bosses, while also trying to keep the games size as small as possible. Also, humorous stuff like bloopers(or outtakes) are already considered to be implemented, mostly to provide some lasting comedy(i hope at least so. and if there'll be enough bytes free for this). In the meantime, i'll post this pic here so you'll know that this game has not fallen dead.






Edit: I reuploaded the 52.0 and 52.1 demos again, as they got deleted by sendspace(due to some limit if a file is inactive for 30 days). If you didn't grab either demo in time, then you will be able to again, but watch it, after 30 days of inactivity, then it'll be deleted again, so make sure you grab it before it's too late.
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Last edited by ConkerGuru; 05-03-2012 at 10:28 AM.
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Old 06-10-2012, 09:04 PM
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Sorry for the delaying of the next coming demo of this game. As you may already know, things in life are usually keeping me from getting any massive work on this thing done. Currently i'm writing the text for the blooper movies(which I yet haven't even begun work on. Will probably come late in development), and fixing a few things here and there.(bugfixing, features being considered or scrapped, getting the games' skeleton intact... MANY things really.)

No demo yet to be ready for public, but here's a screenshot showing that work is at least being made:

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Old 06-11-2012, 01:40 AM
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This is looking fabulous man! Excellent work being done! Have you worked on a soundtrack as of yet?
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Old 06-11-2012, 09:17 AM
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Soundtrack? Oh yeah, that one bit. I unfortunately lack the talent in composing(or sequencing for any matter), most of the soundtrack currently in the game are midi (illegally from vgmusic.com, which I arranged a bit just to suit the project, but I will list their site in the game credits, a couple of them however I got from a DS game ROM), but a number of them are in wav as well(mostly about up to 1 minute or less each, due to the midi format at times not bringing the exact same quality as expected), heavily compressed to make it not take up too much MBs of data. Right now I can't get the title screen music changed, as I yet have to transcribe the title tune from Wario Master of Disguise by ear. Tried doing it once, but it ended up not sounding true to the original, so I'm keeping the tune currently in the game as a placeholder until I can manage to do the intended tune.

Soundtrack problems aside, progress is going slow, but it really has come a long way I have to admit. I hope to complete this as soon as possible. After this game, I'll start work on a platformer, similar to a game from the Kirby series(Canvas Curse really), but with some alterations to story and controls.

As for a playable demo, one will be up soon today. Just have a few more touches left.

Edit: Demo 070.0 up. You will find the link to it in the very first post of this thread. I wanted to hurry it a little, as I will take a break from the comp. by tomorrow... Taking a break simply, as I realized I've been just sitting all day trying to make this progress faster.
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Last edited by ConkerGuru; 06-11-2012 at 06:34 PM.
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