Axe Cop

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Pepsi Ranger
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Post by Pepsi Ranger »

I agree the snowboarding is really cool (oh, puns!).

I like the idea of switching genres up throughout the game. That could keep it fresh. Suddenly I'm seeing a version of Mr. Triangle's Maze showing up in Axe Cop.

Awesome work.
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Post by SwordPlay »

That snowboarding segment looks really sick. My heart started beating faster when I saw it. Nice work! Riding his own Axe is a clever (innovative) twist.
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Post by TMC »

Looks great; I'm taking note. The OHR definitely should let you customise the save/load menu to look like that!
Last edited by TMC on Wed Oct 04, 2017 1:33 pm, edited 1 time in total.
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Post by RMZ »

TMC wrote:Looks great; I'm taking note. The OHR definitely should let you customise the save/load menu to look like that!
As flattering as that is to hear, I think the original does it's job. What I'm kind of learning doing everything custom with OHR for this game is just how easy it is to make custom stuff if you have the patience and it's what makes it rewarding. The Tim-Tim 2 load screen is different than this, and this is different from the default. All of them work for different types of games and the difference between Axe Cop and Tim-Tim 2 is that Spoonweaver and I wanted to do them custom and were able to.

<img src="https://www.redtrianglegames.com/img/de ... net004.gif">
Also to confirm Pepsi's theory, Mr. Triangle's Maze elements are trickling into the game, like sliding on ice (the slide graphic is a placeholder for set-up purposes).
Last edited by RMZ on Fri Oct 06, 2017 1:33 am, edited 2 times in total.
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Pepsi Ranger
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Post by Pepsi Ranger »

I knew you wouldn't let me down. :D
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Post by TMC »

What I meant is that some future version (soon, I hope) is going to let you customise the save/load menu, no scripting required, and your save menu demonstrates some things like hero portraits which ought to be available to stick on the screen. James has done heaps of work on allowing menu customisation, but there lots left to do. But it's great to see people put in the effort to do it themselves and I honestly kind of hate to take away from that.

The MTA mechanics are tried and true... seems you're still doing plenty on the game without Soda Piggy.
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Post by RMZ »

TMC wrote:What I meant is that some future version (soon, I hope) is going to let you customise the save/load menu, no scripting required, and your save menu demonstrates some things like hero portraits which ought to be available to stick on the screen. James has done heaps of work on allowing menu customisation, but there lots left to do. But it's great to see people put in the effort to do it themselves and I honestly kind of hate to take away from that.

The MTA mechanics are tried and true... seems you're still doing plenty on the game without Soda Piggy.
Ah, that sounds awesome then. Yeah, I'm getting a fair amount done without Soda Piggy right now. I still run all the art and mechanics by him, I just don't ask for any new assets for the game. Like, I had the walls of the cave a lot brighter, since I figured... it's an ice cave, and I asked for his opinion on the colors and he came up with that variation, explaining how there's no light source, so the walls should be dark. I think this helps make the ice really stick out a lot.
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Post by RMZ »

Been working on Mr. Triangle's Maze for a while and kind of lost the groove for this one for a little while. Trying to get back into it before the next Maze break by building the top of the mountain where the start of the mission takes place.

<img src="https://www.redtrianglegames.com/img/de ... net006.png">
<img src="https://www.redtrianglegames.com/img/de ... net007.png">

I got a little more to go but not much. I think I'll do some stone statues of the villain leading up to the concert venue. Should be able to link the Mission select menu to this and put in my animating snow stuff that runs based off of zones for the intensity of the snow.
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Post by RMZ »

<img src="https://www.redtrianglegames.com/img/de ... hclock.gif">

Been a lot longer since I posted about Axe Cop than I thought. Things are going well. I've gotten through about 1/3 of the mission or more. Most of the art is done, it's more-so about time to build the dungeon than anything. I think within 2 weeks I can be at the boss battle which will be great.

The character in this gif is called Ralph Wrinkles. Ralph is probably like any RPG dog, in that he can pick up the scent of hidden objects. Well sometimes he finds secrets that are timed challenges. In this introductory one, you got to touch each crystal in the order they blink. You'll get another character shortly after this challenge and he throws boomerangs. Concept is these challenges are a great way to get you to use your entire party to overcome an obstacle rather than just using Ralph to find the secret switch to open a door, or the boomerangs to hit a switch, or Axe Cop chopping stuff. It kind of builds up the team aspect which I think will compliment my pacing well.
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Post by guo »

Beautiful. I'd love to pore over the scripts one day.
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Post by Spoonweaver »

They’re extensive
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Post by RMZ »

There's a lot of them, maybe even not done the most efficiently, but it's cleanest I've coded a game yet. I think I learned after MTA and halfway through Surfasaurus to use tiny scripts with globals you can change in other scripts to make systems like level up boosts and the parameters of these timers work in any situation and not need to be a brand new script every single time. It's such a massive amount of work for a game that's maybe 40 minutes long so far.

And then Spoonweaver makes this rad Avalanche mini-game and I'm surprised it's got as little code as it does and works so good.
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Post by Pepsi Ranger »

I've been learning the value of using more globals and templates and fewer "handcrafted" scripts, too. Heavy work at the beginning saves a ton of time down the road. We all need to learn this fine art.

I like the dog. Good dog.
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Post by RMZ »

https://www.pcgamesn.com/best-new-indie ... mber-25-17

Apparently because we've been posting weekly updates on Saturdays for a while the game has gotten some attention and has been put on the list of top 5 Promising Indie games of the week. It's not a huge amount of coverage but it's pretty cool the game is getting recognized. No pressure or anything.
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Post by Spoonweaver »

Dude, super cool.
Huge props.

Love to see they looked into Red Triangle games enough to see your previous releases were all on the PC.
Last edited by Spoonweaver on Mon Nov 27, 2017 1:50 am, edited 1 time in total.
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