So, it's Monday, and I have some bad news. I kind of neglected to go pick up ink from the store, so to conserve the ink I have left I've only made one page for the Monday update instead of my usual 3. So, here's page 109! Hopefully I'll get that ink tomorrow and get back on schedule. I also kind of didn't do those other things I said I was going to as well, I had some errands to run and stuff. TOMORROW FOR SURE.
It's a known fact that corners are scary, so the obvious solution is to avoid them at all cost.
A day late, but here's a page. I got the ink today, so tomorrow will be the official catch-up-on-all-the-late-stuff day. Look forward to it!
I wish this could happen ingame, but Big Daddies don't do any damage to the area surrounding their charge.
Obviously it is because imageshack cannot handle the make-outitude of the situation on Page 107 and deleted it before it damaged their servers emotionally. :v:
I'll reupload it later today.
"Fire that jerk!"
Haha, just started reading, this is pretty cool.
So, on today's two pages, Jack finally buys the plasmid we've been waiting for, Insect Swarm!
In case you don't get the joke at the end of Page 112, [url=http://www.youtube.com/watch?v=d4MqTCIDKhU]you should watch The Wicker Man sometime, it's quite a silly movie[/url]. It's got Nicholas Cage, and, well, as you can guess, bees. Lots of them.
This is one of those jokes that I thought of MILES ahead of the curve. Some time long ago, I thought to myself "some day I'm going to make a Wicker Man joke for the Insect Swarm plasmid", and, well, I WAS going to wait until the Farmer's Market (because that's where you [I]actually[/I] get the plasmid) but I decided I'd get it out of the way now. It was surprisingly easy to find this scene on Youtube, but I guess I should have been anticipating it since, y'know, it's Nicholas Cage getting stung by bees. Who doesn't want to see that?
Also, ignore the two smudges on Jack's face on Page 111, my scanner has some marks on it I need to get rid of.
I think page 111 is now my favorite one.
On today's page, Jack willingly breaks his ankles jumping from a tall height... Again!
And so now you know why it's basically impossible to kill Jack without a fatal shot. The dude's got a metric ton of health!
Of note: this joke is actually a byproduct of my messing around in the game while bored. I tried noclipping to various heights to see how much falldamage Jack could take at once, and unless I literally brought him up so his head was bumping against the ceiling and dropped him like a rock, he took a remarkably low amount of falldamage, though the cracks of his legs were kind of sickening after a while. I have to say the sound designers did a good job even if you don't get many opportunities to hear some of the better sounds.
This brings up another point. Way early on in the comic I made a joke about Jack's totally unnatural-sounding screams upon taking fire damage. Well, I realized today that it isn't ONLY exclusive to fire damage. Jack's yelps of pain seem to vary depending on who damages you. Certain splicers only get grunts out of him, but spider splicers and tommy-gun wielding leadheads can get very, very painful sounding noises. Explosions are also of note.
I don't know why I pay attention to these things. Maybe Dead Space has trained me to listen for the protagonist's yells of pain. I think it's affected my brain somehow.
Time for a Minor Sunday Treat update!
That Jack sprite in my avatar on the 2K forums ([url=http://forums.2kgames.com/forums/member.php?u=73706]here it is in case you don't know[/url]) isn't the only one I made. In fact, there's a whole sheet of them I created by myself, and here it is!
I've got to say, I had no idea what the Chemical Thrower looked like from the side until I had to sprite it. Also, I realize Jack holds the guns' handles in his right hand ingame, but hey, I was definitely not going to flip everything around and correct it because it looks good as is, so instead I just made a lowering-weapon-shooting-plasmid animation.
Come to think of it, if I ever get back into game making I might do something with these someday. Who knows? They will be part of a series though, I'll be doing some other characters and splicers and stuff sometime.
All this game-related talk got me thinking. If I made a Bioshock game, what would it look like? Well, way back when I was using Construct to make games, I made a block for each type of item/foreground setpiece. Here is an example of something I threw together in Construct real quick:
In this mockup, purple blocks are platforms, or things Jack can step on but not jump upwards through in other words. Light blue blocks signify items you can examine or pick up, in this case the wrench (I know the sprite already has the gun, sue me). Green blocks signify breakable platforms, or things Jack can attack to break, here being the busted pillar you break as part of the tutorial in the beginning.
As you can see, Jack is sprited in the scene for size comparison. Each "block" is a tile repeated again and again. You can see the health and Eve in the top left. I also gave them a tile, the "bar" is actually a one pixel rectangle repeated several times to give the [I]illusion[/I] that it's a bar. However, this is not what the game will actually look like, of course.
This is what it looks like in its current form. Jack is just left of center because he is standing on the left edge of the screen. If he moves so the camera isn't bumping against the edge (he can't because I don't have controls programmed, like I said, it's just a mockup) he will become centered unless he moves vertically to the top of the screen, at which point the game will scroll up to meet him if he lands on a platform and stay at the same height if he falls back down. The actual camera is 500% larger than the "stage" to give it more of a pixelated effect. More shortly as soon as I finish spriting the area.
Okay, the foreground is finished, and here's what it looks like.
To make the foreground, I made a new layer in Construct and opened Paint real quick. Then, I created a tile the width and height of one "block", and added it to my sprite list. As you can see, I've taken a minimal approach, because it adds to the style when enlarged for actual gameplay. However, you may see things in this screenshot that aren't blocks in the one above, such as the board above the rubble. Well, since Jack cannot physically jump high enough to touch it, there's no point in making it a tiled-in area, so I just made a sprite for it.
In case you don't know and care for some reason, here's how the blocks work: They are solid. This means that Jack (the player object) cannot walk through them in any shape or form, he can only touch them, and if he tries to move through one (IE continuing to hold the right key after you hit a wall), it stops him. He can jump through the top of them, but I've set them not to do that in favor of making a stair block for future use. Objects like the wrench will be single-layered objects. It's been coded that if Jack goes over to the wrench and is in range of the "block", he will pick it up and the object will be deleted, Atlas will speak (IE a cutscene, my eventual downfall last time making a game in Construct) then you will have the wrench! If you press the default pick-up/talk key when not in range, nothing happens. Nifty!
As for the breakable blocks (hoo boy, this is going to take a while to explain), they are solid blocks. That means they're like the tiled blocks, right, and Jack won't move through them if he touches them? Well, no, not exactly. I had to [I]set them[/I] to be solids, because if I set it to be a solid in the menu Construct provides, Jack would be able to break them, but they would still be solid and still exist even though you couldn't see it anymore. I guess what I'm saying is, the effect would happen, but the desired result wouldn't. So, I had to make it so that Jack could swat the blocks with his wrench (I also had to make it so you HAVE to be using the wrench to break breakable scenery) and they'd disappear from the game forever, even if you leave the screen and come back.
However, that presented itself with ANOTHER problem. They just vanished when you hit them, no effect or anything. So, what I planned on doing (again, mockup, I don't know how to do this and would have to learn myself :v:) was having it so that when Jack hits it, the object is deleted, BUT, an effect plays as well on deletion. Pixels of similar color to the broken object scatter in a virtually random direction and then fall downward out of the screen. This is possible in Construct and I have seen it done, fairly well in fact. By the way, the reason the effect plays on deletion and not when Jack hits it is because the effect would play every time Jack struck the area the block was in even after it's gone. While humorous, it'd be disastrous on the system if the player got amused and just hammered the fire button over and over to see how many pixels they could rain down upon Jack's 8 bit legs.
Still a little empty, though, right? Well, that's where the background layer comes in. I'm still spriting it, but it contains everything from TVs to plywood to things leaning against walls to, well, let's just say a bunch of stuff. You'll see what I mean when it gets done.
WOW, THAT WAS A MOUTHFUL.
DISCLAIMER: IF I MADE THIS A REAL GAME THE GRAPHICS WOULD BE NOWHERE NEAR AS SLOPPY.
Ta-da! It's not quite Rapture, but hey, it's as close as you'll get without paying 20 bucks to get the game. :v:
The background is very lazily drawn. beneath the tiles in the foreground it's a scribbly mess, I only did real work on the parts you are supposed to see, and that worked out fairly well.
You can see the wrench lying on the ground in all its wrenchy goodness. It's outlined in yellow to signify you can interact with it like in the real game. You can hardly see it zoomed out like this, but like I said, it's 500% bigger ingame, so I have to compensate a little for that when I'm spriting world objects.
Everything that has been added since the last screenshot is one large sprite with the exception of the wrench. As I drew it, it overlapped Jack and the foreground, but then, since it was on its own layer, I just moved it back one and voila, it was all by itself!
Now, as I said, it's not quite Rapture. What WOULD make it more Rapture-like, you may ask? A lighting engine, that's what. I will say right now that I do know how to make them and if I did make the game it would have them but for now I guess I just have to make another mockup. v:v:v
Sheesh, this is going from a minor sunday update to a massive sunday revelation. Anyway, here are two lighting examples I drew up!
Now, in Bioshock, Jack does not have a flashlight. In fact, it's in the instruction manual, saying that Jack has no way of lighting things up. Why he doesn't just pick one up is beyond me, but that means when you go in a dark corner, it's, well, a DARK DARK DARK corner, because you have no light to shine on anything. So I made the dark example.
BUT, that does not look very good, as you can't see anything until you've come right upon it, so I made the light example, meaning you can still see, but it's darkened to give the effect that you aren't exactly in perfect brightness. The shadow around Jack is dynamic, meaning the closer he gets to OTHER light objects, his shadow gets more transparent (not lighter, keep in mind that it's just a big black layer over the foreground layer that is sprited at regular brightness). Again, it's just a mockup, the lighting doesn't actually work, but I'm sure I'd be able to get it to. For static objects, it's as easy as just making a transparent-to-transparent black gradient around it. For Jack and enemies, it's a little tougher. Speaking of enemies, you may have noticed that there aren't any in my little mockup-turned-almost playable demo! Well, I'll fix that.
edit: oh god i've been working so long on this i broke my own automerge, holy shit, if you're reading this, it's not a bump, I just have been working so long automerge broke itself, read the post above this one first :v:
So, now there's a splicer! He's just a generic ol' clumsy splicer, waiting around for someone to come along so he can flail his arms at them and go down in two hits. He DOES have AI, but it will never activate because, well, Jack can't actually MOVE, but if he could move, here's how it would work:
His flashlight shadow acts as his "FOV", his field of vision. If Jack enters that field of vision, the splicer will glide/saunter over to Jack (no walking animations, mockup, remember?) and "hurt" him (no attack animations nor hurt nor health bar drainage, mockup, remember?). If Jack takes enough "hurt" damage, he dies and starts the screen over with all his health returned. If I expand, I'll probably put in working Vita Chambers as checkpoints of some sort. But anyway, back to the splicer. If Jack hits it with a weapon (melee only currently, I haven't figured out how to make guns/weapon select work yet), it will take "hurt damage" instead.
Sluggish splicers like this one are programmed to, well, suck at everything. They're sluggish as their name implies. They shuffle like zombies and give you enough time to get away before they can attack. Hell, you can [I]jump[/I] past them if you like. If you exit its FOV, it does give chase, but only for a moment. A second or two after you leave its FOV, it will walk in the same direction you left in, but then stand still for a moment and return to what it was doing before. Here, it is doing nothing, but I have a random movement code onhand to make them realistically take a few steps, stop, turn, take a few steps, etc. Sort of like NPCs in Pokemon games, but only left and right instead of some weird overhead/over-the-shoulder angle.
This is getting fun!
so much thought you're putting into this :psyduck:
I like the second lighting situation better, and in the mockup with the splicer, what's with the overlapping light = no light?
What are the odds that we post in a thread at like exactly the same time :raise:
[QUOTE=TrafficMan;24277749]I like the second lighting situation better, and in the mockup with the splicer, what's with the overlapping light = no light?
What are the odds that we post in a thread at like exactly the same time :raise:[/QUOTE]
Yeah, I noticed that the shadow overlap. I dunno what the problem is, like I said, I haven't figured out how to make the shadows mix yet, but I'm sure I can do it. I think all I have to do is put it on a new layer and it'll automatically overlap the shadow undeneath it, meaning Jack's shadow has to be above all the foreground items and splicers have to be above HIS. Not too bad.
So, on today's page, I ignore the skipped Monday update for now! (sorry 'bout that, I'll make it up later)
When I was making this page I figured I'd really drive the point home that Jack really has no goddamn idea what to do without Atlas and DAMMIT I FORGOT TO DRAW HIS BEARD ON THE LATTER HALF OF THE PAGE AGAIN.
I'll fix it, don't worry. :V
But anyway back to the page notes. There aren't really that many, except that I once killed a splicer and it flew towards me due to physics going all wacky, and it looked like it was trying to french me or something. Shit was creepy.
Just read all of them, good stuff! :D
Now, unfortunately, when I hole-punched page 115, it kind of, well, made a hole in the bottom left corner panel, which sucked. I didn't update yesterday because I WAS going to redraw the page but I decided not to and just Photoshopped it out. :V
And so, allegedly for the final time, it's Jack vs Rose yet again! And, once again, Jack wusses out like a pansy right at the beginning, but now he's got someone to fight for! Will he man the hell up? Only time will tell.
Unrelated, but goddamn, I am now in love with [url=http://protomen.com/]The Protomen[/url]. If you've never heard of them, they can be best described as "Mega Man Rock Opera", AKA the best thing ever. You should listen sometime.
I always love the way you portray Jack's facial expressions.
And why don't you color them? I liked those few that you did color.
The color doesn't really translate that well into Photoshop. In other words, my scanner hates any color and completely rapes it on the way into the computer. I'd do more color pages if I could be bothered to mess with the settings enough to fix it. :v:
Am I the only one who read farmers market in Atlas's voice?:v:
So, today is catch up day, and that means instead of 1 page of Jack getting potentially, slowly, and painfully murdered by Rose, you get 3!
No, before you ask, Jack didn't just kill Rose and Rose didn't just kill Jack. One-shotting her would be too easy! You'll see what I mean on Monday, but for now, more insight into my thought process for making Jack into a damage sponge:
Jack is a likable protagonist. Whether you want to admit it or not, as the reader you've probably begun to understand by now that Jack's got more than just plot armor keeping him alive, he's got a fanbase armory at his disposal. I made Jack out to be cool, calm, collected until something scary happens. He's a hopeless goof when wandering around and a serious, determined man when he's on a mission. By having Jack get injured, I'm trying to make the readers feel afraid that Jack, the guy they've come to know and love, is on the edge of death. In almost all cases he won't die, but there's always that creeping possibility.
Now that Jack has Jill to defend, he's even more determined than he was when he was just looking for Atlas' family, which means he can take more blows before finally going down for the count. When you're on the edge of death in the real game, your vision will tint red, and your heart will beat in your ears, and Jack's shuddering breaths will try to place the same fear of death in you that I'm trying to convey with Jack right now.
By having Rose slice open his stomach and chest and face and his eye and strangle him, I'm reinforcing that this IS a violent game. In one playthrough, you ruthlessly murder splicers by the dozen, well into the hundreds of fatalities in many creative ways, in fact the game applauds you for it.
They're the bad guys. That's your only explanation. There's a bounty on your head and Ryan has sent the splicers out to keep you from getting to wherever it is he thinks you're going. Splicers are naturally murderous of course, but it all boils down to "They are bad, you are good, blast them and light them on fire and shock them and loot them". But to the splicer, you're the bad guy. All he wants is for you to die and leave him be, but instead of just passing by, you blast the splicer with your shotgun without giving it a second thought, and watch his health bar drain, and when he's ragdolled, you loot his corpse and move onto the next. A sad thing it is, but they're the established mooks, and you're the established protagonist, nothing can be done to get beyond that.
Super Saturday Update time!
Remember that game concept I was talking about a few days ago? Well, I made it into a real game!
[url=http://www.mediafire.com/?83y38fxo6nnmi39]Download it here![/url]
Unfortunately, all you can do is walk around and jump right now, but I was able to get the controls and lighting engine working totally fine, which is a sign of good things to come. I'll update soon with more things to do (and some graphics to look at besides plain old blocks). Use the left and right arrows to move and hit X to jump!
[QUOTE=Doomish;24419140]Super Saturday Update time!
Remember that game concept I was talking about a few days ago? Well, I made it into a real game!
[url=http://www.mediafire.com/?83y38fxo6nnmi39]Download it here![/url]
Unfortunately, all you can do is walk around and jump right now, but I was able to get the controls and lighting engine working totally fine, which is a sign of good things to come. I'll update soon with more things to do (and some graphics to look at besides plain old blocks). Use the left and right arrows to move and hit X to jump![/QUOTE]
needs more game :P
I just noticed you can jump an infinite number of times. I guess that's a feature for now. :V
[QUOTE=Doomish;24419757]I just noticed you can jump an infinite number of times. I guess that's a feature for now. :V[/QUOTE]
I just assume the blue background means he is in water... therefore jumping=swimming, being in an underwater city afterall :P
[url=http://www.mediafire.com/?ybn71z7qyypoqpb]Download it here![/url]
[B]New in test 2:[/B]
[list][*]Press up in front of the splicer to talk to him!
[*]Hold C to run!
[*]Increased Jack's jump height a little![/list]
Another 2DShock update, this time with tonics:
[url=http://www.mediafire.com/?c6oavwwirb5ls54]Download it here![/url]
[b]New in test 3:[/b]
[list][*]Jack now emanates a small light that follows him around!
[*]The friendly splicer's message has been changed!
[*]Look above you for the Sportboost tonic!
[*]Press V to pick up the tonic (controls are only temporary)
Sportboost does the same thing it does in the real game, that being, it makes you move a little quicker.
Doomish, do you need a hand with the sprites? I am pretty good at spriting and I can ask the pixel wars guys to lend a hand as well.
OH fuck. I just realised in page 19 jack seems like he is going to die... :ohdear:
[QUOTE=technologic;24447792]Doomish, do you need a hand with the sprites? I am pretty good at spriting and I can ask the pixel wars guys to lend a hand as well.
OH fuck. I just realised in page 19 jack seems like he is going to die... :ohdear:[/QUOTE]
I'm sure Doomish has it covered, he's kind of an artist. :v:
119 pages of this???
Man.... sure wish I had that kind of patience...
Curse this ADHD
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