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hello! I have played a lot of Kero Blaster (from the creator of cave story) and you should probably buy it and play it : http://www.playism-games.com/games/keroblaster/
 
It's really good
 
but what's also great is that I've been diving into the scripting and level data.
 
Pink Hour is a free side-game to Kero Blaster (http://www.playism-games.com/games/pinkhour/) and it uses the same engine (and as such same level and scripting etc etc) which means I've got more stuff to play with AND you don't gotta buy Kero Blaster to start hacking away. which is super cool
 
INTERESTING STUFF
 
First I'll start with the files: (i'm using Pink Hour to show all this stuff, same stuff is in Kero Blaster mostly)

 
you've got 8 folders in here, here's a quick rundown on what's inside each one:
 
assist - Some weird stuff! I'm yet to understand most of it but I am pretty sure that this is all stuff that Pixel's level editor uses. A closer look at the files inside:
 
attribute.png - looks like debug tiles for all the types of collision. not sure what everything is yet, but you can see slopes and damaging tiles for sure.
 
default.pxeve - this is a template level script, i'll go into the scripting language more in a bit.
 
flags.txt - i'm pretty sure that this is just a reference file, for data that is used maybe in the level data files? this will no doubt come in handy when i dive further in.
 
scroll.txt - haha I dunno, something to do with scrolling of course but mhm probably not important
 
unittype.png - pretty much definitely the "entity palette" for use in the level editor
 
unittype.txt - a handy list of what all the entities are. definitely will come in handy.
 
bgm - surprisingly the music data. all the music is .ptcop format, which is the music format that PXTone exports (http://www.cavestory.org/pixels-works/pxtone-collage.php), a music tool created by the developer of this game.
 
field - level data! this is interesting stuff!! but!! its not plain text unfortunately. I'll go into what i've found in level data further on.
 
img - most of the graphical data! editing this stuff is super easy. (just make sure you keep it indexed! i haven't checked yet but i'm pretty sure it doesn't support full colour pngs, i'll update this when i bother checking haha)
 
localize - translations are stored here, some graphical pieces are also in here.
 
profile - save data, yeah?
 
se - sound effects! in .ptnoise format which iirc can also be created with one of Pixel's tools.
 
text - scripting data!! even more interesting! all the scripts are in plain text, so you can very easily start editing things :) I'll go into the scripting stuff now
 
 
--+SCRIPTING IN KERO BLASTER AND PINK HOUR+--
 

 
Scripting takes a really simple format, and if you've done a little coding it shouldn't be too difficult to pick up.
 
You've got 3 types of code, Labels and 2 kinds of Functions.
 
Labels are lines that you can jump to, with some special labels being called by Entities or through some other method. The first of these special labels is:
 
*[IN]
 
which you can see at the start of every script file. the functions after this label are called when the player has entered the map!
 
Functions are all preceded with a "<" and are 4 characters long. Functions that a followed by square brackets (like "<muLd[kb_shop_a]" you can see above) are taking an argument (sometimes more than one)
 
You can put functions on more than one line, as far as I've seen linebreaks don't do anything. Here's a list of just a few useful functions and my rough knowledge of what they do:
 

 

//script delay. i think it's in frames.
<dely[time]  


//another delay script, but locked to 60 
<dl60


//jumps to a Label, often used to go to a new level, but i'm not exactly sure how it knows this.
<jump[Label] 


//opposite of <fadI, fades out. 
<fadO


//Loads a music file from the bgm folder. argument is any filename, minus the .ptcop extension.
<muLd[.ptcop file] 


//Plays the loaded music.
<muLp 


//Stops the music, if any playing.
<muSt 


//I believe this fades the music in. (though it may fade the screen. I haven't checked properly!)
<fadI 


//ends a block of code. nothing after this command will be executed (i think!! so much i need to double check!!)
<exit

//goes to the home/title screen. in Kero Blaster this is the Load Game screen.
<home 

 
 

 
I'll update this more when i find more stuff (i know more scripts but I need to write them up)
 
--+LEVEL DATA IN KERO BLASTER AND PINK HOUR+--
 
I am still super[/b] sketchy on how this works exactly so I'm gonna have to do more work before I can do a proper write-up! sorry! Here are some screens to show that I am working on it though!



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holy snap I actually released a game soundtrack!
 
https://jmickle.bandcamp.com/track/sushi-snake
https://soundcloud.com/jmickle/sushi-snake
 
Ben went ahead and put the game on sale for (£0.69/$0.99) to celebrate the release! 
 
https://itunes.apple.com/us/app/sushi-snake/id748698924
 
Let me know what you think!
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I'd like to transfer my premium account to Inri Cheetos. Can you do that?
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uuehwhhwaaa???? http://jmickle.bandcamp.com/album/lzf
 
a new EP by jmickle???? you are lying to me!!!! (i'm not its true)
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I have owned my monotron for a while, but have dismissed it mostly as a cool toy, not useful for any actual music production. It's too much work to actually make anything that great, and the ribbon controller is a massive pain
 
But after seeing this video 
http://www.youtube.com/watch?v=KX-IOYVBwUg
i find out there are a whole bunch of people that have spent a lot of time modding and hacking their monotrons to add a bunch of cool features! This means I must also do it :)
 
I'll be documenting my journey here with pictures and all the little things I do.
 
My first step: http://www.korg-datastorage.jp/Manual/monotron_sch.pdf
 

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can someone tell this fucker in the comments what marginalization means because i am already too fucked off to debate this any more 
 
http://indiestatik.com/2013/05/25/rogue-legacys-treatment-of-gay-is-both-brilliant-and-problematic/
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http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1328]PLAY THE SHIT[/url]
 
SHOOT CARS (X), SHIT PANTS (IRL)
 
NEW EXPERIENCE BY http://www.twitter.com/jmickle_]@JMICKLE_[/url]
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/!\latest build/!\



working on something for 7drl
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inspired by the can't think of a good name for your game thread~

 
i'm working on this game because i loved the mockup i did (plus i'm taking a break from coffee mafia for a while)
 

 
it's gonna be a relatively open world game, but the idea is to escape the city without getting caught (the cops are after you)
 
tentative ideas include:
 
your "cop" meter (see GTA games) will never decrease (or at least be difficult to) and already be at level 1 when you start. it will (probably) steadily increase as you make your way out.
 
guns wont be easy to get, i dont want this to be about shooting people. they will definitely be in the game though, as a special reward for Being Cool or something. probably have just 1 clip in and then they are useless or something
 
there will be cars and cars will be awesome i hope
 
 
 
anyways its still pretty early so i'm not gonna make any promises about how it'll turn out but imma try and make it fun
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I make music! here is some i finished today.
 
[media]https://soundcloud.com/jmickle/butane[/media]
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Operation: Body Count (1994)
 

 
Developer: Capstone Software
Genre: First Person Shooter
 
dos games archive
 
 
First Impressions
 
Operation: Body Count very quickly appears to be a cheap clone, using the wolf3d engine.
 
http://puu.sh/1WTsX
 
First up is this badly thought out menu, with 10 options, sorted into groups rather than sub-menus, and start game being the 5th option down. Admittedly it is separated from the rest and is in the center of the screen, which does help it get noticed.
 
http://puu.sh/1WTz4
 
Then you are greeted with this screen. Numbers without names, indistinct and noisy textures and a badly-scaled weapons taking up a good portion of the center of your vision. Luckily the important ones HEALTH and AMMO are pretty intuitive.The starting area is filled with rats to shoot, a sadly missed staple enemy of yesteryear. The complex structure of this area hinders the controls very much, which makes getting around a little frustrating. A lot of this was compensated for in Wolfenstein's level design, but was probably not considered in this game.
 
http://puu.sh/1WTIu
 
The designers did think to develop this handy little minimap, though! [According ][/According]
 
http://puu.sh/1WTMT
 
VERY interestingly, the game featured AI allies! Appearing to be able to give them commands such as FOLLOW and ATTACK, it's definitely a new twist for this old engine, but I'll reserve judgement on how Actually Useful it is until I've played it.
 
http://puu.sh/1WTPU
 
This part in the video annoyed me, forcing the player to a dead end and using a secret wall to progress. 
 
http://puu.sh/1WTV3 http://puu.sh/1WU6H
 
Friggin Doom sprite recolour.
 
http://puu.sh/1WUc7
 
also they seriously had a guy sitting on the toilet. ticking all the boxes here.
 
It seems most of the graphics are photographic, which is a bad idea at such a low resolution, being so very noisy. Also the video descriptions says that the first SEVEN levels are sewer levels, which doesn't strike me as a good thing to do.
 
However, you can look past the many many faults and spot a few interesting parts. The AI allies were a cool idea, and the minimap was pretty much a necessity. Considering this came out the year after Doom, though, it really is lacking a lot. (like fun)
 
You can thank these people 
http://puu.sh/1WUon
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Been working on releasing this soundtrack for... many months.
 
http://jmickle.bandcamp.com/album/probability-zero

 
Featuring lots of awesome remixes in a variety of style from some awesome composers!
 
get the game here:
http://www.probability0.com
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After denzquix mentioned modding Normality it got me excited about doing mods again.
I used to do texture swaps and edit levels in Doom2 (using good old wintex)
 
i think my favourite was when i took the weapons from hexen/heretic and put them in as medieval/fantasy versions of the weapons in doom heh.
 
I want to compile a list of cool games to mod, or even just want to mod (then figure the rest out later)
 
Doom engine (free with shareware wad)
Half Life + similar
Source games
Aquaria
Quake (quakeC, quark)
Duke3d
Minecraft
Spelunky
Total Annihilation
Bethesda Games
 
also, ROM hacking!
 
Games with external graphics + levels are good ones. Some game maker games do this?
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thought i might finally make a topic for it

play r15
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Smoked Pork Pasta
 
https://dl.dropbox.com/u/8943931/2012-09-18%2020.36.50.jpg

Ingredients:
- Smoked Pork Sausage
- One Tin Chopped Tomatoes
- Touch of Puree
- Oregano
- Basil
- Paprika


Quick meal for me and my girlfriend, it's getting pretty late so didn't want to spend too long making something.
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it's time for people to make mixtapes again (are you guys still making mixtapes?)


post your mixtapes
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yo so which album(s) should i get? there's like a hundred of them can you recommend any in particular?

yeah so i only come to GW for good advice on music.
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is there any completely free port forwarding software?

or cracks, whatever i dont care
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I present to y'all guys who haven't downloaded yet, the UPDAAAATED version of The Saltworld setup:








Download Here!


Extras include:

- A brand new track by me and Puppetmaster
- New art
- An alernate version of fuckassbitch's song
- that's about it

Any more feedback would be cool if you guys want so have a download!


Here's just the new song on its own in case you don't wanna redownload the whole thing

http://www.mediafire.com/download.php?zvvnyc4ano3



Art by my cool friend Hamish (www.theadventuresofhamish.com) who does some sweet game art and sweet other art stuff.

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Quote-fest, coz it needs its own topic now.
looks good but you need to make it crazier. like with the graphics, make some perspective stratus clouds in the sky and fossils in the ground. stuff like that. needs to be overwhelming

edit: there are bones in the ground! more significant ones maybe
clouds have been added. more bones, will add. also working on making the guys more like cowboys or bandits and less like ninjas
the animations all over the place make it hard to see the trajectory, maybe that is what you want though. also add more platforms to make the it more challenging, unless you are already planning on having more stages and this would be the first.
Double the resolution of that game I would.
yeah well your a big gay

the animations are on purpose, yes, but i have toned them down a bit. And yeah, I just need to make sure the AI can handle platforms and shit. At them moment they're a bit dodgy with anything more complicated than a hill in the middle.
I like the animations all over the place. it seems like you can predict the trajectory because it follows the same arc every time
If this was done to the game I would definitely spend countless hours on it. There should be multiplayer support too, though I dunno how long that would last. If you made the chaos like inSuper Stardust HD, with shit flying everywhere, you would have a solid game. Looks good so far though, is there a playable demo?
That looks awesome. I do agree about adding more stuff graphically, so you should post a vid with the clouds and fossils.

Also I want a jungle level (like heart of darkness) with natives in the background with spears cheering you on (like street fighter 2)
I am re-doing this game a bit. This desert level is gonna look way different when I'm done with it, and (thanks to jojoface) i'm gonna make a jungle level and loads of other environments and its gonna be fucking incredible.
talk at me.
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