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  #1  
11-23-2013, 10:01 AM
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Kip's Oddysee - An Oddworld Fangame

Kip's Oddysee

"Oh boy more of this."

So here's a project that has been a long time coming, and an idea floating around for nearly two years. Starting out as a platform puzzle game you would originally have to control two characters a Mudomo Tribe Leader, "Kip", and a paramite. However after a year with no updates I scrapped the idea with only the name "Kip" remaining. Picking this project up around a year ago and starting development around 6 months ago, though I use the term "development" lightly, I decided to reimagine the game and take the best from what I'd learnt from my previous attempts at fan games, along with a few pieces of advice from Lorne himself! The game evolving into what Kip's Oddysee is today.

Kip's Oddysee is a 'metroid-vania' style sidescrolling 2D Platformer, Adventure game. Throughout the game you will play as Kip, a young mudokon who finds himself in the wrong place at the right time when his tribe is attacked by the unrelenting march of industrial progress, forcing himself and his tribe into slavery.Journey across the lands of Mudos through the harsh deserts of Scrabania to the bustling metropolis of Nolybab. Whether you're raising a Meetle Grub from infancy to adult, or reuniting the tribes lost to land wars, I plan to make this an epic adventure which you hopefully all appreciate.


Lovely Screenshots



Screenshots show a WIP project and are not representative of the finish game
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  #2  
11-23-2013, 01:30 PM
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Considering how fan projects usually go along here, I have to say this looks promising enough.

But I think there was a forum rule somewhere about not posting unless you had a demo. Or something. I'm not quite sure how it was.
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  #3  
11-24-2013, 09:38 AM
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The alternative of course, would be to have FC empty, right?

Looking good, dude, keep it up!
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  #4  
11-25-2013, 01:01 PM
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Cool, man!
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  #5  
11-26-2013, 09:20 AM
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Just a bit of proof that I am indeed regularly working on this, as you can see I've moved the HUD down to where the weapon select icon is aswell as the area indicator and breathe bar (not pictured.)

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  #6  
11-26-2013, 02:33 PM
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Considering how fan projects usually go along here, I have to say this looks promising enough.

But I think there was a forum rule somewhere about not posting unless you had a demo. Or something. I'm not quite sure how it was.
It's alright; Splat never comes on OWF any more so he'll never know.

(Actually that rule never worked out as I liked, so I kinda scrapped it... at least in my own head. Mostly I wanted to stop people flooding FC with threads saying 'Can someone make this Oddworld MMO idea I have?' which I sort of did manage to do.)


In other news, the screenshots look pretty darn awesome; they remind me of 'Dizzy', and other such retro games. 'Tis cool; I'd like to see more of this.
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  #7  
11-27-2013, 04:55 AM
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In other news, the screenshots look pretty darn awesome; they remind me of 'Dizzy', and other such retro games. 'Tis cool; I'd like to see more of this.
Thanks! Since you asked for more...

Here's a preview of a hidden grotto that you can find along your travels, in the depths of the grotto you will find A Kinto or two to to fight against - Odd knows how they got down there but be careful, their powerful arms will smash at the rocks causing the ceiling to fall down on you!

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  #8  
12-03-2013, 03:50 PM
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Here's a development trailer of how things are looking so far. I purposely included non-story specific areas to look at.

Also i apologise for the terrible quality and overall lagginess, all I had was Windows Movie Maker (Yes the new terrible one) and a registered version of Hypercam 2, if you've seen the screenshots then you can see the actual quality of the game.



Enjoy.
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  #9  
12-03-2013, 05:39 PM
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I like the looks of it so far, gives me a cave story vibe. (and not just because I saw those stolen graphics :P)

This also looks like a great improvement over your last games. (I'm not saying the other were bad)
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  #10  
12-03-2013, 06:05 PM
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Gotta say, you've got my interest very keen-like now.
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  #11  
12-03-2013, 10:32 PM
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I don't think there's enough contrast during the dark cave segments between the background and the platforms. You could do with making them more distinct.

Best of luck.

Incidentally if you arrive at FC through a link, it doesn't count as visiting FC.
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  #12  
12-04-2013, 12:03 AM
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I like the looks of it so far, gives me a cave story vibe. (and not just because I saw those stolen graphics :P)

This also looks like a great improvement over your last games. (I'm not saying the other were bad)
Thanks, I was hoping anyone wouldn't notice that but I just googled in cave background and grabbed what seemed appropriate as a placeholder. xD

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Gotta say, you've got my interest very keen-like now.
There shall be more coming out soon and a demo towards the end of the year hopefully.

:
I don't think there's enough contrast during the dark cave segments between the background and the platforms. You could do with making them more distinct.

Best of luck.
Thank you, Since that specific cave tileset was the first I made I didn't take into account contrast and things like that whereas with alter ones such as the grassland and desert areas I made sure to make platforms; platforms, and backgrounds; backgrounds.
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  #13  
12-14-2013, 12:22 AM
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Going out on a limb and calling that you've played Treasure Adventure Game.

I've had an idea for something like this rattling around for a while, but I've canned my Java game engine for something far more sophisticated I've been writing in C.

Best of luck. To call something like this complicated would be an understatement. If you're still working in Gamemaker then well done for making it this far. I had to stop using GM because I just ended up fighting the constraints all of the time.
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  #14  
12-16-2013, 01:57 AM
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Going out on a limb and calling that you've played Treasure Adventure Game.

Best of luck. To call something like this complicated would be an understatement. If you're still working in Gamemaker then well done for making it this far. I had to stop using GM because I just ended up fighting the constraints all of the time.
I've never played that game however i'll have a look at it once I get my internets back! And thanks, it's kind of complicated but the further i've gone on with this project the more i've progressed, challenge meets supposed skill I guess.

Anywho, I'm currently typing this at the liberty of my friends,s tealing his laptop and internet so unfortunately I can only tell you of updates with no screenshots :c

I've completed enough of two more wilderness areas that I would be able to show you if were able to.

The first of which lies west of the grassy/craggy areas shown so far. This area has frequent sandstorms of varying severity, ranging from calm shifting dunes to full vision jarring gust of sand, the most severe of which renders some areas impassable without obtaining the proper items first.

The next is an area greatly similar to the free fire zone found in Abe's Oddysee, the colour scheme remains the same and this area is found outside of the first industrial complex you will visit. Inhabitated by fireflies and bats, and guarded by slogs and their slig handlers, this area stays true to the charm of the original.

Mentioned in the first area with the sandstorms, I've now implemented a weather system, areas change depending upon what time of day you're visiting them, such fun.

I always seem to do considerably more work on thsi when my internet's gone..
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  #15  
12-17-2013, 08:56 AM
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Question

High Crag, partially shown in previous screenshots, this area serves as one of several mudokon temples you will visit throughout your journey.





Free Fire Zone, the fireflies are currently using the zappfly sprite, i just haven't gotten around to making it yet.



Desert area, screens showing various levels of severity for the weather, Calme, Medium, Heavy.

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Last edited by JayDee; 12-17-2013 at 08:57 AM.. : Apologies for Double Posting
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  #16  
12-17-2013, 01:32 PM
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I must say, if this works as well as it appears, I'm impressed.
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  #17  
12-17-2013, 04:43 PM
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I'm finding the lighting effect kind of ugly. Have you played around with a smoother gradient? Other than that everything is looking very nice. I don't believe that you haven't played TAG though

Are you still using GameMaker? Out of curiosity are you drawing a transparent sprite for the light or using fancy DirectX blending stuff?

e: Screenshot of Treasure Adventure Game for comparison.


Last edited by Phylum; 12-17-2013 at 04:46 PM..
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  #18  
12-18-2013, 07:44 AM
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I'm finding the lighting effect kind of ugly. Have you played around with a smoother gradient? Other than that everything is looking very nice. I don't believe that you haven't played TAG though

Are you still using GameMaker? Out of curiosity are you drawing a transparent sprite for the light or using fancy DirectX blending stuff?

e: Screenshot of Treasure Adventure Game for comparison.

I do have the ability to make the lighting effect smoother, however I'm going for a more retro look with the lighting, more similar to Legend of Zelda: A Link to the Past. It works using surfaces and blend modes, first drawing a black surface over the screen with a set alpha value, then subtracting sequential circles from this of a given radius and a given number of circles, the number is currently five, I'd just need to raise this number to fit.

And I'll really have to look into that sometime, I can understand where the similarities lie.
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  #19  
12-18-2013, 02:49 PM
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Another thing to consider is having the falloff rate increase as you get farther out, rather than having an equal difference in the radius.

e: Yeah, I'm definitely feeling that the inner ring should be 2-3x as big, and everything else should fall off faster from there.

Last edited by Phylum; 12-18-2013 at 02:57 PM..
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  #20  
12-19-2013, 12:42 PM
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Another thing to consider is having the falloff rate increase as you get farther out, rather than having an equal difference in the radius.

e: Yeah, I'm definitely feeling that the inner ring should be 2-3x as big, and everything else should fall off faster from there.
Yeah the code was set up so that the circles would be equidistant, since it works on a repetition then I just had to add a ("blahblah"/2) within the code to get this effect, still only five circles but in my opinion, much prettier. Thanks, Phylum!



Oh and just so you can see, here's it running at a repetition/circle count of 50 rather than 5 c:

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  #21  
12-19-2013, 04:26 PM
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That looks much nicer
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  #22  
12-19-2013, 04:39 PM
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I initially sort of liked the older effect, but I think I actually prefer this one. Good advice there Phylum.
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  #23  
12-24-2013, 12:25 PM
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It's Christmas tomorrow so understandably I shan't be updating this until after the holiday season. Merry Christmas everyone and Happy New Years!

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  #24  
12-27-2013, 04:58 AM
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Wow, it looks like a nice game. I would like to see it on an Android Device
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  #25  
12-29-2013, 01:17 PM
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Been looking at this over the past month, and I gotta say: I keep getting more and more impressed. I really am very excited to see how this game continues to develop. Good luck.
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  #26  
01-02-2014, 07:47 AM
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Alrighty, well it's been a little while and I haven't worked on this very much at all since i'm still on a break so I figured I'd show some things that I hadn't shown yet.

As far as Industrial enemies go I only have Mugs, Sligs, Chant Orbs and Chat Suppressors. As well as this boss.


Soo let's explain this

Chant Orbs- These little guys will float around carelessley until you use any of your spooce-induced That sounds funnyc: powers near them, then they'll zap you stealing a bit of your spooce with it!
Chant Suppressors- These, much like Chant Orbs, will try prevent you from using your powers near them however these guys wll continuously sap your spooce until it's empty, rather than just once like the Chant Orb's. Make sure to take these guys out whilst fighting enemies or they'll become a nuisance fast!
Mugs- These guys will chase you down long corridors trying to catch you and any intruder it finds, ignoring pretty much anything in it's path.
What, no Spooce?- Spooce is a natural energy, abundant in the wildlife's flora and fauna, this is what allows you to regenerate your spooce naturally, however in the cold industrial factories there's no such luxury. You'll have to find Spooceshrubs if you want to regain your spooce.
Hand of Odd- If there's ever been a time where something was just out of your reach, then this power's the one for you! Use this to grab things that may otherwise be out of your reach, powerups, switches, you can even use this to knockback enemies giving you room to breathe.
SeC-T3L- Though the boss is currently just chopped up Chant Orb and Chant Suppressor sprite parts, the mechanics for the boss are still there. Six orbs rotate around the main boss, destroy these before moving onto the main body
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  #27  
01-02-2014, 01:25 PM
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I find it interesting that you're bringing spooce into this, seeing as not too many people liked it's presence in Munch's oddysee. I think that this game will work with the spooce better though, as you've seem to have put a lot of thought into how it will work. Good luck with your work.
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  #28  
01-05-2014, 12:24 AM
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Any possibility to get this nice game on a Android device? I am sure this would be a nice game on Phone
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  #29  
01-05-2014, 12:34 AM
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Any possibility to get this nice game on a Android device? I am sure this would be a nice game on Phone
Even if he were able to export this to an APK or other Android runnable, I don't think most phones or tablets could handle the processing. This game (just from the outsider's look) is very rich with content. Which, while great for a PC/console game, can often be a limiting factor on mobile devices. Besides, touchscreen analog sticks and D-pads usually suck.
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01-05-2014, 02:56 AM
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Even if he were able to export this to an APK or other Android runnable, I don't think most phones or tablets could handle the processing. This game (just from the outsider's look) is very rich with content. Which, while great for a PC/console game, can often be a limiting factor on mobile devices. Besides, touchscreen analog sticks and D-pads usually suck.
Yeah thats true, but would be cool anyway
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