Support Giant Bomb Indie Developers! Play Jetpack Cat!
I have been working on a game for the last few months called Jetpack Cat. The game is a platformer/shmup combination with lolcats & faildogs & lots of Google image search for the level graphics.
You can download a fairly big demo (50 screens/levels) here:
http://www.pragmatic-games.com/zip/jpc_demo.zip
If you'd like to see screenshots, game info, or say "Holy shit this is hard. Fuck this game." be sure to stop by the wiki & forums on GB.
Two things to note if you're considering downloading the demo:
1) The game is purposefully masochistically hard, but the checkpoints are very short.
2) Your monitor must be set at a minimum resolution of 1280 x 800, or the mouse input will not work right (you aim your shots with the cursor). Any resolution higher than that is perfectly fine.
This is just a fun hobby project as I love doing level design. This game can never be sold because of the hundreds of counts of copyright infringement on every screen. It will be completely free when it is finished sometime next year.
A huge thank you in advance to anyone who tries the game. Let me know what you think.
"Just out of interest, what language and API did you use to create it?It's done entirely with Game Maker 7, which you can get from yoyogames.com There's a free build with limited functionality, and a $20 build with advanced functionality, but if you just want to fuck around and make Mario or something, you could do all that with the free build.
Looks pretty funny."
It uses a drag & drop UI, so you need to know coding concepts like timers & IF statements, but the syntax is incredibly easy to use because of this approach. You'll never get a syntax error because you typed a function wrong, you'll just get design errors instead.
Screens:
That was total and utter dogshit. The graphics were crap, the controls were a little iffy at best and it was buggy as hell.
However, for referencing lolcats, the bukkit and whatnot you get an A+.
But seriously: the quality of the game was that which would get blammed on Newgrounds (if you get the frame of reference...). The graphics weren't that good and I suggest that you get better source images and a hefty photoshopper/gimp to do the manipulations you use. Using good quality material makes the game seem so much cooler. Also, I'm not sure the collision detection was working... what library do you use? If you say "none", then I suggest you look at chipmunk or Box2D that have great collision detection and physics. Easier than doing it yourself, eh?
Man, I sound like a pretentious indie reviewer, which I am not! Nope, not at all...
Anyway, the idea is great, but the implementation wasn't too well done. Going to go back in and give it another shot to see if I can make more sense out of it.
PS: Main menu image was epic.
[edit]: I am retarded. Jumped over your post about using Game Maker. My suggestion: don't use Game Maker. It's easy for a reason and if you want to be taken seriously as a developer I suggest you learn how to code. There are tons of simple 2D game engines out there (like LÖVE, which is a product of my own creation) that can help you on your way to shedding the horrid skin of click-and-drag coding.
I mean... click-and-drag programming! Come on! That would explain why a game so simple takes so long to load...
"That was total and utter dogshit. The graphics were crap, the controls were a little iffy at best and it was buggy as hell.The amateur quality of it all is just part of the art. What kind of pretentious indie reviewer are you, that you can't recognize a true arthouse game when you see it?
However, for referencing lolcats, the bukkit and whatnot you get an A+.
But seriously: the quality of the game was that which would get blammed on Newgrounds (if you get the frame of reference...). The graphics weren't that good and I suggest that you get better source images and a hefty photoshopper/gimp to do the manipulations you use. Using good quality material makes the game seem so much cooler. Also, I'm not sure the collision detection was working... what library do you use? If you say "none", then I suggest you look at chipmunk or Box2D that have great collision detection and physics. Easier than doing it yourself, eh?
Man, I sound like a pretentious indie reviewer, which I am not! Nope, not at all...
Anyway, the idea is great, but the implementation wasn't too well done. Going to go back in and give it another shot to see if I can make more sense out of it.
PS: Main menu image was epic.
[edit]: I am retarded. Jumped over your post about using Game Maker. My suggestion: don't use Game Maker. It's easy for a reason and if you want to be taken seriously as a developer I suggest you learn how to code. There are tons of simple 2D game engines out there (like LÖVE, which is a product of my own creation) that can help you on your way to shedding the horrid skin of click-and-drag coding.
I mean... click-and-drag programming! Come on! That would explain why a game so simple takes so long to load..."
"That was total and utter dogshit. The graphics were crap, the controls were a little iffy at best and it was buggy as hell.Lol. The entire indie game scene is based around Game Maker. cactus, the most recognizable name in true indie games only uses Game Maker. Check your sources first buddy. There's nothing "unprofessional" about Game Maker.
However, for referencing lolcats, the bukkit and whatnot you get an A+.
But seriously: the quality of the game was that which would get blammed on Newgrounds (if you get the frame of reference...). The graphics weren't that good and I suggest that you get better source images and a hefty photoshopper/gimp to do the manipulations you use. Using good quality material makes the game seem so much cooler. Also, I'm not sure the collision detection was working... what library do you use? If you say "none", then I suggest you look at chipmunk or Box2D that have great collision detection and physics. Easier than doing it yourself, eh?
Man, I sound like a pretentious indie reviewer, which I am not! Nope, not at all...
Anyway, the idea is great, but the implementation wasn't too well done. Going to go back in and give it another shot to see if I can make more sense out of it.
PS: Main menu image was epic.
[edit]: I am retarded. Jumped over your post about using Game Maker. My suggestion: don't use Game Maker. It's easy for a reason and if you want to be taken seriously as a developer I suggest you learn how to code. There are tons of simple 2D game engines out there (like LÖVE, which is a product of my own creation) that can help you on your way to shedding the horrid skin of click-and-drag coding.
I mean... click-and-drag programming! Come on! That would explain why a game so simple takes so long to load..."
"I dunno, I'd say the name "Game Maker" is pretty unprofessional."The name maybe but it's arrogant to call someone unprofessional given that a huge number of indie game developers use Game Maker with pride.
"I'm definitely using it with an intense feeling of self-loathing, and a slight stickiness.""Indulge in that self-loathing and though shalt be truly an indie/alternative developer!"
http://www.giantbomb.com/jetpack-cat/61-23378/will-jetpack-cat-run-on-my-computer/35-12457/#9
We are, however, working on Jetpack Cat themed skins for Photoshop & Garage Band so Mac users can join in the fun.
"Jetpack Cat will not run on Mac OSX.Ok. Sorry that I can't try it.
http://www.giantbomb.com/jetpack-cat/61-23378/will-jetpack-cat-run-on-my-computer/35-12457/#9
We are, however, working on Jetpack Cat themed skins for Photoshop & Garage Band so Mac users can join in the fun."
"This game is made more for meth heads than stoners, but I appreciate your input. :)"Vaxadrin said:
"Sorry, we weren't willing to remove the giant flying penis in an effort to get a T rating and have the game published in Australia."Vaxadrin said:
"Demilich said:"So it's a game about 4chan 2 years ago?"Yes, which means it's also a metaphor for your Giant Bomb posts."
I like you, your funny.
downloading now.
Lol. The entire indie game scene is based around Game Maker. cactus, the most recognizable name in true indie games only uses Game Maker. Check your sources first buddy. There's nothing "unprofessional" about Game Maker."Are we talking the "independent from publisher" indie or the "shitty for the sake of shitty-ness" indie? Also, what are my sources for independent games development that I need to check?
Vaxadrin said:
The amateur quality of it all is just part of the art. What kind of pretentious indie reviewer are you, that you can't recognize a true arthouse game when you see it?"Damnit! You saw through my cover. I guess I'll just go listen to my Death Cab for Cutie albums and sit in the corner and ironically cry.
"netpsycho said:No angle can hide my man-boobs and neckbeard, so I'm going to use pictures of androgenous teens for my LiveJournal profile instead."Damnit! You saw through my cover. I guess I'll just go listen to my Death Cab for Cutie albums and sit in the corner and ironically cry."If you want you can borrow my black eyeliner. My digital camera also has custom Myspace Angle presets."
Actually the gameplay changes considerably after area 5 when you'll have regenerating health, a much smaller hitbox, and infinite fuel. (I'm dead serious, this isn't my normal facetious comments.)
Until then, I recommend simply tapping the right click instead of holding it down, since you achieve the same vertical momentum & use a lot less fuel.
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