Panjoust, a Platformer, but different


MarkoeZ

arr matey?
Joined
May 21, 2008
Messages
1,183
Age
45
Website
projectinfinity.org.uk
Hiya all!


Although this game is still fully in development, some playable demo's have been released for the Openpandora Console, for which it is primarily designed, on Pandora Apps or on the File Archive, and Windows installer available as well, latest linux build is very old currently, might take a look soon.


Panjoust started as a joust type minigame for PandoraPanic! Then i had the idea to add horizontal scrolling, giving it completely new gameplay. Somehow the early video's i made caught the attention of some young, but very very skilled, graphics and music artists, and provided a major boost in attractiveness and atmosphere, as well as new gameplay ideas with graphics to match.


Now recently focus has been on getting the gameplay upgraded, since that had been more on the background with all the new graphics input and level design options.


So the behaviour of the enemies is much better already, they have customisable x and y ranges and detection ranges. Especially the wasps are far more vicious than before.


Lastly i've been working on an Arcade Mode, and 2 player modes. Both shaping up quite nice already


Main discussion will (well for now, lets see how things develop) still take place at the topic on the gp32x forum, but i will make sure to post all major milestones here as well.


Cheers!
 
Last edited by a moderator:
Damn you MarkoeZ. You know I'm dying to play this but I won't have my Pandora for at least another two months.


Your just a god damn game tease :angry:


p.s Games looking great by the way :D

Well, everything still full in development, so it will be even more super awesome when you get your pandora ;)


And thanks!
 
Last edited by a moderator:
Damn you MarkoeZ. You know I'm dying to play this but I won't have my Pandora for at least another two months.


Your just a god damn game tease :angry:


p.s Games looking great by the way :D

Pretty much sums up how I feel!
 
Update time!


I've been making some small inprovements to the general game, but no major news there yet.


But i've been playing around with the Arcade version and it's shaping up nicely.


Also, Pokeparadox seems to be progressing well with the penjin multiple controller setup, so things are looking good for a video out cable release of this version :)

https://www.youtube.com/embed/AmS04dPavbs?feature=oembed

Cheers!!
 
Looking great! This will be one of the first games I'll try on the pandora.
 
Last edited by a moderator:
Am I tho only one who finds it insanely hard. Cant seem to kill the freaking birds, and all the flapping whats up with that! Havent got past the second stage (if its even a stage)


Confirmed I suck at games :D
 
I also found it difficult, and put it down after an hour, not to return. I'll try it a bit later, but maybe I'm just too old/not on enough speed to play this game .. ;)
 
Maybe MarkoeZ has been playing this so much that anything less feels too easy :) . For the record, I'm all for arcade level difficulty :p
 
Maybe MarkoeZ has been playing this so much that anything less feels too easy :) . For the record, I'm all for arcade level difficulty :p

Thats it exactly :) i've been playtesting this A LOT for over half a year now, so i have no reference anymore.


BUT , here is a copy of a post on the "Other" boards:

Turns out, that last thing is what i'm implementing right now, a difficulty setting. And in multiplayer, adjustable handicap per player.
Playing together works pretty nice. But with a handicap i might even have some fun playing against other players.... (new, but if anyone wants, i'm up for the challenge!! :p )


4 General modes: Wussy, Normal, Hard, and finally, Insane.


Think i'll keep those categories for the handicap in 2 player as well. All this ofcourse requires an options screen, that i got mostly working atm.


So it's time to decide on what attributes to adjust on difficulty setting. Now i got most of the general game planned in my head, ideas still welcome for that, but i'm mostly interested in:


The arcade mode. For handicaps, the obvious: less wingflaps, more other-hero-hits for a kill or score penalty, less score on enemies and collectibles. Harder but possible: more bird attraction for handicapped player.


Cheers!


MarkoeZ


Edit: But Power-Ups are coming!! ;)

Cheers!!
 
Aaaand.... another update.


The difficulty settings screen, in video blog style as usual. But Beta, and no music to preserve my bandwidth a bit.


Also, in the easiest mode, your hero does not fall down after x flaps anymore. That should simplify things a lot for newcomers. In single player mode, score is also adjusted though, so no easy score runs possible ;)


Enjoy!

https://www.youtube.com/embed/XupG4i4bVGE?feature=oembed
 
Last edited by a moderator:
I also found it difficult, and put it down after an hour, not to return. I'll try it a bit later, but maybe I'm just too old/not on enough speed to play this game .. ;)
It takes a little to get used to it... all I can say is take your time and try not to rush... only a couple of levels in the demo have a forced time limit.


If you rush rush rush you will die die die. Stop and think where you want to fly and how and then do it.


Of course, sometimes it is a case of "easier said than done", but seriously you'll find it a lot more playable if you just take it easy! :)
 
New Playable snapshot! for Windows and (UNTESTED) for Pandora


This is not yet the next pnd demo, so it still has some small cosmetic issues. But i think enough has improved to make the playing experience more interesting for both newb and expert players.


Also i'm very curious how the GL_ES version works on pandora, so feedback on that very welcome. mine is back for repairs atm. SDL version feedback is nice too ofc


The changes since the last version:


- enemies now detect and chase you when you get close


- difficulty settings added, wussy, normal, hard and insane. Wingflaps, timelimit and scoring adjusted per level. Wingflap limit completely removed in Wussy mode.


- Levels for main game updated, and levels 3 and 5 made considerably larger, more coming


- very raw arcade mode


- very beta 2 player (arcade is most optimised currently) on pc use Q/W for left/right and A for flapping


Install: Download the file, extract on your windows pc or to a pandora SD in the folder of your choice, and execute the appropriate executable.


** One rar containing all executables and data **


It's only about an mb extra anyway


Cheers!


MarkoeZ
 
Well, i held this off as long as possible. But im going to need a new graphics guy :unsure: :


I'm not talking about anything elaborate like animated characters (although always welcome ; ), but i need someone to design new main menu buttons, level editor buttons, mouse cursor, etc etc...


Unfortunately i have no mail/msn/whatever adress of Amigo Bandito (and he has not visited any of the fora recently). Way too much has changed for the current buttons to suffice. I made some for the difficulty settings from an old template made by Amigo, looking acceptable i think (bit dull perhaps), but decent ones for the main menu, with selection highlights and matching the background, is just a bit beyond my capabilities. Something in the current style would be great, but i'm always up for pleasant surprises :)


It won't be a lot of work after the initial load, but i could really use someone that has (half) an hour (or more) available every week for a while, lot's of small stuff comes up while developing. So if you have the time, skill, and would like to join Panjoust and work with the Pirates (arrr, ahum ; ) , post here or contact me at typesomethinghere@markoez.com


Cheers!


MarkoeZ


P.s. Amigo, if you are reading this: Contact me! Also, you will still be listed as, and are still considered, a main contributor. Backgrounds, porks, cages and clouds are staying solid ;)


EDIT: Oh, and for those that missed it, New Panjoust Windows Playable Beta Demo (NPWPBD) online(Pandora sdl build has issues getting into the game, gles build impossible). For those that found it too difficult, try it now on wussy mode, no more flight limit! ;)
 
Hiya people, been a while :)


Just informing that recently, work on Panjoust has started again!


The single player Pandora OpenGl_Es build is just about ready. Also, 2 player-One Pandora works surprisingly well technically, but still need someone to properly test with. One on d-pad, the other on action buttons. USB controllers still planned for the A/V Cable release. Arcade mode untested, but not the main focus for:


The next PND demo release is coming very soon! hardware accelerated this time. 2 levels are already enlarged, and i plan to add a couple as well to keep it interesting. Also with the new difficulty settings (No more wingflap limit if you choose so, but less score), birds chasing you, and other stuff added.


Cheers!


MarkoeZ


P.s. For those that tried the last buggy build before i took a timeout, the Bugfix log of the past few days:


- Platform hitting bug in single player (Was broken here since a 2 player addition)


- Hero Death bug on 2 enemytypes in single player (same story)


- Collision detection bug in the spikes based on image outlines (SDL->ES related)


- Random bird direction switching bug


- Pause menu touch input fixed


- Pause menu "Quit? Y/N" input mapped to shoulder buttons instead of sdl keys


- Some more, dunno now


- With the help of PokeParadox (thanks for the millionth time : ) a transparency bug in the GL_ES build was found and solved, one of the last major bugs preventing another (this time hardware accelerated) demo release.


- Background enemy bug fixed


- 2 player: Fixed a minor bug in spawning after death


Edit: P.p.s. I forgot to mention i played the 2 player game by myself till level 5 without noticable issues (ok i cheated on lives, but impossible to test alone otherwise ; )
 
Last edited by a moderator:
Still alive!


Since i bugged the crew about the media cables, i thought it not more than fair to start coding again for Panjoust 2 player.


Nothing earth shaking, but i fixed a bug on finishing levels in 2 player mode (the other player does not die anymore ; ) ,and implemented score keeping for 2 players into the framework. The arcade mode had 2 player scores, but that was kinda rubbish, quick coded in. Actually the whole arcade mode is more poc, focusing on the main game for now.


Also received proper internets, so might release a new video soon.


Cheers!


MarkoeZ


edit: progress


Edit2: Main 2 player game now has a Friendly mode, something like the last beta, and an aggressive mode, with elements of the Arcade version, collision and score adding/deducting on eachother as well :)
 
Last edited by a moderator:
Back
Top