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Flug: The Collaboration Topic - Last Update: too long ago

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Flug: The Collaboration Topic - Last Update: too long ago

Postby Ringlord » Mon May 09, 2011 9:28 pm

Image - this topic is a living document -


UPDATE:
    ALL PARTICIPANTS IN THE FLUG COLLAB WILL GET A "FLUG COLLAB 2011" MEDAL


Wikipedia on Flug: http://martin2k.co.uk/wiki/index.php5?title=Flug_The_Slug
This is the theme tune LOL: http://www.youtube.com/watch?v=fvS8KJkxa3I


Flug Chronicles/Stories/Legacy/Tales/etc. (Name to be decided later)

With everybody seriously keen on doing this collaboration, I'm moving the discussion of the project away from Eric's thread and into this thread.

I'm still in the middle of thinking up how this is going to work, so expect to see this post change over time, but for now I would definitely like to get some discussion going to see who's in and what concepts they're thinking of tackling. So, the purpose of this project is to have all interested parties submit their own rendition of the Flug series, which would then be compiled all together into one larger product that hopefully we can all be proud of. Now, as John has said, there's absolutely no limit to the theme, so feel free to explore whatever story/environments/gameplay mechanics you desire as it'll make the final product all the more interesting.

The ground rules really at the moment are:

1) You're in charge of your own creation, so story/art/engine is all up to your imagination.
2) As this is a Flug collaboration, the only limit is that it must be recognizable as a Flug game. You could probably play around with the original sprites and fix them up to better fit the style of your game if John doesn't deem it sacrilege, although if he made a wanking Flug sprite I doubt he'll mind. Just don't do what someone did a while back by making a game that's Flug in name only.

Now, the real concern is the scope of everybody's games and the deadline. Sadly, we've had a bit of a bad reputation for participation/meeting deadlines in past collabs - and this is something I'd like to see as many people participate as possible - hence why I want to get a bit of discussion going before I finalize the details. I liked Matty's idea of doing 10 frames, and if people don't feel hindered by such a limit then that may work. It shouldn't be so small that you feel like you're only fulfilling a fraction of your vision, but small enough that you can actually complete it by a certain deadline.

And now, let's get collaborating. If you're not opposed to sharing your ideas, you can mention them here. You don't have to go into detail, but at least if we have communication we could end up with a much more diverse product, as opposed to everybody just coming out with some Flug/Spudnik erotic fan-fiction or something.

I'll start: I was thinking of tackling some kind of horror elements with the Flug name. Can't say too much beyond that at the moment though.



FLUG THE SLUG: UNTITLED COLLAB!

Guidelines: This is just about it...

    1. Screen Size
    320x256

    1. Controls
    Jump with Fire Button 1 (or w.e it is). All controls to be done in the same fashion.

    2. Menus and stuff
    No using the mouse. If you have a main menu the player must use arrow keys to select an option. Sorry.



Members Involved: this section will be updated with individuals projects etc
    Ringlord - Has Made A Story Lol
    Hoj - Flug Warped
    E-man - Flug Laaaaa
    Jag9 - Flug Fusion
    Svart likdöd helvete - Paper Flug
    Xela - Untitled Pirate Thing
    Craymen - Flug In Mexico
    Sumo - ?



BB Code for signature If you want to show your support/involvement :)
Code: Select all
Part of the [color=#FFBF00][b]Flug Collab[/b][/color]![url=http://www.martin2k.co.uk/forums/viewtopic.php?f=19&t=1385][img]http://www.martin2k.co.uk/forums/styles/hestia/imageset/fluggy.png[/img][/url]




Resources: W.I.P

Engines: W.I.P

Builds: W.I.P
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Re: Flug: The Collaboration Topic

Postby Taco » Mon May 09, 2011 9:58 pm

i think everyone should just each make a stage?
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Re: Flug: The Collaboration Topic

Postby Jag9 » Mon May 09, 2011 10:18 pm

This is definitely a goer. This will happen.

I think 10 frames would be perfect to be honest; 3 levels each containing 3 acts each and a main menu frame.
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Re: Flug: The Collaboration Topic

Postby Taco » Mon May 09, 2011 10:24 pm

Everyone should just make a level by XXXX date.
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Re: Flug: The Collaboration Topic

Postby Jag9 » Mon May 09, 2011 11:09 pm

Taco wrote:Everyone should just make a level by XXXX date.

Don't you think that's a little too limiting? Who's going to provide the engine? Eric? Lol. ERIIIIIC!

Either way though, I don't mind. I'll take part regardless.
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Re: Flug: The Collaboration Topic

Postby Old Craywyn » Tue May 10, 2011 12:33 am

3 levels ey? Well I can promise you i'll atleast make 1. Now some of you have seen my amazing TGF skills some of you haven't.

I have decided that for the level i'll create flug will be travelling to mexico, and depending on my graphical skills either fighting bantido's, cactus's or....red stick men.
I'm quite quite mad

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Re: Flug: The Collaboration Topic

Postby Ringlord » Tue May 10, 2011 12:47 am

Jesus Crayst wrote:3 levels ey? Well I can promise you i'll atleast make 1. Now some of you have seen my amazing TGF skills some of you haven't.

I have decided that for the level i'll create flug will be travelling to mexico, and depending on my graphical skills either fighting bantido's, cactus's or....red stick men.


*in a German accent* But I believe its cacti?

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Re: Flug: The Collaboration Topic

Postby xela » Tue May 10, 2011 1:14 am

Haha, Ringlord has a point. :D

And I would also do at least 1 level of decent length... I am thinking of creating some sort of table-themed level for Flug. Maybe have him running about on a kitchen table with various enemies coming at him - forks, plates, orange juice carton, cheerios etc.
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Re: Flug: The Collaboration Topic

Postby Taco » Tue May 10, 2011 1:38 am

Ill probably just make some simple platformer. Flug is a simple game.
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Re: Flug: The Collaboration Topic

Postby Jag9 » Tue May 10, 2011 1:48 am

If there are enough people taking part then maybe just one level and a boss would be enough to do each?
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Re: Flug: The Collaboration Topic

Postby Old Craywyn » Tue May 10, 2011 7:39 pm

haha ringlord!
I'm quite quite mad

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Re: Flug: The Collaboration Topic

Postby Svart likdöd helvete » Tue May 10, 2011 8:12 pm

I want to make special effects and sprite sheets.
Here is my first
Image
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Re: Flug: The Collaboration Topic

Postby Hoj » Tue May 10, 2011 9:11 pm

I really like where the development of this collab is going, so I'll post my thoughts now.

Firstly, I think this topic should be massively open to everyone posting whatever they like, as Albin has just done by posting sprites. Whack up your stories, graphics, gameplay, engines and all here. I want this entire project to be massively open and free from any limitations. Redesign the characters, create new enemies and play styles etc. Just whack the yellow fella in as many possible situations as possible.

I'm busting with creativity and ideas here, seeing as it's my Flug getting so much attention (something I thought had died out!). Just imagining Ringlord's creation already, with Flug in some spooky mansion, and thunder and lightening etc, it's awesome.

I've come up with an idea myself, a giant level, covering many different themes and styles from all the various Flug games, in a new modern style. I'm going to begin the engine asap.



I'm going to start adding stuff to the first post of this topic in a sec :)
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Re: Flug: The Collaboration Topic

Postby E-Man » Wed May 11, 2011 4:19 am

Perhaps this would be a good time to unveil a bit of Flug Laaaaa
lmao :D
Image
It follows a 320x256 resolution.
E-Man Wuz Hear and iz member of the Flug Collab!Image
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Check it out here!
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Re: Flug: The Collaboration Topic

Postby Ringlord » Wed May 11, 2011 8:46 am

Jesus Crayst wrote:haha ringlord!


:D

@ Hoj: Yeah, I'm really quite impressed as well as to how people are taking this collaboration effort seriously, and I hope that'll continue to be the case. In the other thread you talked about participating even if some of us may not be as proficient in programming and I wholeheartedly agree; nobody should feel limited by lacking ability in a particular department. Definitely put in enough effort so that you can be proud of the final product, and perhaps even train some of those lacking skills in the process, but just have fun doing it. I for one am going to try and take this opportunity to learn static, given that I've never gotten around to making any games that would require it.

As far as my idea goes, I did have something a little different at first in mind, but your haunted house comment got another idea spinning that can definitely expand on what I had in mind originally. There's collaboration for you. :)

@ E-Man: Looking nice. I do agree that doing something in the 320x240ish range in terms of resolution is the most sensible thing to do, as the game can look nice without demanding a lot of detail.

Now, I also had an idea where each of our games could be connected by a sort of mini-story where Spudnick attacks the Great Library of Bugtonia in order to steal a tome holding the legacy of Flug (one idea was that he needed that tome to plant a Flug clone with all of the original Flug's memories for some nefarious reason), but the heist is botched and some of the pages end up spilling out (which represent each of our games). Some elder slug could be going around and "reliving" these tales, ultimately leading up to a boss fight with Spudnik. The elder slug is ultimately revealed to be Flug himself (as expected). It's pretty cliche, but it could be an interesting way to tie all our games together as opposed to a simple level select screen.
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Re: Flug: The Collaboration Topic

Postby Old Craywyn » Wed May 11, 2011 11:18 am

Another idea for the time travelling to connect our games could be that Spudnik has created a time machine and sent his evil minions into the past/future to cause a lasting chaos and to expand his evil empire. However, that would probably invovle somebody creating a level in which the present day flug has to steal the time device from Spudniks hide out or just create a sorta slideshow/movie perhaps of slug dressed as a ninja sneaking in and taking it. If you imagine the old school sorta "Diamond heists" in movies the time device could be defended like that rather than having to fight Spudnik at the start for it.

Just an idea like.
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Re: Flug: The Collaboration Topic

Postby Taco » Wed May 11, 2011 3:26 pm

I want to make a stage where flug encounters the real world with all of us. possibly. either that or an underwater stage. ill wait and see how this goes before i decide to spend itme on it.
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Re: Flug: The Collaboration Topic

Postby xela » Wed May 11, 2011 5:17 pm

Taco wrote:I want to make a stage where flug encounters the real world with all of us


Do it mate! Sounds incredible.
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Re: Flug: The Collaboration Topic

Postby Hoj » Wed May 11, 2011 7:40 pm

Haha Taco that idea is genius.

I'll read over this topic later, just watching television.


I think we need to create some kind of ridiculously epic story, where the odds are impossibly stacked against Flug (not in game play difficulty). But just like Ian says, Spudnik has a time device or something and seriously causes some devestation. I think we need to use Ringo's idea here somewhere, if the levels are based on memories, that explains why they all look so different. We can really do anything with that.

Eric, those screenshots look awesome. Love the new style Flug.
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Re: Flug: The Collaboration Topic - Last Update: 11/05/11 20

Postby Svart likdöd helvete » Wed May 11, 2011 9:35 pm

If builds and sources are available only for a chosen elite, the "vip", it's hardly a collaboration.
Each person using a separate engine is such an utterly bad idea.
I suggest E-man makes an open source Flug engine (which is posted for all to see, open and edit) and then we all create sprites, sounds and such. A level editor would be good as well.

I can recommend:
Keeping pictures/sounds externally, importing png files using Active picture object.
I cannot open mfa files with several hundred mb's of sounds and graphics. It's better to load them at runtime.
And rather than having multiple frames we should have one (built from a level editor script like nifflas does).
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