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 Tales From Mortasheen: Chainsaw Kid, Mortasheen Spin-Off Platformer
Pyro-Gibberish
Posted: Jul 15 2012, 10:22 PM


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Now that there's an actual Mortasheen board, I figure I'll just make a topic for it here. For those of you who don't know, I'm working on a spin-off platformer for the Mortasheen 'series'. It stars Chainsaw Kid and will feature several familiar locales and characters from the world of Mortasheen.


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captnotatroll
Posted: Sep 2 2012, 05:45 AM


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Good:
-Good pixel art, and even in the demo the enemies are decently varied.
-Works well
-Interesting attack of "chainsawing"

Bad:
-Camera is too focused in on the character, in most platformers you have a far wider field of view so this was disorientating.
-Chainsaw attack is pretty hard to hit monsters with, especially airborne enemies. Might be interesting if you could hold down to have it running while moving, but would run out of gas and have to recharge, since the Chainsaw Kid seems like he should be running into enemies while chainsawing them.
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Pyro-Gibberish
Posted: Oct 11 2012, 10:18 PM


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Project update:
Finally started to put the actual levels together, and I'll probably upload the first demo of a completed level sometime in the near future.
Also started coding boss behaviors. First is a young doldrum which attacks you by smashing at you with its fists. There are also light lock-and-key puzzle elements throughout.
And last but not least, Dreadnawt is doing music for the game! If his previous stuff is any indication, the music will be pretty damn good. c:

As usual, if you have any questions/suggestions about where this is going or anything, feel free to ask.


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Chiknhart
Posted: Oct 11 2012, 10:43 PM


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Will there be any friendly monsters you encounter as you play? Maybe some kind of mechanic that allows you to free them for what essentially functions like a power-up?
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Pyro-Gibberish
Posted: Oct 11 2012, 10:46 PM


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QUOTE (Chiknhart @ Oct 11 2012, 10:43 PM)
Will there be any friendly monsters you encounter as you play? Maybe some kind of mechanic that allows you to free them for what essentially functions like a power-up?

That was essentially the plan for devilbirds.
You can find their eggs and each one gives you a unique boost (except for sloth) and if you can find all of them, there's a secret level where you turn into Drillbaby and have to fight Diablymous.


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Chiknhart
Posted: Oct 11 2012, 10:53 PM


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Sweet!

Though this may have been mentioned before, how many levels are there total?
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Pyro-Gibberish
Posted: Oct 11 2012, 11:05 PM


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Let's see... Last time I went through them, there were eight regular levels and two hidden ones.
The first hidden is the aforementioned dirllbaby stage.
The second is an alternate dimension crawling with unknown types.


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Pyro-Gibberish
Posted: Oct 21 2012, 03:53 PM


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user posted image
Doldrum boss preview
Also the texture for the junk behind him aren't final. I'm still adding slopes for the trash heaps


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Kuranes
Posted: Oct 21 2012, 06:20 PM


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Ooh intresting, I'm willing to jump on just about anything to get that mortasheen itch scratched. Is there any ETA? smile.gif
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Pyro-Gibberish
Posted: Oct 21 2012, 06:47 PM


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Not really an estimated time of arrival yet, but I'll be releasing periodic demos before I put out the whole thing.


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Kuranes
Posted: Oct 21 2012, 07:56 PM


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Okay, sounds good. I'll look foreward to seeing any demoes soon. biggrin.gif
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Pyro-Gibberish
Posted: Oct 22 2012, 09:44 PM


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So here's a run-down of the levels, approved by Jonathan. WARNING LONG POST INCOMING!

Breeding Factory:
Some light lock-and-key puzzles, but mostly straightforward. There will be several sub-areas (not like 'world 1-1', all part of the same level, going straight into eachother), with the last being a small trash-dump area where you'll fight baby Doldrum. The enemies here include gromory, bumpty, scravenous, and mumblegog among others. Most keys are guarded by pestequirms (which are surprisingly dangerous).

Mortasheen City Sewers:
The obligatory water level. tongue.gif To avoid frustration, there won't be annoying, unconventional water controls. One third of the level will be on land and the rest will take place underwater. The boss is a large vermoeba which you defeat by taking out its heads. Enemies include funguslyme and scumbat (for abovewater portions) and necrozoa, octopire, and others (for underwater portions). Debating on whether or not to make a breath meter.

Mortasheen City Streets:
A bulk of the level is jumping from big truck to big truck (there are trucks in mortasheen, right?). Some trucks have puzzles to complete before you can board them, like cutting a rope to let down the platform or using a special mechanism to leap onto the truck. The boss of this level (a gullywunk in the back of a truck) is defeated by weakening it enough to hit a switch which send the truck crashing into a nearby building. Enemies are mostly bioconstructs and biomecha.

Harlequeen's Carnival: You start in circus tents filled with Joker types and eventually move to the meat of the level; the 'attractions'. Planned is a funhouse which screws with your controls and/or interface, a ferris wheel where you get the devilbird egg, and a test-your-strength attraction to get the boss key. The boss is Harlequeen, who spends most of the battle spawning mooks. Obviously, the enemies are primarily joker types.

Cannontown:
Like the city streets, most of the level is spent jumping from vehivle to vehicle, although this time its tanks. Some tanks have cannons you can man and use to shoot enemies or break down barriers. These cannons are also pivotal in the boss fight. There are no actual enemies aside from the cannons and guns on the sides of the tanks. The boss is the biggest tank, which you beat by shooting down with allied cannons.

Corpse Sea:
In this level, you'll spend a lot of time either walking along the backs of the larger corpses or 'swimming' throug the smaller ones. At one point in the level, you can take a detour and raid a zombie pirate ship to get the devilbird egg. On the ship are cannons and, of course, zombie pirates. It's a fairly straightforward level. Boris is the boss, and you defeat him by climbing all over his bloated body and attacking weak points (giant cysts) while avoiding acidic projectiles and the festerlings it spawns from its headstones.

Axabod's Innards:
The final level takes place within axabod himself, where you trek through visceral corridors and organic rooms. Some puzzles in the form of cutting veins or popping blisters are littered about. Mostly arthropoid monsters dwell in this level. Again, no real twists aside from light puzzle elements, although you can do some exploring throughout the level. Axabod has the only two phase boss fight in the game. You start off fighting axabod's giant womb, which continually spawns arthropoids, shoots tumour-bombs, and tries to knock you into the acid below. Once it takes enough damage, the womb bursts to reveal a gigantic Chimerisect inside. Smaller wombs still spawn enemies, along with the chimerisect spitting projectiles at you and trying to devour you. Once you beat the chimerisect, axabod's insecile immune system is distracted for long enough to escape, and that's the end.

BONUS LEVEL: Unknown Dimension:
NON EUCLIDEAN GEOMETRY AND UNKNOWN TYPES.
FIGHT THE NULL.
DIE A LOT


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Kuppo
Posted: Oct 23 2012, 03:26 AM


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Sounds / looks pretty cool, pyro.

I'm wondering what are you making this game in?
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Pyro-Gibberish
Posted: Oct 23 2012, 12:01 PM


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Mostly gamemaker's code function.


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Pyro-Gibberish
Posted: Jan 23 2013, 02:48 AM


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I hate to say it, but I think the Mortasheen game is cancelled.
As it turns out, I have far less free time than I thought I would when I first began work on the game, and recently the other two who were helping me out with it more or less bailed out. I've been really, really busy with college classes, work, and other things, and I've had little to no time every week to get much done. I'm really sorry for building up hype and then letting the forums down. I just don't have the time for a project this big what with classes, work, and the development team basically being reduced to one guy. Feel free to call me a twat or whatever; I totally deserve it for not doing more work on the game when I actually had the time.
I'm sorry for all of the hype building up to nothing.


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