Game Development Community

Looking for a game for arcade

by Chris Labombard · in General Game Discussion · 03/28/2010 (1:41 pm) · 4 replies

Hey guys.

I'm making a small arcade and I'm looking for an addictive 2D game to put in it. I would prefer something made with TGB. This is a game for distribution, not just personal use.

So what I'm looking for exactly is a game with the following:
- 2D, very fun, addictive game
- Made with TGB
- Suitable for an arcade using a 4 or 8 way arcade joystick and 2 arcade buttons
- I'll need access to the source code so I can set it up to work with credits etc.
- Decent price on licensing

Also the game really will need an attract mode for when it isn't being played so access to psd's of the original art files etc. would be nice to have.

Anyways, if anyone thinks they might be able to help me out send me an email and we can talk. chrislabombard@hotmail.com

Thanks,
Chris

About the author

I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.


#1
04/05/2010 (9:31 am)
i think it would be best to find people for small dev. team and make it from the ground up. What you are looking for is very specific. If you do decide to, I am an experienced Designer and i would be able to help you out.

if so contact me rafaelramirez20@gmail.com
#2
04/05/2010 (6:19 pm)
Thank you for the offer but when no one responded I just built the games myself. I have 2 of 3 done and I'm trying to figure out what to make for the third one.

Thanks anyways.
#3
02/20/2011 (2:57 pm)
Hey Chris, I'm not sure if you caught it in my thread, but you don't need source access to make it take credits. TorqueScript will do fine.

First, declare a global variable to keep track of the credits...
$credits = 0;

then, along with your controls, designate a key to add credits and to start the game. I set these up to match the x-arcade joystick...
moveMap.bindCmd(keyboard, "3", "insertCredit();", "insertCreditStop();");
moveMap.bindCmd(keyboard, "1", "playerOneStart();", "playerOneStartStop();");

Then make the appropriate message for when these buttons are pressed...

insertCredit()
     {
     $credits++;
     }

insertCreditStop()
     {
     }

playerOneStart()
{
if ($credits != 0)
     {
     $credits--;
     sceneWindow2D.schedule( 0, loadLevel, "myGame/data/levels/level1.t2d" );
      }
else if ($credits ==  0)
     {
      }
}

In this scenario, you'd wire the 1 key on the keyboard to the player 1 start key, and wire the 3 key to the coin slot. When a coin is inserted, Torque will "think" a button has been pressed and will call the appropriate function.

This is just the beginning of what you need to code. If you left it like this it'd restart to level one every time you hit the player one start key while you had credits, resetting the game, even if your player still had lives left. I'd suggest having an "if" statement determine what level the player is on. If that level is the title screen, then it'll load another level. If it's any other level, it'll just add three lives to the player and call a "spawnPlayer()" function, which will spawn a player if they are currently dead and remove the "continue" countdown. Make sense?
#4
02/20/2011 (3:53 pm)
lol. As I said, I've already completed the game. and yes, that is pretty much how I made it take coins.

When I say source code I mean the TorqueScript source code. Not just the compiled dso's.

The games (there's 2) are completely coded and have some decent art but they need better art. I may try and contract it out. Not sure what I want to do yet.