Hello!
To tell the truth, I never had played Bubble Bobble for longer than a few minutes when I initially began creating this; it was only after I could find no more than limited ripped graphics online that I decided to play it, in order to rip them myself. Somehow that goal enabled me to come further than I ever had before, with a modest milestone of the ninth level. Regardless, that was enough; I had taken a fair amount of screenshots, and was able to rip all the graphics that I needed into ZC.
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The demo which I have procured contains three test-levels, each progressively increasing in difficulty and ingenuity. As I spent more time working on the game, I found myself thinking of new utilizations for the various features of ZC which could make the game more challenging, and hopefully more enjoyable. You shall likely notice this; if you want the best experience, and are in short supply of time, I recommend that you focus your energy on the third test-level--but please do give each of them a fair trial.
As should be expected, the story of this game is minimal; the most you shall likely know is that you are following Bub on his fantastic adventure. Expect the final game to follow no more than a Metroidesque story at maximum. But ultimately, who knows? there may be a twist; perhaps Bob shall make a guest appearance.
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Now, as I am certain that you are waiting for, is the video and screenshot gallery:
Underneath is a video of the first test-level. Being my first creation with sideview-gravity, it is comparatively bland; but do not worry, as this has little semblance of the whole product. My main reason for choosing the first test-level to record was that it was the easiest, and thus none would need to watch me perish on film.
You likely noticed at the end that there was a hidden four-roomed obstacle-course. These obstacle-courses exist in every test-level so far, and can typically be found in the lower-rightmost accessible screen--beyond that hint, you shall need to find your own way to them. Completion of them is required if you are to ultimately complete the level.
Underneath are various screenshots. In them you shall see various devices, some of which are not seen in the video: bounce-pads allow Bub to jump higher than normal, arrows help Bub to jump higher or farther, portals teleport Bub (they can be both malicious and helpful), on/off-switches and reset-buttons can alter things in the room when pressed, ropes can alter things in the room when shot by bubbles (as is entirely logical), and spinning razor-blades hurt Bub when touched.


(Here we have examples of both arrows and ropes. Shoot a bubble at that rope, and that gem may fall--but be careful; you'll need to grab it before it falls into the abyss!)


(Here are examples of arrows and bounce-pads and portals. Watch out, Bub!) Note that it says 'Test Map A'; it should be labelled 'Test Map B'.


(Here are more puzzle-examples. In the second one, you can see portals and razor-blades and switches. Each switch lowers the platform before Bub so that he can complete the jump.)


There is nothing important of these screenshots; I merely thought that they looked interesting enough to put in.)
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Considering that that whole spiel is over, I can now present you with the three-levelled demo and some closing remarks:
Bubble Bobble: The Fantastic Adventure Expo-Demo
Play in ZC2.5 RC3.
The current goal of each test-level is to collect one-hundred gems. I know; it is a meagre goal; the final game shall have something which is hopefully much more compelling.
Credits:
SpacemanDan - No Up/Down Script
ShadowTiger - Bounce-Pad Script
If anyone has any criticism or suggestions, I would be glad to hear. A new exploitation of a feature, or device of ZC which I never knew of could be very helpful to me, too. This game is being made for fun, and I hope that you have the same calibre of experience while playing it as I do while making it.

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