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May 19, 2013, 02:24:32 AM
TIGSource ForumsDeveloperFeedbackNPFR (No Place For Robots) One button game, DEMO in browser - version 2
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Author Topic: NPFR (No Place For Robots) One button game, DEMO in browser - version 2  (Read 1887 times)
bome99
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« on: September 29, 2011, 07:50:32 AM »

PLAY

Hi all

In my spare time I'm making a "one button game".

When I started out I was sure I wanted to do a classic platformer. arrow controls and jump button. Had just played "super meat boy" and was really excited about that game.

But after a while I decided that there was no reason why I the gamemaker shouldn't decided what direction you are going.  Well, hello there!

Also, I've been playing a lot of iPhone/iPad games and find that simpler controls are the way to go. It will also be easier to do ports for web/iPhone/Android with just button or screen to tab.

Making it all simpler is also a challenge so... CHALLENGE Accepted!!

I've been working on this on and off for a while and finally I have something to show.

The Story:

You control a Robot trapped in a factory, and he wants cake. (yeah I know, but it works for me)

He starts moving when you enter a level and you make him jump.

He walljumps and collects coins.

I have four worlds planed

The 4 worlds (not suited for robots)

 1 Factory

 2 Outside in the woods

 3 Underground Rocket base

 4 Rocket going into space

Each world will have 2 chapters with 10-15 levels.

When you enter a chapter you have accesses to all levels in that chapter.

To unlock a new chapter get enough coins.

At the moment I have only one trap, a saw, hit it and you die.

I just added a Super Mario style coinbox.

and a treadmill.
When you run over a treadmill that points opposite direction, you are going, you turn around. Same direction it adds 10 to speed for 2 sec.

Already with these few elements I got some pretty fun Level.

On my to do list.

Rocket jump. Disappearing floor, portals, destructible planks.


Check out this video of gameplay or play the DEMO.

http://b-evil.dk/NPFR/game.html

http://www.youtube.com/watch?v=GGe6tqYjTIA



Cheers Bo
« Last Edit: October 18, 2011, 04:57:22 PM by bome99 » Logged

bome99
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« Reply #1 on: September 30, 2011, 05:13:40 AM »

been working on the gui a bit


I want it look like an old arcade game screen. still needs a lot more work.

and thought I would show you some of my animations.
My robot











Demo will be done soon, 9 levels don 11 to go.

BTW can I move this to DevLogs some how?
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bome99
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« Reply #2 on: October 01, 2011, 06:06:34 AM »

I got a demo!!
Only 9 levels but more will follow.

DEMO
http://b-evil.dk/NPFR/game.html

Also check out the music for the game so far
http://soundcloud.com/doublestone/sets/gamemusic-1/

Any comments will greatly appreciated!

« Last Edit: October 01, 2011, 06:23:18 AM by bome99 » Logged

Devenger
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« Reply #3 on: October 01, 2011, 10:48:27 AM »

Thought-scatter:

This plays fairly well. Wall-jumping is fun. The movement feels a little off in some cases (whilst I can see you've tried to make the jumping forgiving in terms of reaching platforms and not bouncing back off of corner cases, it looks a bit strange since the robot occasionally animates as if they are on the wall vertically, then returns to moving horizontally in the same direction). The hazardous spinning-blade? traps seem a little too eager to kill the poor robot - consider tweaking the hitbox of the player or traps a little. Your in-level music is good - just make it loop/start and end in a less noticeable way. Similarly, the coin-boxes are also too easy to hit - even when I felt the robot had missed them entirely (by a small distance) I'd still get a coin.

The last level of the demo (level 9?) seemed rather long and had the more tedious travelling and coin-gathering sections before the tricky jump(s) that can result in death. This is just personal preference, but I think that having a difficulty spike at the end of a level of decent length is unnecessarily frustrating. (Maybe increasing the speed of the robot is worth a test?) The graphics all seem nice enough in isolation, but don't quite fit together somehow... maybe the terrain needs to look livelier?

Minor quibbles aside, you have something fun here. Keep going.
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bome99
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« Reply #4 on: October 02, 2011, 01:11:28 AM »

Thanks for playing.

You have some really good points.  Smiley

I'll look into the movement issues, and hitboxes on coinboxes and the saw as well.

Yeah level 8 is miss placed and way to long. I think it's best to go for 10 to 20 sec levels.

 I've made some treadmills that increases speed, but haven't used them yet, they will be featured in future levels.

 
Thanks again it's great with some freesh eyes on the game.
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RichMakeGame!
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« Reply #5 on: October 02, 2011, 12:08:40 PM »

I think it's good fun Smiley You've done a good job getting meat boy's wall jump feel into the game.

For me, one thing I found is that because I don't control the motion, I wasn't able to 'scout out' areas ahead and this led to deaths because I couldn't see what was coming. You'll also notice meat boy is way more zoomed out and you can see traps much sooner.

I'd suggest either zooming further, or moving the camera to show a little bit ahead of the player, particularly when falling. You're moving fast and obstacles come from off screen very close to you so you can't plan ahead
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bome99
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« Reply #6 on: October 02, 2011, 01:06:53 PM »

Thanks.  Smiley

Yeah I think I will zoom out a bit. I'll see if that helps enough, really don't want to have to slow down the game.

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bome99
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« Reply #7 on: October 17, 2011, 03:05:03 PM »

Hi all

I fixed a few things.
Controls should a lot better now. Went through the whole thing and rewrote most of it so it's easier to make changes. I've made the Robot drop down and change direction after leaving a wall, it feels more natural. Walljump is fix as well.

I zoomed out on all levels, so you have a better chance to see what's coming.
I added some sounds to the gameplay, and switch the levels around so it makes a bit more sense.

Hope this makes the game feel better, please let me know what you think.

Please have in mind that all levels are still test levels.
If you've tried the game before please flush you cache so you are sure to get the right version.

Right version says "Version 2.0" on the menu screen.
http://b-evil.dk/NPFR/game.html

Thanks a TON
Bo
« Last Edit: October 18, 2011, 04:52:05 PM by bome99 » Logged

Stib
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« Reply #8 on: October 19, 2011, 12:25:50 PM »

Good music. And I don't usually like one button games but this one has a good dose of tension and fun. Nice work Smiley
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RichMakeGame!
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« Reply #9 on: October 19, 2011, 01:02:45 PM »

hey man, it's looking good!

in fact I don't have many crits, the only niggle I have is that I'd like to just tap space to play the next level instead of grabbing the mouse and clicking a button. I think that goes for touch devices too, ie tapping anywhere on the play area to go to the next level
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testers requested: will do playtest swap if you need yours tested, PM
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bome99
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« Reply #10 on: October 19, 2011, 01:06:33 PM »

Thanks!
Glad you like it!

Yeah, will do the next level tab thing :D it destroy the rhythm, to have to get the mouse, point and click.

Also I'm working on portals.  Well, hello there!

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TotalFluke
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« Reply #11 on: October 19, 2011, 04:30:44 PM »

Just played the game.

I like the jumping, it's well implemented. Also the level design was quite good, not too much repetition. I can clearly see the super meat boy influence in some of the levels, which is a good thing.

There was a hard level, I think 8, where the difficulty was very high and felt a little out of place. Maybe this was just my poor skill though.

The only comments I can think of is that I think I want the robot to move faster. Oh and let me skip quickly to the next level with the space bar, I had to grab the mouse to hit next which interrupted the flow.
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starsrift
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« Reply #12 on: October 20, 2011, 05:27:32 AM »

I felt the game played just fine. I like how even though it's a "one button" game you handle reversing direction quite neatly.

I found the music obnoxious.

Level 9 seemed unforgivingly hard. Not just a "light" tap of my spacebar would do, I had to be ninja with that shit. It's a little too sensitive to make longer jumps with.

Looks good, don't stop now!
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bome99
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« Reply #13 on: October 20, 2011, 08:56:23 AM »

I'll have a look at sensitivity of the jump.

maybe I should do a track select for the music?
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starsrift
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« Reply #14 on: October 21, 2011, 04:10:50 AM »

Well, music is subjective thing. Just because one guy sez "I don't like the music", doesn't necessarily mean you should rush out and change it. If like five guys tell you that, maybe it's a good indication. Smiley
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"Vigorous writing is concise." - William Strunk, Jr.
As is coding.

I take life with a grain of salt.
And a slice of lime, plus a shot of tequila.
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