Stukos
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« on: December 13, 2009, 04:09:44 PM » |
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Play the alpha version or whatever here: http://www.swfcabin.com/open/1261089252 [Flash, 1.8Mb] Ride on top of the heads of the sprites and see how far up you can get. If you fall from too high up, game over. 4 buttons. Left, right, up [jump], and space [short boost]. Sprites used: Arachne's astroman, interface arrow ( http://forums.tigsource.com/index.php?topic=9147.0). Easyname's tiles ( http://forums.tigsource.com/index.php?topic=8761.0). Oryx's character sprites and skulls ( http://forums.tigsource.com/index.php?topic=8970.0). Yokomeshi's flames, bubbles, blood, and sparks ( http://forums.tigsource.com/index.php?topic=8962.0). Music/Sounds used: Feeblethemighty's Precarious Precipitation, GO GO GO GO GO GO, and other sfx ( http://forums.tigsource.com/index.php?topic=8963.0). Jrhill's Wind sfx/loop ( http://forums.tigsource.com/index.php?topic=8980.0). Typeface: Not Oryx's directly, but it is identical I think. Old screenshots. To do - MenusHud (probably almost done, might add a bottom bar for other text)Tweak jumping and boostingDeathSky tile transitions based on height (don't like the look of this, so might not include it)Bug fixesSoundCloudsVariable rocket engines (maybe; maybe based on sprite type)Loader
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« Last Edit: December 17, 2009, 03:37:42 PM by The Hamburglar »
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Inanimate
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« Reply #2 on: December 13, 2009, 05:13:44 PM » |
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This is the weirdest use of the sprites yet! And it's very clever and unique for that. <3
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Stukos
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« Reply #3 on: December 14, 2009, 04:09:06 PM » |
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Thanks for the replies Updated with clouds and HUD. The player and character sprites move behind the clouds, for difficulty. Definitely didn't make that jump.
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Stukos
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« Reply #4 on: December 16, 2009, 08:09:53 PM » |
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Updated with demo.
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Inanimate
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« Reply #5 on: December 16, 2009, 08:34:23 PM » |
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Best: 570...
that any good?
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oryx
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« Reply #6 on: December 16, 2009, 08:48:51 PM » |
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Nice, this is quite fun.
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Stukos
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« Reply #7 on: December 16, 2009, 08:51:57 PM » |
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Best: 570...
that any good?
Pretty good I think. Try for 666.
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lowpoly
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« Reply #8 on: December 16, 2009, 08:58:02 PM » |
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793, fun stuff!
not sure if it's your intention but there's a lot of leeway now for getting a jump off even when you should technically be falling. I actually think it makes the game more fun to play that way, but it looks a bit funny to be jumping off of nothing.
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Pishtaco
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« Reply #9 on: December 16, 2009, 10:28:17 PM » |
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This is very cute. I didn't read the thread, and tried jumping on a cloud. Something feels a bit funny about the controls; maybe I'm expecting a bit more inertia moving side to side.
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Stukos
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« Reply #10 on: December 16, 2009, 11:35:17 PM » |
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not sure if it's your intention but there's a lot of leeway now for getting a jump off even when you should technically be falling. I actually think it makes the game more fun to play that way, but it looks a bit funny to be jumping off of nothing.
The second jump is intentional, but you only get one. and tried jumping on a cloud.
I uploaded a new version with different clouds. Try it out. I think the controls are fine. You might have to get used to them though.
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Fromage de Soja
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« Reply #11 on: December 16, 2009, 11:39:20 PM » |
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I'm finding this addictive! 870 so far. Sometimes I respawn already riding a rocket. It seemed that the restart/screen wipe effect lasted considerably longer after like, the 10th attempt or so. I think adding a time bonus would be nice too; one time I got up to like 700, and then fell for a while before finally catching a new ride, and then got to like 600, so it was a pretty long session. I feel as if I should be rewarded
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Stukos
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« Reply #12 on: December 17, 2009, 01:00:23 AM » |
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Sometimes I respawn already riding a rocket. It seemed that the restart/screen wipe effect lasted considerably longer after like, the 10th attempt or so. I think adding a time bonus would be nice too; one time I got up to like 700, and then fell for a while before finally catching a new ride, and then got to like 600, so it was a pretty long session. I feel as if I should be rewarded Last update for tonight. Rockets spawning while the game is resetting should be fixed now, and the timer is a great suggestion, and I added it to the help menu. I'm not sure about the respawn time. I think it just might be flash grinding to delete stuff, but I can't figure it out. If it seems to get even longer than that let me know.
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J. R. Hill
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« Reply #13 on: December 17, 2009, 07:32:20 AM » |
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Whoa, sweet!
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hi
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feeblethemighty
Level 1
@feeblethemighty
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« Reply #14 on: December 17, 2009, 01:09:10 PM » |
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Just played the demo. Pretty fun and addicting! I like the dichotomy between the dream inducing intro screen and the chaotic gameplay.
Also noticed that my music for the intro wasn't looping properly. Oops. Thought i looked at that. Sorry. I just tried to fix it but there still is a bit of a click when looping. You did well with the fade out.
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J. R. Hill
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« Reply #15 on: December 17, 2009, 01:45:20 PM » |
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My only suggestion is to have the screen scroll down a little bit more when you're falling so that you can see if anything's coming up.
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hi
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Stukos
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« Reply #16 on: December 17, 2009, 02:02:35 PM » |
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Also noticed that my music for the intro wasn't looping properly. [...] I just tried to fix it but there still is a bit of a click when looping. You did well with the fade out. I thought that was just flash being unable to render sounds correctly. Flash is terrible with sfx. I might add a bit more fade out on the next version, but its hardly noticeable right now. The music sounds great. My only suggestion is to have the screen scroll down a little bit more when you're falling so that you can see if anything's coming up. I think you're right. I'm going to try to add 64 more pixels to the bottom, but I didn't design it to be scalable like that so it might need a bit of reworking. Thanks for the replies.
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J. R. Hill
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« Reply #17 on: December 17, 2009, 02:42:08 PM » |
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Well another way is just to move the character up the screen a bit when he picks up speed from falling.
Not sure if that'd be any easier for you though.
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hi
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Stukos
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« Reply #18 on: December 17, 2009, 03:28:35 PM » |
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Well another way is just to move the character up the screen a bit when he picks up speed from falling.
Not sure if that'd be any easier for you though.
It was actually much easier than I thought it would be. I thought the sky tile creation/deletion was more disorganized than it was. New version is up. Please let me know about any bugs. Still needs a preloader.
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J. R. Hill
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« Reply #19 on: December 17, 2009, 03:52:22 PM » |
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Awesome! I'm up to 1158 now.
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hi
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