Fork and Beard
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« Reply #20 on: March 18, 2010, 03:59:38 AM » |
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Took the game for a spin this morning. Chuffed to see the eggs in there. Looks like progress to me.
Just thought I'd give my final (promise) suggestion : As the level stands now I think you should lamp a door onto the toppermost platform. When the player reaches it they get transported to the beginning of the level again. Each time they get transported a couple of things in the level change. New platform, new baddie, babies falling in the background, platform moved/removed, sweets falling in the background etc... you could even change the player sprite, this way each level reveals the historic progress of the games' development.
I think this might cut the work load down for you because this way you can add content, as it comes in, by just creating another slightly incremented level.
Just an idea...
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William Broom
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« Reply #21 on: March 18, 2010, 11:20:26 PM » |
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The incremental thing is a cool suggestion. I don't think you need to make it the only level in the game, though, since with the collision map method it's very easy to make more levels.
Another feedback-y suggestion: You should make it so that the player can jump while walking down slopes, and perhaps give him a few frames of forgiveness after you step off a platform. This would make the planet level a lot less frustrating. You could also increase his horizontal jump distance and decrease the jump height a bit, I think this would make the jumping feel a lot better.
I love the turtles, by the way.
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mokesmoe
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« Reply #22 on: March 19, 2010, 12:17:25 AM » |
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It took some messy code, but walking down slopes and a 5 frame leeway are now in! Tell me if thats enough leeway. I also fixed the order of the levels so it gos back and forth appropriately.
A thing you probably didn't know: The turtles can kill enemies for you! I made left and right arrows debug keys for getting eggs and spawning turtles, so use those if you can't get a turtle to walk into an enemy.
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« Last Edit: March 20, 2010, 09:32:26 PM by mokesmoe‽ »
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Outcast Orange
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« Reply #23 on: March 19, 2010, 02:11:43 PM » |
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Hmm...
You should add moving platforms.
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mokesmoe
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« Reply #24 on: March 19, 2010, 02:20:56 PM » |
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Hmm...
You should add moving platforms.
I'll try. It'll probably end up horribly broken. EDIT: worked out better than I thought!
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« Last Edit: March 20, 2010, 09:32:31 PM by mokesmoe‽ »
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William Broom
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« Reply #25 on: March 19, 2010, 08:51:22 PM » |
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The new level looks nice, but it's very frustrating. The enemies spawn so fast and unpredictably that they're sometimes almost impossible to avoid. Also, there seem to be a lot of things that are off the edge of the screen - maybe my resolution is too low? I hope that post didn't sound like too much whinging, so here is a rotating face:  He should float slowly toward the player. When he gets shot he should look like this:  And fall off the screen. But if he gets close to the player he won't do any damage, he will just sit still until the player moves away. And then he will look like this: 
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mokesmoe
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« Reply #26 on: March 19, 2010, 10:25:54 PM » |
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The enemy spawners are destroyable. I Put them on a timer now, tell me if thats better. The screen is probably too big because I doubled the resolution of the game. At it's doubled size, it's 1280x960. I reset the resolution to normal. You can press F4 for fullscreen, or resize the window yourself as you please. Enter will reset the window back to normal. I messed around a bit with what the face does, but it still does everything you told me to make it do. I only put them in your level, since they're both your creations. They fit better there anyways, with they're roundness. I changed level 1 so you can't skip everything, although it's not really harder. Level 2 is actually easier now.
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« Last Edit: March 20, 2010, 09:32:38 PM by mokesmoe‽ »
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J. R. Hill
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« Reply #27 on: March 20, 2010, 01:08:17 AM » |
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 The first two frames are for him just floating. If you walk up to him he says the first talkie bubble.  If you walk up to him with the extra head, he smiles and says the second talkie bubble then floats up and out of the screen. (It's supposed to look like he has hiccups)  It's 2am and the idea of a hiccupping genie that wants a human head is hilarious to me
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« Last Edit: March 20, 2010, 01:20:17 AM by JR Hill »
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hi
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mokesmoe
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« Reply #29 on: March 20, 2010, 07:13:34 PM » |
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If your going to give me sprite sheets with wired sizes, at least tell me what size they are! 11x19‽ What kind of size is that‽
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J. R. Hill
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« Reply #30 on: March 20, 2010, 07:17:03 PM » |
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It's a genie size dude.  Don't ask me to explain magic.
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hi
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mokesmoe
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« Reply #31 on: March 20, 2010, 08:03:13 PM » |
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Could you upload a quieter version? That is way too loud! EDIT: Actually, I just made a remix of your song and put in the game. Them I added a filter which makes it sound even better!* *But it also sounds completely different.
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« Last Edit: March 20, 2010, 09:11:21 PM by mokesmoe‽ »
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mokesmoe
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« Reply #32 on: March 20, 2010, 09:34:12 PM » |
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NEW BUILD READY!!! SOUND ENABLED!!! Also some other stuff. That genie was annoying to code: http://img10.imageshack.us/img10/1306/geniestep.png (linked due to size) It's actually longer now. M to mute.
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« Last Edit: March 29, 2010, 12:00:14 AM by mokesmoe‽ »
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J. R. Hill
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« Reply #33 on: March 20, 2010, 09:43:02 PM » |
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Sorry I'll be less difficult from now on. 
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hi
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mokesmoe
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« Reply #34 on: March 20, 2010, 09:45:54 PM » |
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Sorry I'll be less difficult from now on.  No, it's fine. nothing wrong with a challenge! I just thought it was funny how much code it took to make him.
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William Broom
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« Reply #35 on: March 23, 2010, 10:02:38 PM » |
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The gorilla should be able to deflect your bullets with his chainsaw.
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J. R. Hill
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« Reply #37 on: March 28, 2010, 09:56:42 PM » |
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Well, I killed the game.
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hi
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Alex Vostrov
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« Reply #39 on: March 29, 2010, 12:09:28 AM » |
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