MaloEspada
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« Reply #20 on: June 27, 2010, 11:37:48 AM » |
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KittenEater reported that error too. It can be two things:
-you didn't put the dlls in the same folder as the exe, but this is unlikely. -your OS/computer/god doesn't want to play and can't be friends with the dlls.
Enlighten me with your OS, pc specs, something like that.
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« Last Edit: June 27, 2010, 11:44:18 AM by rdein »
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ink.inc
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« Reply #21 on: June 27, 2010, 12:39:47 PM » |
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Dell Dimension 3000 Running Windows XP IntelĀ® PentiumĀ® 4 processor that runs at 2.8 GHz 400-MHz DDR SDRAM Integrated Intel Extreme Graphics 2
Generally speaking, it runs Game Maker games fine. I use GM myself.
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MaloEspada
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« Reply #22 on: June 28, 2010, 02:59:18 PM » |
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@ink.inc unfortunately I think it has to do with how the dll was coded to work with game maker.. I'll try contacting the dudes who made the dll to see if there is any work-around. Meanwhile... This pretty much implies I stole pgil's dialogue box from Mr. Kitty's Quest implemented dialogue boxes for helping purposes!
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Sir Raptor
Level 6
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« Reply #23 on: June 28, 2010, 04:39:47 PM » |
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Is there any reason every enemy has one huge eye, and will that reason be touched upon in the finished game?
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baconman
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« Reply #24 on: June 28, 2010, 11:19:16 PM » |
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This is well-designed, using such simple entrapment in such complexity. Beautiful art/tilework and music, too; and the alternating types of attacks gives it a lot of depth, though that first sickle/boomerang is wickedly overpowered a bit. It does run a teeny bit slow on my comp, though - and the gravity feels pretty lenient/floaty. But that could *just* be me, because of that.
Also, the vertical-crunchy things - are they meant to be destructible? And are they supposed to re-attack you before resetting to their upper position? A little spike on the top may be useful for warning people not to try and stand on them - first time I saw them, I thought they were something like a bridge! XD
Finally, though custom controls are a no-brainer, in the meantime you may consider remapping "QW" to "WE," so the things they switch correspond to the buttons directly below them. This is gonna be too much fun. I'm never gonna get all my project work done, haha!
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MaloEspada
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« Reply #25 on: June 28, 2010, 11:24:27 PM » |
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Is there any reason every enemy has one huge eye, and will that reason be touched upon in the finished game?
I felt like it haha. I guess I just like one-eyed things. Zelda inspiration, maybe. I don't think there will ever be an elaborated reason haha. This is well-designed, using such simple entrapment in such complexity. Beautiful art/tilework and music, too; and the alternating types of attacks gives it a lot of depth, though that first sickle/boomerang is wickedly overpowered a bit. It does run a teeny bit slow on my comp, though - and the gravity feels pretty lenient/floaty. But that could *just* be me, because of that.
Also, the vertical-crunchy things - are they meant to be destructible? And are they supposed to re-attack you before resetting to their upper position? A little spike on the top may be useful for warning people not to try and stand on them - first time I saw them, I thought they were something like a bridge! XD
Finally, though custom controls are a no-brainer, in the meantime you may consider remapping "QW" to "WE," so the things they switch correspond to the buttons directly below them. This is gonna be too much fun. I'm never gonna get all my project work done, haha!
Thanks! Glad you like it. How is the FPS there? Normal should float around 60. And yeah, those things can be destroyed haha. And yeah, reattack too. Thanks for the suggestions, specially the QE thing! I guess I'll use that!
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JaJitsu
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« Reply #26 on: June 28, 2010, 11:34:35 PM » |
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oh yeah. I was going to suggest they reset to the upper position.
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Aquanoctis
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« Reply #27 on: June 29, 2010, 10:26:03 AM » |
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moonchild's dead...but this looks super awesome. Is Javet still doing the music for this as well? It's sounding great. One thing I would say is the falling block-like enemies should only re-attack once they've returned to their original position, maybe? I eagerly await more development. EDIT: And that's why you always read the Readme...
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Dustin Smith
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« Reply #28 on: June 29, 2010, 12:10:01 PM » |
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That is some sexy pixel art. Just downloaded, once I get a couple plays in I'll chime in my feedback.
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ink.inc
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« Reply #29 on: June 29, 2010, 03:40:00 PM » |
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Got it running on another computer. I appreciated the area that had a reference to Tetris (in the area with all the flowers). You had the 4 shapes lined up in one area. Aside from that, I had a couple of errors. I wasn't able to equip the boomerang for whatever reason. I noticed that her falling animation happens too late (you can see from the direction of her hair) Some noticeable screen tearing, but this happens across all GM games and I'm not too sure that there's any solution. It's not terrible though. Sometimes it's difficult to discern what's foreground and background (ie what you can stand on). Also, the vertical-crunchy things - are they meant to be destructible? And are they supposed to re-attack you before resetting to their upper position? A little spike on the top may be useful for warning people not to try and stand on them - first time I saw them, I thought they were something like a bridge! XD
Me too. Aside from that, pretty decent, although a little floaty.
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MaloEspada
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« Reply #30 on: June 29, 2010, 03:43:11 PM » |
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Since it's all in early development, you don't need to equip it, it auto equips. You just need to press D. But I guess you mean you couldn't use it?
Thanks for playing ink.inc, I'll make her falling animation happen sooner.
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ink.inc
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« Reply #31 on: June 29, 2010, 03:44:53 PM » |
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Oh, well that'll make sense. I was sitting there for 5 minutes, wondering how to use it, then stopped and started to write my post.
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MaloEspada
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« Reply #32 on: June 29, 2010, 05:03:50 PM » |
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Do not worry as I put in-game help crystals so they teach you what to do etc. Also i put a spike on the top of the falling enemy.
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PureQuestion
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« Reply #33 on: June 29, 2010, 05:13:05 PM » |
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Hmm...
Well, it's very well put together so far. Quite difficult, though.
Looking forward to more!
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Sir Raptor
Level 6
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« Reply #34 on: June 29, 2010, 06:37:08 PM » |
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Is there any reason every enemy has one huge eye, and will that reason be touched upon in the finished game?
I felt like it haha. I guess I just like one-eyed things. Zelda inspiration, maybe. I don't think there will ever be an elaborated reason haha. I thought it would be interesting if there was some particular reason for the similarities, kinda like how all the enemies in each Silent Hill game were all modeled after a certain idea. If you won't go into it, that's fine, but I'd like it if it were at least mentioned. With that said, I can't play this game right now, but I do look forward to playing it when I can. ...That girl's mother doesn't come back in the end, does she.
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J.W. Hendricks
Freeware Ninja
Level 10
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« Reply #36 on: July 02, 2010, 08:26:44 AM » |
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The artist formally known as "Javet."
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bart_the_13th
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« Reply #37 on: July 04, 2010, 01:45:14 AM » |
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I havent played much of Game Maker games, but this one is among of the best game made with gamemaker I've ever played. Character movement if good, I like the slashing effects. The graphics are flat but somehow they blends nicely to the game atmosphere. The only thing I want to complain is the blocks the eye thrown. They went trough wall, I cant see them coming.
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MaloEspada
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« Reply #38 on: July 04, 2010, 11:52:25 AM » |
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The only thing I want to complain is the blocks the eye thrown. They went trough wall, I cant see them coming.
This was already fixed, but thanks for all the comments! A new version should be coming soon, that is, if I get new music soon..
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J.W. Hendricks
Freeware Ninja
Level 10
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« Reply #39 on: July 04, 2010, 11:57:31 AM » |
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Don't worry. After today (nation's birthday) I'll be back on the music. I'm almost done with 2 of the 3 tracks.
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The artist formally known as "Javet."
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