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TIGSource ForumsCommunityDevLogsMalaika Princess - The Game (2D RPG action Endless Runner )
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Author Topic: Malaika Princess - The Game (2D RPG action Endless Runner )  (Read 73096 times)
gimymblert
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« Reply #20 on: February 24, 2013, 10:48:00 PM »

When I jump once she reach the apex there is sometimes a "twitch", when colliding the side of wall she kinda stick to it and it doesn't feel great (and there is not jumping from it).
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airman4
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« Reply #21 on: February 25, 2013, 03:35:06 AM »

When I jump once she reach the apex there is sometimes a "twitch", when colliding the side of wall she kinda stick to it and it doesn't feel great (and there is not jumping from it).

Yeah some bugs annoys me
The dash doesnt work well

Humm maybe i'll try to change framework game-makers.
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gimymblert
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« Reply #22 on: February 25, 2013, 03:38:12 AM »

don't hesitate to share code, or post on technical, so we can help sort the details
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airman4
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« Reply #23 on: February 25, 2013, 03:45:51 AM »

don't hesitate to share code, or post on technical, so we can help sort the details

yes thanks very much

I'll make big tweaks today myself and if i fail , i'll post some code here

Do you have stencylworks ?
It's a AS3 frameworks

Edit
Tweaks helped a lot already

This video prove it
http://www.youtube.com/watch?v=v0D-Xt61s8Y&feature=youtu.be

The jump and dash are better

I'll tweak a bit more.
« Last Edit: February 25, 2013, 04:17:36 AM by airman4 » Logged

gimymblert
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« Reply #24 on: February 25, 2013, 08:09:51 AM »

I don't have stencyl work, but people can help with algorithm just by looking at them
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Pineapple
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« Reply #25 on: February 25, 2013, 08:46:32 AM »



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gimymblert
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« Reply #26 on: February 25, 2013, 02:24:48 PM »

BTW the stickyness might be that you update all collisions axis, you should not update the y vertical collision and just update the X axis, providing you can determinate in the algo direction of collision (it's a square right?)
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airman4
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« Reply #27 on: February 25, 2013, 08:12:00 PM »

BTW the stickyness might be that you update all collisions axis, you should not update the y vertical collision and just update the X axis, providing you can determinate in the algo direction of collision (it's a square right?)

Seems complex to understand in english

i'll send you a message

I started to work on invocations , not sure if i'll add them but it should be more fun.



I plan three invocations  , this one should help you go higher (like a springboard)
Those invocations are rather more water-spirit in the "Wtaer Kingdom" of the universe.
Spirit of dead mythical creatures.

Programming them will be hard
RPG side is dropped for the moment. Epileptic

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airman4
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« Reply #28 on: March 01, 2013, 09:05:17 AM »

Ok
The development is hard but kinda fun
I always use stuff , drop it , use another
I have better experience than with the previous game and think this game will be better than Star and Light

I have to work on the whole game now , the story started to emerge a bit (a story where you have been sent into a place with mysterious murders and stranges things)


The game will be kinda inspired by "legend of thor" and "sonic" ?
You'll have to see some locations and use your ability to summon some spirits.
You can't control the spirits but some can be Moved(you just walk into it , push with key arrows)
The Game is about speed and ability to invoke the spirits in a clever way.


I'll be back with more definitive infos

For this demo update:
Play around , and try the dash system !
Get the circular orb (design will be changed)
and make the dash jauge rise , after you can dash with Z
Once you the jauge is little , you can't , the system works like street fighter fury modes.

Don't eat too much Orbs or you'll die. when the jauge is white , just stop eating them ^^.

To invoke , you have to use the Dash system on the "Drop" and the Spirit will appear in the location and disappear after some time
This summon is for jump higher.

The design except the heroine will be changed probably.


A hidden move is to dash like a crazy in air  and jump at the end of the dash , you can end up with a ground pound attack  ! (press duck with key arrow)


Try the demo here
http://www.kongregate.com/games/airman4/malaika-princess-the-game-build-1-0

I'd love some impressions there to help me already make it better
I know there is few interesting stuff but that would be cool.
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« Reply #29 on: March 01, 2013, 09:41:53 AM »

realy...i love this graphics and animation, you are a very good artist!! Smiley
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airman4
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« Reply #30 on: March 01, 2013, 09:55:00 AM »

thanks to you jeko !
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airman4
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« Reply #31 on: March 06, 2013, 10:28:52 AM »

Hi
So i think i found a good set for the game

This testing showed up some problems , mostly with performance (the background and text are WIP works )
http://www.youtube.com/watch?v=N-zw56QJwQk&feature=youtu.be

For some reason the game can't handle big levels size-wise
I'll avoid them in the game , sorry
The only big size levels could be Towns and even , i'll try to minimize them.

I need to work on the particles animations of the "water" , i can't make a good one with that framework yet but i hope to improve it.


The new philosophy of the game will probably be : for example using dash(speed up) to reach locations fast while avoiding deadly traps.
Little levels , the character will be more little too ,size wise.

When you start the game you'll have to beat a "rival" before entering the real game and story , this event will probably decide if you'll get the full story or no , i plan to make different endings and paths.
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gimymblert
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« Reply #32 on: March 06, 2013, 01:23:27 PM »

Shaping up nicely
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airman4
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« Reply #33 on: March 07, 2013, 06:11:22 PM »

Hi !
thanks Gimym TILBERT

Here is the first prototype playable with a win or loose system
It's a race type platformer

The game is a flash type game.
Framework : stencylworks
Graphics : WIp (except the heroine maybe)
I'm not great with water effect , i did what i could.
Moving the heroine : Key arrows
Special move : Dash speed , use Z for that. (you get white orbes to be able to dash , you can't dash infinitely)
Purpose : Speed up and get the flag in the top before the red silouhette next to you.
Get the orbes and dash when you run , it will be easy to win.
How to play this : Go to the silouette behind you and press Z to start the challenge.


http://www.kongregate.com/games/airman4/malaika-princess-the-game-build-1-0


Why this prototype ?
Because i want to see how the game could feel and most important i want to fix the difficulty of the game
The feedback there could help me create a good difficulty for the game
Tell me if you succeded it easily or if it's hard / impossible.
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airman4
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« Reply #34 on: March 10, 2013, 07:27:40 AM »

More infos :

The style of the game will be more like "Shadow of the colossus" now
Meaning : going to fight a bunch of different bosses
Before the boss you'll have to complete a level and reach the boss entry.

Here is the idle gif from the heroine's super move

If you dash three times in a fast way , she will turn into this Fish.
I haven't decided yet how it gonna work damages-side.
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gimymblert
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« Reply #35 on: March 10, 2013, 07:45:50 AM »

the concept looks more like alien soldier
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airman4
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« Reply #36 on: March 10, 2013, 11:21:31 AM »

the concept looks more like alien soldier
Alien soldier ?

I don't know it at all , i'll check it out.

But i think to colossus because there is not much ennemies but bosses (not big ones) to be beaten in a certain way
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gimymblert
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« Reply #37 on: March 10, 2013, 11:28:07 AM »

okay, it's just a reference in "boss rush" game
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airman4
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« Reply #38 on: March 13, 2013, 10:55:05 PM »

Ok ! Gimyn
So there will be a "boss rush" game

I'll officialize that later if i go through this and far

It' will be a little game of 10/12 bosses to defeat.

Here is the first boss to beat
You have the level before to resolve
It's simple , supposed to be simple

The bosses will be kinda hard and die retry type
I'll try to put some enigma in them

I hope the gameplay experience will be cool

I hope it to be enough interesting for everyone

So to explain more in details

The game concept is to defeat some giant "ancestral" weapons
I'll give the story way later

The mecanics of the game are simple
You control the heroine and your mission is to destroy a weapon , mostly blade-typed (since Malaika princess is a fantasy-peplum type universe)
Each weapon have a Core (like the colossus in the ps2 game)

You have to destroy this core to beat the weapon's soul



How to strike the weapon?
By using the dash move (press Z ) : Just use it on the target like the heroine were a bullet.
If the weapon get more blood on its "skin" , then you stroke it in the right way.

You have to beat this "form" weapon three times.(normally you'll have to check the visual to know what damages you caused)

Some infos are missing but it's a wip.(the presentation is lame , sorry for that)

The game
http://www.kongregate.com/games/airman4/malaika-princess-the-game-build-1-0



Strategy (dont read it if you dont want help) :
This build is supposed to be easy

First , get to the gravemark and press Z
After you have to go to the exit , to the flag as fast you can (basic speed stuff)

After you have the boss
To defeat the fishing spear , you have to strike the green core three times.
You have to do it fast or the danger will get more close to you.

Wait until the weapon attack and strike with the dash on the core

Dodge from left to right to be able to dodge easily

Your health bar is three blow content.





For the production value :
I still plan different endings
I'll remove a ton of towns and side-levels (like riding animals)
I'll try to put a zone attack on the weapon bosses , that could allow people to destroy bosses differently (but i need to think about it)

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gimymblert
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« Reply #39 on: March 14, 2013, 12:16:58 AM »

I'll need to check that Smiley asap
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